PEMANFAATAN DESAIN GAMIFIKASI UNTUK MENANGANI PERMASALAHAN RENDAHNYA LITERASI EKONOMI DALAM INSTRUMEN INVESTASI BAGI MAHASISWA
Abstract
In the digital era, the rapid development of information technology accelerates digital economic transformation and promotes sustainable economic growth. However, financial literacy in Indonesia remains low, at only 49.68%, according to the 2022 National Survey on Financial Literacy and Inclusion (SNLIK).Low financial literacy poses a significant challenge to human resource development, particularly among students in Indonesia. This research uses a qualitative approach with data collected through questionnaires distributed to Ciputra University students. The results show that the majority of students are more motivated and receive information more effectively through game-based learning methods. Based on these findings, a gamification-based financial education game application called INDvest Academy was developed to simulate stock and cryptocurrency investments. This application is designed to ensure that the gamification method can significantly improve economic literacy. INDvest Academy is expected to enhance students' investment decision-making skills and prove that gamification is effective in improving economic literacy and supporting the goals of digital economic transformation in Indonesia.