Prosiding Seminar Nasional Ekonomi Pembangunan
Prosiding Seminar nasional Jurusan Ekonomi Pembangunan (ISSN: 2798-3102) merupakan sarana publikasi luaran yang dihasilkan dari kegiatan seminar yang diselenggarakan oleh Jurusan Ekonomi Pembangunan, Fakultas Ekonomi, Universitas Negeri Malang.
Studi Fenomenologi Pengalaman Asistensi Mengajar dengan Bantuan AI pada Mahasiswa Pendidikan Ekonomi Ditinjau dari Perspektif Aksiologi Pendidikan John Dewey
This study aims to conduct an in-depth analysis of the experiences of students who have participated in Teaching Assistantships at educational institutions in utilizing Artificial Intelligence (AI) based on John Dewey’s educational axiology. This study employs a phenomenological qualitative approach, involving four informants from the 2022 cohort of Economics Education students at Malang State University who have served as Teaching Assistants as research subjects. Key findings in this study indicate that in enhancing teaching readiness, students often use AI as a technical tool or aid. However, the use of AI does not inherently hold significance for education if it is limited to its role as a mere efficiency tool. Therefore, John Dewey’s educational axiology bridges this issue by emphasizing the importance of utilizing AI to create authentic experiences, active learning, inclusivity, and contextual relevance, without neglecting the responsibility and ethics of prospective teachers. Keywords: Teaching Assistance, Artificial Intelligence, Students Experience; John Dewey
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Analisis Kontradiksi Pemanfaatan Artificial Intellegen Dalam Pembelajaran Ekonomi: Antara Inovasi Dan Ketimpangan Digital
This study aims to examine the contradictions in the application of Artificial Intelligence (AI) in economics education, specifically the benefits of AI as an educational innovation versus the risk of exacerbating the digital divide. This descriptive qualitative study was conducted at SMAN 1 Turen by collecting primary data through in-depth interviews and participatory observation of students who regularly use AI as a tool to aid their economics studies. Analysis results indicate that AI has become the students’ primary choice for understanding course material and completing school assignments. On the positive side, AI enhances the efficiency of the learning process, simplifies abstract economic concepts, and facilitates flexible personalized learning. However, its use also fosters excessive reliance among students, weakens critical analysis skills, and leads to cognitive offloading that reduces deep knowledge retention. Furthermore, disparities in access to devices, internet stability, and digital literacy competencies create significant gaps in the effectiveness of AI among students. These findings underscore the dual nature of AI as both a driver of progress and a reinforcer of educational inequality. Therefore, the integration of AI requires innovative teaching strategies, the strengthening of digital literacy, and teacher supervision to ensure its benefits are optimal and equitable for all students. Keyword: Artificial Intelligence, economics education, digital divide, critical thinking
TANTANGAN ARTIFICIAL INTELLIGENCE, KETIMPANGAN, DAN KEBERLANJUTAN DALAM PENDIDIKAN TINGKAT SMA DI INDONESIA
The rapid development of Artificial Intelligence (AI) technology has brought significant transformation in the education sector, including at the Senior High School (SMA) level in Indonesia. However, the integration of AI in education also raises various challenges, particularly related to educational inequality and sustainability. This study aims to analyze the challenges of implementing AI in SMA education in Indonesia from the perspectives of equality and sustainability. Using a qualitative approach through a systematic literature review, this study synthesizes findings from various research published between 2021–2025. The results indicate that while AI offers great potential to personalize learning and improve educational quality, significant gaps in access to digital infrastructure, teacher readiness, and AI literacy hinder equitable implementation across regions. Furthermore, the excessive dependence of students on AI tools poses a threat to the development of critical thinking skills. This study recommends a balanced policy approach that integrates AI ethically, ensures digital equity, and reinforces teachers' competencies to support sustainable AI-based learning. Keywords: Artificial Intelligence, Senior High School Education, Inequality, Sustainability, Digital Literacy
Smartdesa AI Sistem Pendukung Keputusan Berbasis Kecerdasan Buatan Dalam Pemetaan Kemiskinan, Penentuan Bantuan Sosial, Dan Perencanaan Pembangunan Desa Berkelanjutan
The problems of poverty and development inequality remain major challenges in village management in Indonesia, primarily due to limited accurate data and inaccurate distribution of social assistance. This study aims to formulate the concept of SMARTDESA AI as an artificial intelligence-based decision support system for poverty mapping, determining social assistance, and planning sustainable village development. The method used is a literature study by analyzing various scientific sources related to the use of Artificial Intelligence in the public sector. The results of the study indicate that the application of AI can improve the accuracy of data analysis, reduce bias in determining aid recipients, and produce more appropriate and data-driven policy recommendations. Thus, SMARTDESA AI has the potential to be an innovative solution in improving the effectiveness, transparency, and quality of village governance in a sustainable manner. Keywords: Smart Village, Artificial Intelligence, Poverty, Social Assistance, Village Development
Optimalisasi AI Generatif untuk EduFlip Finance Classroom Ekonomi di SMAN 5 Malang: Mengatasi Ketimpangan Digital Siswa Kelas X
