The Effect of Qreativ Educative Games on Improving Currency Transaction Skills in Deaf Children at Special Needs Junior High Schools

Gina Nur Alifah Azzahra, Neti Asmiati, Yuni Tanjung Utami

Abstract


ENGLISH: This study aims to examine the effect of the Qreatif Educative game on improving currency transaction skills among deaf students in grade VIII at SMPLB SKhN 01 Pandeglang. Based on the initial assessment conducted on January 30, 2025, students had not yet mastered basic financial transaction skills, especially in calculating money using addition and subtraction operations. This study used an experimental method with a Single Subject Research (SSR) approach and an A-B-A design consisting of three phases: baseline (A1), intervention (B), and second baseline (A2), which were carried out in 11 sessions. The results of the study showed a significant increase in transaction skills, with an average score of 91.6% in the intervention phase, compared to 46.7% in baseline A1 and 66.7% in baseline A2. These findings indicate that the Qreatif Educative game, especially the “Playing with Rupiah Money” feature, is effective in helping students understand currency values, perform simulated transactions, and develop simple decision-making skills. The contribution of this study shows that educational games can be an innovative learning medium to improve functional numeracy skills in deaf students.INDONESIAN: Penelitian ini bertujuan untuk menguji pengaruh permainan Qreatif Educative dalam meningkatkan keterampilan transaksi mata uang pada siswa tunarungu kelas VIII di SMPLB SKhN 01 Pandeglang. Berdasarkan penilaian awal yang dilakukan pada 30 Januari 2025, siswa belum menguasai keterampilan transaksi keuangan dasar, terutama dalam menghitung uang dengan operasi penjumlahan dan pengurangan. Penelitian ini menggunakan metode eksperimen dengan pendekatan Single Subject Research (SSR) dan desain A-B-A yang terdiri dari tiga fase: baseline (A1), intervensi (B), dan baseline kedua (A2), yang dilaksanakan dalam 11 sesi. Hasil penelitian menunjukkan peningkatan signifikan pada kemampuan transaksi, dengan skor rata-rata 91,6% pada fase intervensi, dibandingkan dengan 46,7% pada baseline A1 dan 66,7% pada baseline A2. Temuan ini menunjukkan bahwa permainan Qreatif Educative, terutama fitur “Bermain Uang Rupiah,” efektif dalam membantu siswa memahami nilai mata uang, melakukan transaksi simulasi, dan mengembangkan keterampilan pengambilan keputusan sederhana. Kontribusi penelitian ini menunjukkan bahwa permainan edukatif dapat menjadi media pembelajaran inovatif untuk meningkatkan keterampilan numerasi fungsional pada siswa tunarungu.

Kaa Kunci: Permainan Qreativ Educative; Kemampuan Transaksi Mata Uang; Anak Tunarungu; Special Needs Junior High School


Keywords


deaf students, currency transaction, Qreatif Educative, single subject research

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DOI: http://dx.doi.org/10.29300/hawapsga.v7i2.9011

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