Michelina Aldea Kei SMAN 15 SEMARANG
Financial literacy levels among Generation Z remain relatively low, despite their increasing exposure to the convenience of digital transactions. This study aims to design and test the effectiveness of FinEdu-Teen, an interactive, gamified financial literacy and budgeting education platform specifically designed for Generation Z. This study employs a Research and Development (R&D) methodology, with system development based on the Python programming language. A pilot test was conducted with 50 high school students or equivalent through the FinEdu-Teen platform to measure their level of financial understanding and evaluate the User Experience (UX) using the System Usability Scale (SUS) method. This testing focused on measuring the increase in users’ financial literacy before and after using the platform, while also ensuring the application is intuitive, comfortable, and easy to use. Gamification features such as daily budgeting simulations, savings challenges, investment education, and interactive quizzes were designed to support this learning process. It can be concluded that the FinEdu-Teen platform was developed to serve as an interactive educational tool for enhancing Generation Z’s budgeting understanding and skills in an enjoyable way.
Keywords: FinEdu-Teen, financial literacy, budgeting, gamification, Generation Z