This study aims to develop an AI-based EduFlip Finance Classroombook learning media on non-bank financial institutions for senior high school students and to determine its validity, practicality, and potential effectiveness. The background of this research is based on the need for innovative and interactive learning media that can simplify abstract economic concepts and enhance students’ independent learning. This study employed a Research and Development (R&D) method, consisting of needs analysis, design, development, expert validation, and product testing stages. The results showed that the developed media achieved a very high level of validity, with material expert validation reaching 90% and media expert validation reaching 85.5%, both categorized as very feasible. Furthermore, student responses indicated a practicality level of 86.73%, which falls into the very practical category. The results of pre-test and post-test also showed an improvement in students’ understanding after using the media, although the N-Gain analysis was not presented in detail. In conclusion, the AI-based EduFlip Finance Classroombook is considered valid, practical, and potentially effective in supporting the learning process and improving students’ understanding of non-bank financial institution materials. Keywords: EduFlip Finance Classroombook, artificial intelligence, non-bank financial institutions, learning media, R&D
Pengembangan Smart Economic-AI untuk Tingkatkan Literasi Keuangan dan Kewirausahaan Siswa Terhadap Ketahanan Pangan di SMAN 1 Tumpang
This study analyzes the implementation of an Artificial Intelligence (AI)-based Smart-Accounting System to improve financial literacy and entrepreneurial spirit of students in the food security ecosystem at SMA Negeri 1 Tumpang, where the low financial literacy of Indonesian students compared to the global average and manual record-keeping are the main challenges in the free-range chicken farming, tilapia cultivation, conventional vegetable cultivation, and hydroponic programs based on a circular economy. The main objectives include evaluating the implementation of AI in financial management, the impact on students' financial understanding, and the contribution to entrepreneurial initiatives through practical experience. A descriptive-exploratory qualitative approach was applied with primary data from in-depth interviews, participant observation, and documentation; analyzed through the interactive model of Miles, Huberman, and Saldaña with triangulation for validity. The results show that AI transaction automation improves transparency, the accuracy of real-time reports, and students' creativity in waste utilization, thereby enriching integrated economic learning. In conclusion, this model contributes to the development of sustainable education in high schools with recommendations for replication for the financial independence of the younger generation. Keywords: Smart-Accounting System, Artificial Intelligence, financial literacy, entrepreneurial spirit, school food security
Implementasi Ucar Sebagai Media Explorative Learning Berbasis AI Dan AR Pada Pembelajaran Ekonomi
This study aims to analyze the implementation of UCAR (Unit Card AI Realization) as a learning medium for economics based on Artificial Intelligence (AI) and Augmented Reality (AR). The research employed a descriptive qualitative approach with 36 Grade XI students of SMA Negeri 3 Malang as the subjects. Data collection techniques were carried out through observation, semi-structured interviews, and documentation. The results show that the use of UCAR is able to enhance students’ activeness, motivation, and engagement in economics learning. Students appeared enthusiastic when searching for clues, finding cards, engaging in group discussions, and using AR features. This media also helps students understand economic concepts more effectively, as abstract materials can be presented in a visual and interactive way. In addition, UCAR encourages collaboration, communication, and problem-solving skills. The challenges encountered include unstable internet connection and suboptimal AR scanning processes. Based on the findings, it can be concluded that UCAR is feasible to be used as an innovative learning medium in economics education, as it creates more engaging, interactive learning experiences that are aligned with the needs of students in the digital era. Keywords: UCAR, AI, AR, Economics Learning, Innovative Media
Pengembangan Capital Market Mystery Box Berbasis Game di Era Artificial Intelligence untuk Mendukung SDG 4 di SMAN 1 Singosari
The rapid advancement of Artificial Intelligence (AI) has fundamentally transformed educational paradigms, necessitating learning innovations that cultivate higher-order competencies beyond mere memorization. This study aims to develop and examine the effectiveness of the Capital Market Mystery Box, a game-based learning medium integrated with AI elements, in enhancing student motivation and conceptual understanding of capital market material in the context of Sustainable Development Goal 4 (SDG 4). This research employed a Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) with a mixed-methods design. The subjects consisted of 66 students from classes X-J and X-L at SMAN 1 Singosari, selected through total sampling. Data were collected via validated questionnaires and achievement tests, and analyzed using descriptive statistics with percentage-based eligibility criteria. Instrument validity was confirmed through Corrected Item-Total Correlation (r > 0.244), while reliability was established with a Cronbach's Alpha coefficient of 0.880. The results demonstrated that all three measured variables achieved ratings in the "Good" category: student response toward the medium (82.9%), learning motivation (82.4%), and conceptual understanding of capital market material (79.0%). These findings confirm that the Capital Market Mystery Box constitutes a valid, practical, and effective learning medium, capable of transforming abstract capital market concepts into engaging, collaborative, and analytically stimulating learning experiences. This innovation contributes meaningfully to the attainment of SDG 4 by promoting student-centered, inclusive, and quality education in the AI era. Keywords: Capital Market Mystery Box, Game-Based Learning, Artificial Intelligence, SDG 4, Learning Motivation, Capital Market Literacy
Pengembangan Media Pembelajaran Think Stack Economy Berbasis ADDIE sebagai Upaya Mengatasi Ketergantungan Siswa terhadap AI
This study aims to develop an innovative learning medium called Think Stack Economy as an effort to reduce students’ dependence on AI, while also increasing their engagement in the economics learning process. This medium is adapted from the Uno Stacko game, modified into colored blocks equipped with QR codes containing economics materials and questions. This study uses the Research & Development (R&D) approach based on the ADDIE model, specifically the analyze, design, and develop phases. Validation results show that the content component achieved a score of 77%, categorized as acceptable with revisions, while the media component achieved 90.8%, categorized as acceptable without revisions. The results of the small-group trial showed an average percentage of 83%, while the large-group trial reached 86%, covering aspects of learning interest, ease of use, student engagement, comprehension, and the reduction of dependence on AI. The results of the media innovation indicate that the Think Stack Economy media can increase student engagement, foster critical thinking, and provide a more interactive and enjoyable learning environment. Keywords: Learning, Media, Artificial Intelligence (AI), Economy Education
