Permatasari, Avio Gilang (2015) DEVELOPMENT OF YOGYACCOUNTING MONOPOLY EDUCATIVE GAME AS LEARNING MEDIA BASED COMPUTER FOR INTRODUCTION TO FINANCE AND ACCOUNTING SUBJECT AT GRADE X SMK NEGERI 1 BANTUL ACADEMIC YEAR OF 2014/2015. S1 thesis, Fakultas Ekonomi UNY.
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AVIO GILANG PERMATASARI 11403244005 PENDIDIKAN AKUNTANSI.pdf Download (12MB) | Preview |
Abstract
This research aims to: 1) developing educative game “Yogyaccounting Monopoly” as accounting learning media based computer for students at SMK Negeri 1 Bantul, 2) knowing about the feasibility of educative game “Yogyaccounting Monopoly” as accounting learning media based computer for students at SMK Negeri 1 Bantul based on validation/assessment of material experts, media experts, and practitioners, 3) knowing about the students’s response to the educative game “Yogyaccounting Monopoly” as accounting learning media based computer. This research was a Research and Development (R & D). This research conducted with development model ADDIE which consist of five development stages; 1) analysis, 2) design, 3) develop, 4) implementation, dan 5) evaluation. Validation stages was conducted with product validation by material experts of accounting introduction, learning media experts, and learning practitioner of Introduction to finance and accounting. Product was tested on 31 students of grade X AK 4 at SMKN 1 Bantul. Based on research results on the development of learning media “Yogyaccounting Monopoly” was feasible to be used in introduction to finance and accounting subject for grade X SMK 1 Bantul. It was proved from the assessment score by material experts that feasibility of material relevance aspects was 4,5; evaluation aspects was 4,5 and effects of learning strategies aspects was 5,0 so would result an average of 4,67 with the category of "Strongly Feasible". The assessment score by media experts that feasibility of language aspect was 4,0; software engineering aspect was 4,25 and visual communication was 4, so would result an average of 4,19 with the category of "Feasible". The assessment score by learning practitioners experts that feasibility of material relevance aspect was 4,0; evaluation aspect was 4,25; language aspect was 4,0 and software engineering aspect was 4,25 so would result an average of 4,13 with the category of "Feasible". Students response that feasibility of material relevance aspect was 4,36; evaluation aspect was 4,26; language aspect was 4,35; visual communication aspect was 4,04 and software engineering aspect was 4,44 so would result an average of 4,29 with the category of “ Strongly Feasible”. Key Word: Educative Game, Learning Media, Introduction to Finance and Accounting
Item Type: | Thesis (S1) |
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Subjects: | Umum > Penelitian Pendidikan > Pendidikan (Umum) Ilmu Sosial > Ekonomi > Akuntansi |
Divisions: | Fakultas Ekonomi dan Bisnis (FEB) > Pendidikan Akuntansi |
Depositing User: | Admin Akuntansi FE |
Date Deposited: | 30 Jul 2015 07:21 |
Last Modified: | 30 Jan 2019 01:21 |
URI: | http://eprints.uny.ac.id/id/eprint/23841 |
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