This study aims to develop educational materials based on financial literacy through educational games to enhance high school students' understanding of financial literacy. Using the Research and Development (R&D) method with the 4-D model by Thiagarajan, Semmel, and Semmel, this research involves the stages of define, design, develop, and disseminate. The study was conducted at SMAN 9 Pekanbaru with subjects being tenth-grade students. Data were collected through interviews, questionnaires, and tests, and analyzed using descriptive techniques, t-tests, and N-Gain to measure the effectiveness of the instructional materials. Validation results indicated that the instructional materials had an overall average of 94.44%, categorized as highly valid. Field trials showed the practicality of the instructional materials with average responses from teachers at 95.56%, from students at 88.22%, and from observations at 88,63%. N-Gain test results showed that students' understanding increased with an average N-Gain score of 0.6594, which falls into the "moderate" category. The effectiveness of using financial literacy instructional materials based on educational games reached 65.94%, categorized as "moderately effective". Thus, these instructional materials are proven to be moderately effective in improving students' financial literacy understanding regarding banking and non-banking financial institutions.
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