Analisis Pemanfaatan Artificial Intelligence (AI) dalam Pembelajaran Ekonomi serta Implikasinya terhadap Pemahaman Kognitif Siswa Kelas XI J MAN Kota Batu
This study aims to analyze the use of Artificial Intelligence (AI) in economics education and its implications for the cognitive understanding of 11th-grade students in Class J MAN Kota Batu. The rapid development of AI technology presents both opportunities and challenges in the field of education, particularly regarding students’ independent learning and critical thinking skills. The research method used is descriptive qualitative, employing data collection techniques through observation and in-depth interviews with students at various levels of AI usage frequency. The results indicate that AI is actively utilized as a learning tool to search for information, clarify complex economic concepts, and support the completion of independent assignments, aligning with the principles of constructivist theory. Cognitively, the use of AI has a significant positive impact on the levels of remembering and understanding in Bloom’s Taxonomy. However, higher-order thinking skills such as analysis and evaluation have not developed optimally due to students’ tendency to accept instant answers without critical validation. This study concludes that while AI enhances the efficiency of material comprehension, there is a risk of dependency that may reduce learning autonomy. Therefore, teachers continue to play a crucial role as mentors in guiding the wise use of AI to support the development of students’ critical thinking skills and overall academic performance.
Fenomena AI-Driven Learning dan Pergeseran Perilaku Belajar Siswa dalam Pembelajaran Ekonomi Era Digital
The presence of Artificial Intelligence (AI) in the era of technological disruption has fundamentally changed the educational landscape, bringing both efficiency opportunities and challenges to students' independent thinking. This study aims to deeply understand the phenomenon of AI usage in economics learning among Class X students at SMAN 10 Malang. Employing a qualitative approach with a case study design, data was collected comprehensively through direct observation, analysis of students' answers on Higher Order Thinking Skills (HOTS) questions, and in-depth interviews. The results indicate a dominant use of AI, shifting learning behavior from active thinking to seeking instant results. A significant difference was found; students relying on analytical skills produced coherent and argumentative answers, while those depending on AI generated uniform and superficial responses to HOTS questions. Students' digital literacy levels vary, with some accepting AI outputs without verification. In conclusion, AI utilization must be balanced with the strengthening of digital literacy, integrity, and critical thinking skills, while the teacher's role remains crucial as an irreplaceable facilitator.
Peran Artificial Intelligence (AI) Dalam Literasi Ekonomi Siswa Kelas X SMAN Taruna Nala Jawa Timur
Advances in digital technology in the 21st century have driven significant changes in education, including in the teaching of economics. Artificial Intelligence (AI) has emerged as an innovation capable of supporting and improving the efficiency of the learning process. However, the use of AI to improve students' economic literacy has not received much specific study. This study was conducted to analyze the role of Artificial Intelligence (AI) in the economic literacy of tenth-grade students at Taruna Nala State Senior High School, East Java, specifically in the aspects of conceptual understanding, analytical skills, and economic decision-making. This study used a descriptive qualitative approach with a purposive sampling technique. The subjects of this study were tenth-grade students who had experience using AI as a learning aid. The results showed that AI plays a significant role in helping students understand complex economics material, increasing learning efficiency, and accelerating access to information. However, the use of AI has not been fully accompanied by critical thinking skills and in-depth understanding. Therefore, the effectiveness of AI use depends heavily on digital literacy and active student involvement in the learning process.
Dampak Artificial Intelligence terhadap Polarisasi Tenaga Kerja dan Ketimpangan Pendapatan di Indonesia
The rapid advancement of Artificial Intelligence (AI) has significantly transformed economic structures, particularly in shaping labor market dynamics and income distribution. This study aims to analyze the impact of AI on labor polarization and income inequality, with a focus on developing countries such as Indonesia. The research employs a qualitative approach using a literature review method, utilizing secondary data from academic journals, official reports, and relevant prior studies. Data analysis is conducted through a descriptive qualitative technique with a thematic approach to identify patterns linking AI development, job structure changes, and income disparities. The findings reveal that AI contributes to labor polarization by increasing demand for high-skilled workers while displacing middle-skilled jobs due to automation of routine tasks. Meanwhile, low-skilled workers tend to experience limited improvement in productivity and income. Additionally, AI exacerbates income inequality as economic gains are disproportionately concentrated among individuals with advanced digital skills and greater access to technology. These results confirm that AI-driven technological change is skill-biased and reinforces existing socio-economic disparities. In conclusion, although AI enhances efficiency and economic productivity, it also poses challenges in achieving equitable outcomes. Therefore, policy interventions such as improving human capital, reforming education systems, and expanding digital access are necessary to promote inclusive and sustainable economic development.
