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Monetix-Based Learning Media Development: An Application to Improve Students' Critical Thinking Abilities

Aida Intan Amirotul Fitri and Rizza Megasari

Pinnacle Academic Press Proceedings Series, 2025, vol. 6, 24-33

Abstract: The study addresses Indonesia's critical thinking skill gap in Economics education, specifically targeting the complex topics of Price Index and Inflation. It seeks to develop an application-based learning media, MONETIX, designed to enhance students' critical thinking abilities by transforming conventional, passive learning into an interactive, student-centered experience accessible via Android smartphones. This research utilized a Research and Development (R&D) design following the ADDIE model: Analysis, Design, Development, Implementation, and Evaluation. Participants included 45 eleventh-grade students at SMAN 1 Kota Probolinggo, divided into small and large groups. Data collection involved validation questionnaires, pre-tests, post-tests, and N-Gain score analysis to measure the improvement in critical thinking skills. Expert validations and user feedback were incorporated to refine the learning media. Validation scores from material experts, media experts, and prospective users ranged from 83 to 97, indicating the media's high suitability. Implementation results showed significant improvements in critical thinking skills, with N-Gain scores categorized as high (0.79 average for the small group). Efficiency tests yielded satisfactory results reflecting the media's positive impact on learning effectiveness and student motivation. The MONETIX application-based learning media is valid, effective, and efficient in improving critical thinking skills in Economics. This technology-integrated media offers a flexible and engaging alternative to traditional learning methods, supporting students' deeper conceptual understanding. Future research should focus on expanding interactive features and incorporating additional 4C skills beyond critical thinking.

Keywords: MONETIX; learning media; critical thinking; game-based learning; economics education (search for similar items in EconPapers)
Date: 2025
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