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Financial Literacy and Cognitive Biases: Key Determinants of Gen Z Investment Choices Ningtyas, Mega; Prajawati, Maretha Ika; munir, Misbahul
Journal of Finance and Islamic Banking Vol. 7 No. 2 (2024)
Publisher : Universitas Islam Negeri Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/jfib.v7i2.9818

Abstract

This study investigates the influence of financial literacy and cognitive biases on investment decisions among Gen Z investors in Indonesia. A cross-sectional descriptive survey design was employed, guided by a positivist epistemology. Data were collected from 229 respondents through an online questionnaire and analyzed using Structural Equation Modeling-Partial Least Squares (SEM-PLS) to test the hypotheses. The results reveal that financial literacy and cognitive biases significantly impact investment decisions. Higher financial literacy is associated with more rational and informed investment choices. Conversely, cognitive biases, including hindsight bias and the illusion of control, strongly influence decision-making processes. These findings highlight the importance of targeted financial education programs to enhance financial literacy and reduce the effects of cognitive biases, enabling Gen Z investors to make better financial decisions. This study provides valuable insights for policymakers and educators to support the financial well-being of the younger generation.
The Influence of Gamification on Improving Students' Listening Skills In Teaching Listening Skill Program ningtyas, Mega; Astuti, Widi; Aisyah, Aisyah
Thalaqah : Jurnal Pendidikan Bahasa Arab dan Kebahasaaraban Vol 2 No 2 (2024): October
Publisher : Program Studi Pendidikan Bahasa Arab of STAI Ali bin Abi Thalib Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54214/thalaqah.Vol2.Iss2.828

Abstract

This study aims to determine the effect of gamification on improving listening skills in the Teaching Listening Skills Program. This research is quantitative. This study population consists of third-semester students majoring in Arabic Language Education at the Islamic College of Syuhada Mosque Yogyakarta. This research uses data analysis techniques including assumption and hypothesis testing. This study's gamification methods include role-playing, educational games related to listening material, relay message competitions, and interactive oral quizzes. The results indicate that gamification positively affects students' listening skills; however, there is no significant influence between gamification and the improvement of students' listening skills, as the effect is only 0.1%.