Kesenjangan Akses Teknologi Sebagai Hambatan Struktural Dalam Pembelajaran Ekonomi Berbasis Artificial Intelligence Pada Siswa SMA Negeri 1 Bululawang
The rapid development of digital technology, particularly Artificial Intelligence (AI), has transformed the learning process in economics e ducation at the senior high school level. However, its implementation is still constrained by unequal access to technology among students. This study aims to analyze technological access disparities as structural barriers in AI-based economics learning and to examine their impact on students’ participation and understanding. This research employed a qualitative approach using a single case study design involving tenth-grade students at Bululawang State High School. Data were collected through in-depth interviews with purposively selected participants who had experience in AI-supported learning. The findings reveal significant disparities in device ownership, internet access and stability, and levels of digital literacy among students. These differences directly influence students’ engagement, learning flexibility, and comprehension of economic materials. Students with adequate technological access demonstrate higher participation and better understanding, while those with limited access experience learning difficulties, including delays in task completion and challenges in accessing digital platforms. The study also highlights that, despite the increasing role of technology, teachers remain a crucial factor in ensuring effective learning. In conclusion, technological access inequality constitutes a multidimensional structural barrier in AI-based learning, necessitating comprehensive strategies to promote equitable access, enhance digital literacy, and strengthen pedagogical practices.
Implementasi Model Jigpay Dalam Pembelajaran Ekonomi Sebagai Upaya Mendukung Sdgs 4 Menghadapi Tantangan Artificial Intelligence, Ketimpangan Digital, Dan Keberlanjutan
Economic learning at the Senior High School (SMA) level is still inclined to be theoretical and has not fully adapted to the development of Artificial Intelligence (AI), digital inequality, and the demands of sustainable development, resulting in low financial literacy and students' digital competence. This study aims to examine the implementation of the JIGPAY Model in economic learning as an effort to support SDG 4: Quality Education in addressing these challenges. This study uses a qualitative approach with literature study and conceptual analysis methods. The results of the study indicate that the JIGPAY Model, which integrates the Jigsaw and Project-Based Learning approaches, is able to create collaborative and contextual learning. The model implementation is carried out through expert group discussions, information exchange within home groups, and project development in the form of concept maps of payment system tools that are presented visually and presented. This activity encourages students to understand and actively apply economic concepts. This model contributes to improving financial literacy, digital competence, as well as reducing learning gaps, making it relevant in supporting quality education in the era of digital transformation.
Efektivitas Model Joyful Deep Learning Dalam Pembelajaran Materi Perilaku Konsumen Terhadap Kemampuan Pengambilan Keputusan Ekonomi Siswa
The goal of this study is to find out how the Joyful Deep Learning model affects students' capacity to make financial decisions and aids in the teaching of consumer behaviour. A nonequivalent control group design was used in a quasi-experimental approach to adopt a quantitative framework. Students in the tenth grade at MAN 1 Malang during the 2025–2026 school year participated in the study. Two classes of sixty students each were chosen from this demographic to represent the experimental and control groups. A validated multiple-choice test with sixteen questions was used to obtain the data. The Mann-Whitney test, N-gain computation, and descriptive statistics were used to analyze the dataset. The findings revealed that the experimental group achieved a higher mean post-test score (68) compared to the control group (60.33). The N-gain score of the experimental class was 0.23, while the control class obtained 0.04; although both fell into the low category, the difference indicated a greater improvement in the experimental group. The Mann–Whitney test produced a p-value of 0.017 (< 0.05), demonstrating a statistically significant difference between the two groups. These results indicate that the Joyful Deep Learning model significantly enhances students’ economic decision-making abilities in learning consumer behavior.
Dampak Modifikasi Inquiry Learning Terhadap Capaian Pembelajaran Indeks Harga Di SMA Negeri 1 Jonggat
This study aims to analyze the impact of modified Inquiry Learning model on students' learning achievement in price index material at SMA Negeri 1 Jonggat. A quantitative approach with a quasi-experimental non-equivalent control group design was employed. The sample consisted of 32 experimental class students and 31 control class students selected through purposive sampling. Data were collected using multiple-choice tests that had been validated and tested for reliability. Data analysis included descriptive statistics (mean, median, and standard deviation), normality test (Kolmogorov-Smirnov), homogeneity test (Levene's Test), independent t-test, N-Gain test, and effect size test (Cohen's d). The results showed that: (1) there was a significant difference in learning achievement between the experimental and control classes (t-count = 6.204 > t-table = 2.000; sig. = 0.000 < 0.05); (2) the N-Gain score of the experimental class was 0.66 (moderate category), higher than the control class at 0.38 (moderate category); (3) the effect size test yielded Cohen's d = 1.52, classified as a large effect. It is concluded that the modified Inquiry Learning model significantly and effectively improves students' learning achievement in price index material.
Implementasi Model Pembelajaran CoCard 24 Terhadap Siswa SMA Dalam Menjawab Tantangan Artificial Intelligence
This study aims to provide an explanation and reveal how active students are in economics learning activities by using the Cocard 24 learning model. The research data were obtained through observation, interviews, and documentation methods. Data analysis included data condensation and data display, while data validity was tested using triangulation techniques and sources, followed by drawing conclusions. The implementation of the Cocard 24 learning model on the payment system material was carried out in accordance with the researcher’s expectations. The observation results showed that overall there was a significant increase in all aspects of students’ learning activeness. The aspect of answering questions increased by 50%, the aspect of independent thinking ability (without using artificial intelligence assistance) increased by 81.25%, and the aspect of student participation in discussions increased by 53.13%. The implementation of the Cocard 24 learning model showed positive results because it improved students’ learning activeness in the economics learning process on payment system material in Class X-2 of SMAN 9 Kota Malang.
