Ethno-digital activity book assisted by virtual reality for teaching financial literacy in elementary schools

Financial literacy is essential knowledge to achieve prosperity. However, most Indonesians' financial literacy is still considered low. Financial literacy can be cultivated through education and should be introduced early for optimum results. This study aims to develop an ethno-digital activity book assisted by virtual reality as a learning material to foster financial literacy in elementary school students. Specifically, this study identifies the appropriate ethno-digital activity book design assisted by virtual reality, the validity and suitability of the content, and its practicality. The researcher conducted the study following the 4D research and development model, which consisted of defining, designing, developing, and disseminating steps. This study involved teachers and students in six elementary schools as the population. The sample determination was carried out using the purposive sampling technique. The researchers applied various data collection techniques, including observation, interviews, documentation, questionnaires, and expert assessments. The data analysis also varied based on the data type and the study's purpose. The observations, interviews, and documentation were analyzed qualitatively, while the questionnaire and expert judgment results were analyzed using the mean score and inter-rater agreement model. This study found three significant results. First, the activity book's design must follow the curriculum and characteristics of the students. Second, the results of the expert assessment sheet showed that the activity book was valid in terms of content validity and suitable for elementary school students. Third, in terms of practicality, students enjoy the learning process by using ethno-digital-based activity books assisted by virtual reality, and no problems were found when implementing activity books for a learning process. This study concludes that the ethno-digital activity book assisted by virtual reality as a learning material to foster financial literacy is ready for teaching elementary school students.

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Publication Details

Journal
Multidisciplinary Science Journal
Published
2024-11-24
DOI
https://doi.org/10.31893/multiscience.2025291
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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article

Ethno-digital activity book assisted by virtual reality for teaching financial literacy in elementary schools

Andarini Permata Cahyaningtyas, Cholifah Tur Rosidah, Apri Irianto, Bahauddin Azmy et al.
1 citations
Multidisciplinary Science Journal
Educational Games and Gamification
0.79
article

Ethno-digital activity book assisted by virtual reality for teaching financial literacy in elementary schools

Andarini Permata Cahyaningtyas, Cholifah Tur Rosidah, Apri Irianto, Bahauddin Azmy, Marella Vintya Christi
article en
1 citations

Abstract

Financial literacy is essential knowledge to achieve prosperity. However, most Indonesians' financial literacy is still considered low. Financial literacy can be cultivated through education and should be introduced early for optimum results. This study aims to develop an ethno-digital activity book assisted by virtual reality as a learning material to foster financial literacy in elementary school students. Specifically, this study identifies the appropriate ethno-digital activity book design assisted by virtual reality, the validity and suitability of the content, and its practicality. The researcher conducted the study following the 4D research and development model, which consisted of defining, designing, developing, and disseminating steps. This study involved teachers and students in six elementary schools as the population. The sample determination was carried out using the purposive sampling technique. The researchers applied various data collection techniques, including observation, interviews, documentation, questionnaires, and expert assessments. The data analysis also varied based on the data type and the study's purpose. The observations, interviews, and documentation were analyzed qualitatively, while the questionnaire and expert judgment results were analyzed using the mean score and inter-rater agreement model. This study found three significant results. First, the activity book's design must follow the curriculum and characteristics of the students. Second, the results of the expert assessment sheet showed that the activity book was valid in terms of content validity and suitable for elementary school students. Third, in terms of practicality, students enjoy the learning process by using ethno-digital-based activity books assisted by virtual reality, and no problems were found when implementing activity books for a learning process. This study concludes that the ethno-digital activity book assisted by virtual reality as a learning material to foster financial literacy is ready for teaching elementary school students.

Multidisciplinary Science JournalVol. 7(6)
Universitas PGRI Semarang (ID)
Openalex Percentile: Top 21%
Educational Games and Gamification
0.79
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