Optimalisasi E-FIND dalam Mendukung SDGs 4 pada Pembelajaran Ekonomi Adaptif di SMAN 1 Mojosari

Aufa Danica Aurellia Syahda, Dinda Dwi Putri Lestari, Lisa Rokhmani

Abstract


This study aims to analyze the optimization of the E-FIND (Economics and Financial Discovery) platform in supporting adaptive economics learning at SMAN 1 Mojosari as a contribution to SDG 4 (quality education). Using a descriptive qualitative approach with a classroom case study design, data were collected through participatory observation, unstructured interviews, and documentation involving 36 students in class X-3. The results indicate that integrating the E-FIND platform specifically a word search game transformed the classroom atmosphere from conventional lecture-based methods into active, interactive, and collaborative learning. This game-based approach enhanced learning motivation, student engagement, and deep understanding of abstract financial institution concepts. The study concludes that simple yet contextual learning media innovations are practical strategies for improving the quality of economics education, fostering critical thinking skills, and realizing adaptive and inclusive learning in line with the demands of the 21st century.

Full Text:

PDF

References


Nurhidayah, A., Sari, M. T., & Putra, B. (2025). Peningkatan kualitas pembelajaran siswa SMA sederajat menggunakan media pembelajaran berbasis kecerdasan buatan (AI). Cognoscere: Jurnal Komunikasi dan Media Pendidikan, 3(1), 1–12. https://journals.ldpb.org/index.php/cognoscere/article/view/252

Purwanto, A. (2022). Pemanfaatan media pembelajaran berbasis game untuk meningkatkan minat dan hasil belajar siswa dalam mata pelajaran ekonomi. Jatin, 2(1), 45–58. https://prin.or.id/index.php/JURRIPEN/article/download/6101/4501/20646

Wibowo, H. (2023). Penggunaan media interaktif permainan edukasi word search dalam pembelajaran ekonomi. Indopedia Jurnal Pendidikan, 5(2), 78–92. https://indopediajurnal.my.id/index.php/jurnal/article/download/483/341

Peranginangin, A., Barus, H., & Gulo, R. (2020). Perbedaan hasil belajar siswa yang di ajar dengan model pembelajaran elaborasi dengan model pembelajaran konvensional. Jurnal Penelitian Fisikawan, 3(1), 43–50. https://jurnal.universitasdarmaagung.ac.id/jurnalpenelitianfisikawan/article/download/452/436/

Anggraini, H. I., Nurhayati, N., & Kusumaningrum, S. R. (2021). Penerapan media pembelajaran game matematika berbasis HOTS dengan metode digital game based learning (DGBL) di sekolah dasar. Jurnal Pendidikan Indonesia (Japendi), 2(11), 1885-1896.https://pdfs.semanticscholar.org/7595/5e78c32d8f87629b137355ee727881e527e2.pdf

Basir, M., Bayu, A. T., & Sudarjat, A. (2021). Meningkatkan keaktifan belajar siswa melalui media interaktif pada pembelajaran PJOK secara online. Seminar Nasional STKIP Kusuma Negara 2020, 1–10. https://jurnal.stkipkusumanegara.ac.id/index.php/semnara2020/article/view/1244

Nur'Aini, F. (2018). Pengaruh game based learning terhadap minat dan hasil belajar pada mata pelajaran ekonomi siswa kelas XI IPS. JUPE: Jurnal Pendidikan Ekonomi, 6(3), 249–255. https://ejournal.unesa.ac.id/index.php/jupe/article/view/25312

Maria, Riswandi, & Pujiati. (2022). Pengembangan media pembelajaran interaktif untuk meningkatkan kemampuan berpikir tingkat tinggi (HOTS). Wacana Akademika: Majalah Ilmiah Kependidikan, 6(3), 265–274. https://jurnal.ustjogja.ac.id/index.php/wacanaakademika/article/view/265-274

Tiana, dkk. (2021). Penggunaan media pembelajaran interaktif untuk meningkatkan ketuntasan belajar siswa. Prosiding Seminar Nasional Pendidikan dan Pengajaran, UNNES. https://proceeding.unnes.ac.id/snpptk/article/download/3200/2665/7523


Refbacks

  • There are currently no refbacks.