Analisis Butir Soal pada Materi Pasar dan Terbentuknya Harga Keseimbangan Mata Pelajaran Ekonomi Kelas X
This study aims to analyze the quality of test items on the market and equilibrium price material for class X Economics through validity, reliability, difficulty level, and discriminating power tests. A quantitative descriptive approach was employed using a saturated sampling technique involving all class X students at SMA Negeri 3 Blitar. The instrument consisted of 20 multiple-choice questions and 5 essay questions, analyzed using IBM SPSS 25. The results indicate that the majority of test items met the validity criteria, although a few items were found to be invalid or could not be tested. In terms of consistency, the multiple-choice questions yielded high reliability, while the essay questions fell into the moderate category. The difficulty level aspect was dominated by the easy category, while the discriminating power of the multiple-choice questions varied and tended to be low, whereas the essay questions were in the sufficient-to-good category. These findings suggest that the instrument is reasonably adequate; however, further refinement is still needed to measure students' abilities more precisely. Periodic revision of the instrument is strongly recommended to enhance the accuracy and quality of economics learning evaluation in the future.
Analisis Tingkat Kesiapan Mahasiswa Program Asistensi Mengajar dalam Pemanfaatan Artificial Intelligence pada Pembelajaran di MAN 2 Kota Batu
This article aims to identify the level of readiness of Teaching Assistance Program students in utilizing Artificial Intelligence (AI) in the learning process at MAN 2 Batu City. This study presents a case study related to the implementation of AI utilization in teaching activities carried out by students as part of technology-based learning innovation. The use of AI is expected to support the effectiveness of learning and improve the quality of material delivery in class. This study uses a qualitative approach method with data collection techniques through interviews and observations of students participating in the teaching assistance program at MAN 2 Batu City. The research instruments cover several aspects, namely technological readiness (understanding and use of AI), pedagogical readiness (integration of AI in learning), readiness to adapt to technological developments, obstacles faced, as well as expectations and solutions for the use of AI. The results show that most students have recognized and used AI in learning, such as to compile materials, create teaching media, and search for references. Students also showed a positive attitude and fairly good adaptability to technological developments. However, there are still several obstacles, such as limited technical skills and lack of training. However, in terms of integrating AI into learning strategies, some students have been able to implement it quite optimally, although further strengthening is still needed. Furthermore, facilities and student readiness also influence the effectiveness of AI use in the classroom. Based on interviews with five respondents, this study found that the use of AI has the potential to improve the quality of learning, but requires support in the form of structured training and ongoing mentoring. This research is expected to provide an alternative formulation to improve student readiness in the use of AI in education.
Model Pembelajaran Ekonomi Berbasis Artificial Intelligence dalam Keterbatasan Akses Digital: Tinjauan Literatur
The advancement of artificial intelligence (AI) in education presents significant opportunities for adaptive and personalized learning. However, the digital divide remains a substantial barrier to equitable technology adoption, particularly in Indonesia's rural and remote areas. This study employs a Systematic Literature Review (SLR) approach to examine AI-based economics learning models and evaluate their applicability in contexts with limited digital access. A total of 20 peer-reviewed articles published between 2015 and 2025 were analyzed through thematic synthesis. Findings indicate three main AI-based learning models relevant to economics education: adaptive learning systems, learning analytics, and recommendation systems. Of these, blended and low-tech-compatible models demonstrate the greatest potential for implementation under infrastructure constraints. The study proposes an adaptation framework comprising four strategies: blended learning integration, low-tech AI utilization, alternative interactive media development, and context-sensitive policy alignment. These findings suggest that AI-enhanced economics education remains feasible without full digital infrastructure, provided that pedagogical adaptation and teacher capacity are prioritized.
Analisis Literasi AI Pada Guru Ekonomi SMA Terhadap Perencanaan Pembelajaran Di Kelas
This study aims to analyze the level of Artificial Intelligence (AI) literacy among high school (SMA) economics teachers and its implications for administrative efficiency and the quality of instructional planning. Utilizing a qualitative approach with a descriptive phenomenological design, empirical data was collected through semi-structured interviews with economics teachers at SMA Nasional Malang who have implemented the Kurikulum Merdeka (Emancipated Curriculum). The results indicate that teachers' current AI literacy is still at a fundamental level and is generally self-taught, meaning its utilization as a pedagogical assistant is not yet optimal. The use of AI platforms in drafting educational instruments, such as the Learning Objective Flow (ATP), is often deemed imprecise and still requires extensive manual editing; thus, it has not proven to significantly improve time efficiency or the quality of teaching modules. Furthermore, educators consciously limit AI adoption, prioritizing conventional lecture methods based on official literature to maintain material validity and prevent student over-reliance on technology. It is concluded that AI's transformative potential in creating an adaptive and inclusive educational ecosystem has not been fully realized due to a lack of formal mentoring. Therefore, structured technical training strategies are urgently needed to bridge the competency gap and meet teachers' high expectations for future educational innovations.
