Empowering high school students’ banking literacy through QR Code-based Snakes and Ladders Game

Authors

  • Luciana Spica Almilia Department of Accounting, Faculty of Economics and Business, University of Perbanas Hayam Wuruk https://orcid.org/0000-0001-8875-4779
  • Ellen Theresia Sihotang Department of Management, Faculty of Economics and Business, University of Perbanas Hayam Wuruk https://orcid.org/0000-0003-2876-2528
  • Haekal Ridho Afandi Department of Visual Communication Design, Faculty of Engineering and Design, University of Perbanas Hayam Wuruk https://orcid.org/0009-0001-2250-0896
  • Dyana Purwandini Department of Library, University of Perbanas Hayam Wuruk
  • Ni Nyoman Asti Stya Putri Department of Management, Faculty of Economics and Business, University of Perbanas Hayam Wuruk

DOI:

https://doi.org/10.26905/abdimas.v10i3.15415

Keywords:

Education, Gen-Z, SMATAG, Snake and Ladders Game

Abstract

A 2024 national survey by the Financial Services Authority (FSA) revealed that 43% of Gen Z still lack an understanding of banking institutions. One high school facing similar challenges in banking education is SMA 17 Agustus 1945 (SMATAG) Surabaya. Student performance in the banking section of economics remains suboptimal, with average scores among 11th-grade social science students ranging from 6.0 to 6.2.  Teachers currently lack interactive learning media to help students effectively grasp the material. To address this issue, the community service team from Hayam Wuruk Perbanas University implemented an interactive educational approach using a QR Code-based Snakes and Ladders game. The program employed a Community-Based Participatory Research (CBPR) method involving three economics teachers and 86 students. The stages included coordination, game board design and development, trials, further refinement, lectures and gameplay, and evaluation. The results showed a significant improvement in students’ banking knowledge, with average scores increasing from 42.70 (pre-test) to 86.14 (post-test). The overall program was well received, earning an average score of 4.07. These findings indicate that interactive, technology-based games can serve as effective educational tools and enhance students’ motivation to learn.

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Published

2025-08-30

How to Cite

Almilia, L. S., Sihotang, E. T., Afandi, H. R., Purwandini, D., & Putri, N. N. A. S. (2025). Empowering high school students’ banking literacy through QR Code-based Snakes and Ladders Game. Abdimas: Jurnal Pengabdian Masyarakat Universitas Merdeka Malang, 10(3), 705–717. https://doi.org/10.26905/abdimas.v10i3.15415

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Section

Social and Humaniora