The Effect of Qreativ Educative Games on Improving Currency Transaction Skills in Hearing-Impaired Students
Abstract
ENGLISH: This study aims to examine the effect of the Qreatif Educative game on improving currency transaction skills among second-grade deaf students at SMPLB SKhN 01 Pandeglang. This study employed 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 conducted over 11 sessions. The study's results 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 suggest that the Qreatif Educative game, particularly the “Playing with Rupiah Money” feature, is effective in helping students understand currency values, perform simulated transactions, and develop basic decision-making skills. The contribution of this research demonstrates that educational games can serve as an innovative learning medium for enhancing 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 dua di SMPLB SKhN 01 Pandeglang. 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.
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DOI: http://dx.doi.org/10.29300/hawapsga.v7i2.9011
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