Designing An Investment Learning App for Students Using Design Thinking Approach

Rina Yulius, Muchamad Fajri Amirul Nasrullah, Siskha Handayani, Ahmad Hamim Thohari


Young people's awareness of stock investment is still low. Lack of knowledge about the investment stock market is an example of financial literacy. Moreover, the development of financial applications with game elements has created a new trend in the investment field. Therefore, we proposed a playful application as a learning medium to improve young people's stock market investment knowledge. This research aims to develop a mobile his application that can be used to improve the financial literacy, especially investment literacy, of Politeknik Negeri Batam students. The study uses a design thinking approach and leverages gamification to increase user retention. A total of 50 participants contributed to this study. Tracking, observing, and identifying problems that exist in the spread of financial literacy practices among Politeknik Negeri Batam students allows us to find new ideas as solutions to existing problems. The trial conducted on the product revealed that while users found the application overall useful and aligned with their requirements, there are still areas that need improvement.


gamification; investment; stock

Full Text:



Herawati, N. T. (2017). Tingkat Literasi Keuangan Mahasiswa serta Faktor-Faktor yang Mempengaruhinya. Seminar Nasional Riset Inovatif 2017, 5, 131–137.

Kaiser, T., & Menkhoff, L. (2020). Financial education in schools: A meta-analysis of experimental studies. Economics of Education Review, 78(November 2018), 101930.

Candra Sari, R., Rika Fatimah, P. L., Ilyana, S., & Dwi Hermawan, H. (2022). Augmented reality (AR)-based sharia financial literacy system (AR-SFLS): a new approach to virtual sharia financial socialization for young learners. International Journal of Islamic and Middle Eastern Finance and Management, 15(1), 48–65.

Huston, S. J. (2010). Measuring Financial Literacy. Journal of Consumer Affairs, 44(2), 296–316.

Rasco, A., Peko, G., Chan, J., & Sundaram, D. (2020). FinCraft : Immersive Personalised Persuasive Serious Games for Financial Literacy Among Young Decision-Makers. 3, 32–41.

Maghisza, D. F. (2021). Mau Belajar tentang Pengelolaan Aset dan Keuangan? Ini Caranya.

Chauhan, S., Akhtar, A., & Gupta, A. (2021). Gamification in banking: a review, synthesis and setting research agenda. Young Consumers, 22(3), 456–479.

Pande, M., & Bharathi, S. V. (2020). Theoretical foundations of design thinking – A constructivism learning approach to design thinking. Thinking Skills and Creativity, 36(February), 100637.

Earle, A. G., & Leyva-de la Hiz, D. I. (2021). The wicked problem of teaching about wicked problems: Design thinking and emerging technologies in sustainability education. Management Learning, 52(5), 581–603.



  • There are currently no refbacks.

Copyright (c) 2023 Rina Yulius, Muchamad Fajri Amirul Nasrullah, Siskha Handayani, Ahmad Hamim Thohari

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


Journal Name: JISA (Jurnal Informatika dan Sains)
e-ISSN: 2614-8404, p-ISSN: 2776-3234
Publisher: Program Studi Teknik Informatika Universitas Trilogi
Publication Schedule: June and December 
Language: Indonesia & English
APC: The Journal Charges Fees for Publishing 
IndexingEBSCODOAJGoogle ScholarArsip Relawan Jurnal IndonesiaDirectory of Research Journals Indexing, Index Copernicus International, PKP IndexScience and Technology Index (SINTA, S4) , Garuda Index
OAI address
Sponsored by: DOI – Digital Object Identifier Crossref, Universitas Trilogi

In Collaboration With: Indonesian Artificial Intelligent Ecosystem(IAIE), Relawan Jurnal IndonesiaJurnal Teknologi dan Sistem Komputer (JTSiskom)



JISA (Jurnal Informatika dan Sains) is Published by Program Studi Teknik Informatika, Universitas Trilogi under Creative Commons Attribution-ShareAlike 4.0 International License.