Analisis Tantangan dan Peluang Penggunaan Platform Digital dalam Pembelajaran Ekonomi di SMA Negeri 3 Batu
This study aims to evaluate the obstacles and opportunities for utilizing digital education platforms for economics at SMA Negeri 3 Batu. The methodology applied is descriptive qualitative with observations conducted over 12 weeks in the XI-5 class. The findings of this study indicate that the main challenges lie in limited internet connectivity, restricted supporting facilities, and students' difficulties in understanding abstract economic material through digital media. However, the use of platforms such as Kahoot! and Quizizz can enhance interaction, learning motivation, and flexibility in accessing materials. This study concludes that Blended Learning becomes an effective strategy to improve the quality of economics learning in high school.
DARI MANUAL KE DIGITAL: TRANSFORMASI WEBSITE SARANA PRASARANA SEKOLAH SEBAGAI PILAR PENDIDIKAN BERKELANJUTAN DI ERA AI
This study examines the transition in school facility management from manual methods to a website-based digital system to support sustainable education in the era of Artificial Intelligence (AI). The background of this study is the use of manual systems, which are ineffective, prone to errors, and make it difficult to track information. The objective of this study is to evaluate the system transition process, the implementation of the website, and its impact on efficiency, transparency, and sustainability in the management of facilities and infrastructure at State Senior High School 6 Malang. The methodology employed in this study is a descriptive qualitative approach using data collection techniques such as in-depth interviews, observation, and documentation. For data analysis, the interactive model developed by Miles and Huberman was used. The findings of this study indicate that the implementation of a website can improve administrative efficiency, accelerate the borrowing and return process, and facilitate real-time data monitoring. Additionally, the digital system enhances transparency while reducing paper usage. In conclusion, digital transformation not only improves the effectiveness of facilities and infrastructure management, but also supports the realization of an adaptive education system that is ready to integrate AI technology.
Analisis Motivasi Belajar Murid melalui Game-Based Learning “EconoRush” pada Materi Bank Sentral di Kelas X-2 SMAN 8 Malang
Economics learning often faces challenges in terms of students’ low engagement and learning motivation, especially when the learning process is still dominated by conventional and less interactive methods. This situation indicates the need for innovation in instructional strategies in order to create a more engaging learning environment that can encourage active student participation. This study aims to analyze students’ learning motivation through the implementation of game-based learning supported by digital learning media on the topic of Central Bank in class X-2 at SMAN 8 Malang. This study employed a quantitative approach with a descriptive design. The research participants consisted of 34 students selected using a saturated sampling technique. Data were collected through a learning motivation questionnaire covering four indicators, namely interest, attention, activeness, and perseverance. The collected data were analyzed using descriptive statistics. The results showed that students’ learning motivation was in the high category, with a mean score of 3.92 and a standard deviation of 0.41. All motivation indicators were also in the high category, with the highest score found in the interest indicator at 4.12, while the lowest score was found in the perseverance indicator at 3.74. These findings confirm that the implementation of game-based learning through digital media can enhance student engagement during the learning process.
Optimalisasi E-FIND dalam Mendukung SDGs 4 pada Pembelajaran Ekonomi Adaptif di SMAN 1 Mojosari
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.
EconoCard: Pengembangan Media Pembelajaran Berbasis Kartu Untuk Meningkatkan Pemahaman Konsep Ilmu Ekonomi Serta Mendukung Pencapaian SDGs Pada Siswa SMA Negeri 1 Pandaan
Economics learning in secondary schools still faces challenges in bridging abstract concepts with meaningful learning experiences. This issue becomes more complex when teaching is still dominated by conventional methods, while at the same time the use of digital devices is restricted in classroom learning environments. These conditions require innovative learning media that are not only interactive but also capable of concretizing abstract concepts through direct student learning experiences. This study aims to develop a card-based learning media (EconoCard) and analyze its effectiveness in improving students’ understanding of economic concepts and learning engagement. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. The findings show that EconoCard has a very high level of feasibility, receives positive responses from students, and is effective in improving both conceptual understanding and student participation in learning activities. The novelty of this study lies in the integration of card-based learning media with a game-based learning approach specifically designed to simplify abstract economic concepts within a gadget-restricted learning context. These findings emphasize that well-designed and contextually developed non-digital learning media can serve as an effective solution for creating interactive, adaptive, and meaningful learning experiences. Therefore, EconoCard contributes as a relevant alternative learning innovation in supporting the improvement of sustainable education quality.
