Business and Investment Review
Vol. 3 No. 3 (2025)

Inovasi Media Promosi Perbankan Syariah Berbasis Game Edukasi Untuk Siswa Sekolah Menengah Atas Menggunakan Scratch

Ali, Muttaqin Kholis (Unknown)
Hasanah, Arrahmil (Unknown)
Ali , Al Muhtadibillah (Unknown)
Ali , Fitri Furqoni (Unknown)
Sari , Nabila Mega (Unknown)
Fadilah , Nurul (Unknown)



Article Info

Publish Date
15 Nov 2024

Abstract

This study explores the effectiveness of sharia banking promotional media innovation based on educational games using Scratch for high school students. Using a quasi-experimental design and one-group pretest-posttest approach, the research was conducted at SMA Negeri 1 Tambangan, Mandailing Natal Regency, North Sumatra, involving 45 students from grades X, XI, and XII. Results showed a significant increase of 35.2% in Islamic financial literacy scores from pre-test to post-test. Further analysis revealed a substantial increase in understanding of key Islamic banking concepts such as riba (60.6%), mudharabah (81.6%), musyarakah (86.4%), and ijarah (91.0%). The educational game proved to be effective in narrowing the understanding gap between students, as reflected by the decrease in the standard deviation of post-test scores. Factors contributing to the effectiveness of this media include the suitability of Generation Z characteristics, active learning approach, personalization of learning experience, and the use of gamification elements. This research has important implications for curriculum development, teacher training, collaboration with the Islamic banking industry, and policy development related to Islamic financial literacy at the national level. The findings highlight the potential use of gaming technology in improving Islamic financial literacy among the younger generation, supporting the government's efforts in increasing Islamic financial inclusion as outlined in Indonesia's Sharia Economic Masterplan 2019-2024.   Abstrak Penelitian ini mengeksplorasi efektivitas inovasi media promosi perbankan syariah berbasis game edukasi menggunakan Scratch untuk siswa Sekolah Menengah Atas (SMA). Dengan menggunakan desain quasi-experimental dan pendekatan one-group pretest-posttest, penelitian dilakukan di SMA Negeri 1 Tambangan, Kabupaten Mandailing Natal, Sumatera Utara, melibatkan 45 siswa dari kelas X, XI, dan XII. Hasil menunjukkan peningkatan signifikan sebesar 35,2% dalam skor literasi keuangan syariah dari pre-test ke post-test. Analisis lebih lanjut mengungkapkan peningkatan pemahaman yang substansial terhadap konsep-konsep kunci perbankan syariah seperti riba (60,6%), mudharabah (81,6%), musyarakah (86,4%), dan ijarah (91,0%). Game edukasi terbukti efektif dalam mempersempit kesenjangan pemahaman antar siswa, yang tercermin dari penurunan standar deviasi skor post-test. Faktor-faktor yang berkontribusi terhadap efektivitas media ini meliputi kesesuaian dengan karakteristik Generasi Z, pendekatan pembelajaran aktif, personalisasi pengalaman belajar, dan penggunaan elemen gamifikasi. Penelitian ini memiliki implikasi penting untuk pengembangan kurikulum, pelatihan guru, kolaborasi dengan industri perbankan syariah, dan pengembangan kebijakan terkait literasi keuangan syariah di tingkat nasional. Temuan ini menyoroti potensi penggunaan teknologi game dalam meningkatkan literasi keuangan syariah di kalangan generasi muda, mendukung upaya pemerintah dalam meningkatkan inklusi keuangan syariah sebagaimana digariskan dalam Masterplan Ekonomi Syariah Indonesia 2019-2024. Kata kunci: Game Edukasi, Literasi Keuangan Syariah, Perbankan Syariah

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Journal Info

Abbrev

birev

Publisher

Subject

Decision Sciences, Operations Research & Management Economics, Econometrics & Finance Social Sciences

Description

BIREV: Business and Investment Review covers all aspects of management, business and investment. Journal Scope: Strategic management, Human resource and performance management, Business environment, Marketing strategic, cost-volume-profit analysis, Cost analysis for pricing and cost management, ...