Ekomind: Sebagai Media Pembelajaran Ekonomi Digital Interaktif bagi Siswa Kelas X MAN 2 Kota Malang
Technological advancements in the 5.0 era have brought about rapid changes across various sectors, particularly in education. The availability of technology has made learning activities easier and more engaging. On the other hand, technology also presents challenges, such as distractions that lead to a decline in students’ concentration during class. The same situation is observed at MAN 2 Malang City, where students use digital devices for gaming and social media during classroom instruction. This issue is further exacerbated by the use of a lecture-based approach, which is perceived as unengaging, leading to reduced student focus on the learning process. The objective of this study is to develop an interactive, website-based economics learning medium called Ekomind to reduce distractions and enhance student concentration. This research employs an R&D method using the D4 model up to the development stage as its approach. Data for this study were obtained through observation and a questionnaire using a Likert scale. Based on the results of testing by media experts and subject matter experts, it was determined that the Ekomind media falls into the “acceptable” category with a total result percentage of 89.79%. Therefore, it is concluded that the Ekomind learning media is deemed suitable for wider implementation. Keywords: Digital Learning Media, Website, Learning Concentration
Analisis Pemahaman Konsep dan Keterlibatan Siswa dalam Pembelajaran Ekonomi melalui Monopoli Pasar Modal
This study analyzes students’ conceptual understanding and engagement in economics learning through the “Capital Market Monopoly” game. This study employs a descriptive method with a qualitative approach, conducted among 10th-grade students in the Economics class at SMAN 4 Malang. Data were collected through direct observation, semi-structured interviews with four students selected purposively based on their level of engagement and one economics teacher, as well as documentation. Data validity was ensured through source triangulation, and data analysis referred to the Miles and Huberman model, which includes data reduction, data presentation, and drawing conclusions. The results of the study reveal two main findings. First, students’ conceptual understanding of capital market material improved significantly after participating in the lesson; for example, students were able to explain basic concepts such as stocks, bonds, dividends, risk, and investment transaction mechanisms in their own words. Second, student engagement during the learning process was very high, encompassing three dimensions simultaneously: behavioral, emotional, and cognitive engagement. This was reflected in spontaneous group discussions, emotional responses that encouraged strategic decision-making, and critical thinking skills demonstrated in investment simulations. This study concludes that Monopoly of the Capital Market effectively transforms passive, teacher-centered economics learning into active, engaging, and meaningful learning, while simultaneously contributing to the improvement of students’ capital market financial literacy starting from the high school level. Keywords: innovative learning media, active learning, economics learning
Pengembangan Media Pembelajaran Permainan Monopoli Ekonomi “Mandamonomics” pada Mata Pelajaran Ekonomi Kelas X di Man 2 Malang
Economic learning in high school ideally develops critical thinking and analytical skills. However, at MAN 2 Malang (Turen), the learning process is still dominated by conventional methods such as lecturing and assignments, resulting in students' daily average scores of only 62—far below the minimum competency criterion (KKM) of 80. To address this issue, this study developed MANDAMONOMICS (MANDAMA Monopoli Economics), a board game-based learning medium adapted from Monopoly and specifically designed for economics learning at Madrasah Aliyah. This research employed the Research and Development (R&D) method using the ADDIE development model with a mixed-methods approach, involving 24 students of class X IPS-2. Validation was conducted by subject matter experts and education practitioners, while effectiveness was measured through paired sample t-test. The results indicated that MANDAMONOMICS was declared very feasible by the material expert (87.5%) and education practitioner (90.0%), and received enthusiastic positive responses from students (90.2%). Student average scores significantly increased from 57.29 to 83.54 with an N-Gain of 0.62 (moderate category). Statistical tests confirmed significant differences (sig. 0.000), and 100% of students surpassed the KKM in the posttest. This study concludes that MANDAMONOMICS is valid, practical, and effective as an economics learning medium. Keywords: learning media, economics monopoly, MANDAMONOMICS, game-based learning, learning outcomes, ADDIE model
Pengembangan Media Pembelajaran Ekonomi Berbasis Game “EconoPlay Ludo Board” pada Materi Masyarakat, Pasar, dan Terbentuknya Harga Pasar Siswa Kelas X SMA
This study aims to develop EconoPlay Ludo Board as an economics learning media on the topic of society, markets, and market price formation for tenth-grade students at SMA Negeri 3 Blitar. This research employs the Research and Development (R&D) method using the ADDIE model implemented in class X-3 with 33 students. Data were collected through student response questionnaires using a 4-point Likert scale. The results showed that 97% of students agreed that the media was easy to use, with an overall average score of 9.09 out of 10, categorized as excellent. During implementation, students demonstrated increased enthusiasm in discussion, collaboration, and problem-solving activities. These findings confirm that EconoPlay Ludo Board is practical and effective in transforming teacher-centered learning into student-centered learning while supporting 21st-century skill development. Keywords: Game-Based Learning, EconoPlay Ludo Board, Economics Learning, ADDIE Model
Pengembangan Media Pembelajaran ‘MOFIAL Challenge’ Berbasis Integrasi Game-Based Learning dan Outdoor Learning pada Materi Kebijakan Moneter dan Fiskal
This study aims to develop and examine the feasibility of a game-based learning media called “MOFIAL Challenge” on monetary and fiscal policy material. The research employed a Research and Development (R&D) method adapted from the Borg & Gall model, which includes stages of needs analysis, product design, development, validation, revision, and limited field testing. The product was validated by material and media experts to assess its feasibility in terms of content, presentation, and design. The validation results indicate that the developed media is categorized as very feasible, with a material expert validation score of 92% and a media expert validation score of 96%. In addition, student responses show that the media is attractive, easy to use, and able to support active learning. Therefore, the “MOFIAL Challenge” media is considered feasible as an alternative learning media to support interactive and contextual economics learning. Keywords: Learning media, Snake and Ladder Game, Economics, Monetary Policy, Fiscal Policy
Implementasi Model SwitchTrade Tax Berbasis Dual Role dengan Pendekatan Problem Solving dalam Pembelajaran PPN dan PPnBM pada Siswa Kelas XI SMA
This study aims to describe the implementation of the dual-role-based SwitchTrade Tax learning model using a problemsolving approach in the economics course for tax-related material, specifically Value-Added Tax (VAT) and Sales Tax on Luxury Goods (PPnBM), for 11th-grade high school students. This study was motivated by the lack of student engagement in addressing challenges in mastering conceptual material and tax calculations. The approach used was qualitative descriptive, conducted over three class hours, utilizing data collection techniques such as observation, student worksheets (LKPD), and documentation during the ongoing activities. The research results show that the SwitchTrade Tax model successfully increased student enthusiasm, activity, and engagement during the learning process. Students were more proactive in discussions, asking questions, and understanding the concepts of VAT and PPnBm. However, there were obstacles in the form of a classroom environment that was not conducive due to high student interaction and time constraints. Overall, the SwitchTrade Tax model is highly effective in increasing student engagement and understanding of tax material. Keywords: SwitchTrade Tax, Roleplay, Problem Solving, VAT-PPnBM, Student Engagement
Economic Decision Card Berbasis Konteks Lokal Lombok: Inovasi Media Pembelajaran untuk Meningkatkan Kemampuan Pengambilan Keputusan Ekonomi Siswa SMA Negeri 1 Jonggat
The low ability of students to make rational economic decisions is a fundamental challenge in contemporary economic education, particularly at the senior high school level where students often perceive economic concepts as purely abstract and disconnected from their daily realities. This research focuses on developing and validating the "Economic Decision Card" (EDC) learning media, integrated with the local socioeconomic context of Lombok, specifically targeting Grade X students at SMA Negeri 1 Jonggat. Using the modified Borg and Gall research and development (R&D) framework, the study progressed through five critical stages: research and information collecting, planning, development of the preliminary product, preliminary field testing, and main product revision. Data were gathered through expert validation questionnaires and student perception questionnaires administered to 36 students. The research results indicate that the EDC media is highly valid, with an expert validation score of 80.8% (both validators). Student perception analysis reveals a Cronbach Alpha reliability coefficient of 0.865 and all 12 items are valid (r > 0.3, p < 0.05). The overall student perception score reached 4.11 out of 5.00 (82.2%), indicating strong positive responses to the EDC media. Qualitative expert feedback highlights the strength of local Lombok case contextualization while recommending exploration of open-ended assessment formats for C4–C6 cognitive levels. This research concludes that the Economic Decision Card is an effective, practical, and replicable instructional tool for fostering economic literacy and rational decision-making skills in high school settings. Keywords: Economic Decision Card, Local Context, Economic Education, Borg and Gall, Student Perception.
Pengembangan media pemebelajaran materi pasar dan harga berbasis simulasi pasar di kelas X-3 SMAN 1 GONDANGLEGI
Innovation in learning is expected to enhance students' interest and engagement in the topic of markets and price formation for Grade X Economics in high school. This study aims to develop a real-market simulation-based learning media using the Problem Based Learning (PBL) approach through a Research and Development (R&D) model based on ADDIE (Analysis, Design, Development, Implementation, Evaluation) with a one-group pretest-posttest design. The research subjects were 32 students of class X-3 at SMAN 1 Gondanglegi Malang (16 males, 16 females) during February May 2026. Data were collected via pretest-posttest (20 questions), ARCS motivation questionnaire (15 Likert items), activity observation, and expert validation; analysis employed N-Gain, percentages, and quantitative descriptive methods.Results indicate the media is valid (90% by the guiding teacher), effective (N-Gain 0.62 medium; pretest 55.23 to posttest 82.67), with student engagement at 90.6% (from baseline 25%) and learning motivation at 83.2% (very good category). The simulation using authentic props (rice, chilies, play money) on the school field excels due to its multisensory nature and alignment with the Merdeka Curriculum, integrating PBL, dual coding, ARCS, and experiential learning theories. Keywords: Problem Based Learning (PBL), market simulation, learning media, markets and prices, Grade X Economic
Pengaruh Media INVESTO Berbasis Simulasi terhadap Pemahaman Konsep Uang dan Inflasi untuk Mendukung Literasi Ekonomi Berkelanjutan di Era Digital
This study aims to determine the contribution of the use of the INVESTO learning media, based on investment simulations, in enhancing students’ understanding of economic concepts, particularly regarding money and inflation. The background of this study is based on the continued dominance of the lecture method in economics instruction, which results in passive students and suboptimal conceptual understanding. The study employed a quantitative approach using a quasi-experimental method with a one-shot case study design. The sample consisted of 30 eleventh-grade students from State High School 1 Gondanglegi, selected through purposive sampling. Data were collected via a Likert-scale questionnaire after the simulation treatment using the INVESTO medium, then analyzed descriptively and inferentially using the Shapiro-Wilk normality test and the One-Sample T-Test. The One-Sample T-Test yielded a calculated t-value of 6.888 with a significance level of 0.000 (p < 0.05) and a positive mean difference of 13.73, indicating a significant improvement in understanding of economic concepts following the use of the INVESTO media. Thus, the INVESTO learning medium, based on investment simulation, contributes significantly to improving students’ understanding of the concepts of money and inflation Keywords: INVESTO Learning Materials, Investment Simulations, Understanding Economic Concepts, Digital Learning