AIMAN, IN’AM FAIRUZ (2018) THE DEVELOPMENT OF “THE COMPANY” BOARD GAME AS A LEARNING MEDIA OF BASIC ACCOUNTING TO IMPROVE STUDENTS’ LEARNING MOTIVATION OF CLASS X AKKL 2 SMK NEGERI 1 YOGYAKARTA. S1 thesis, Fakultas Ekonomi UNY.
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Abstract
This research aims to determine: 1) the results of the development stages of “The Company” board game as a learning media of Basic Accounting; 2) the feasibility of “The Company” board game as a learning media of Basic Accounting based on the assessment of material expert, media expert, and accounting learning practitioner; 3) students’ assessment of “The Company” board game as a learning media of Basic Accounting; and 4) the difference in students’ learning motivation of class X AKKL 2 SMK Negeri 1 Yogyakarta before and after the using of “The Company” board game on Basic Accounting subject. This research is a research and development model of ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Validation of product feasibility was done by material expert (Lecturer of FE UNY), media expert (Lecturer of FE UNY), and learning practitioner (Accounting Teacher of SMK Negeri 1 Yogyakarta). Field trial was conducted on 32 students of class X AKKL 1 and product implementation test was conducted on 32 students of class X AKKL 2 SMK Negeri 1 Yogyakarta. Data collection was done through observation, interview, documentation, and questionnaire. The data obtained were analyzed by qualitative and quantitative descriptive techniques. The results showed that: 1) the development stages of ADDIE model resulted the final product of “The Company” board game as a learning media of Basic Accounting which is feasible to be used; 2) validation of the feasibility of “The Company” board game obtained score of 3,94 (Feasible) from material expert, 4,54 (Strongly Feasible) from media expert, and 4,82 (Strongly Feasible) from learning practitioner; 3) the results of the students’ assessment on field trial of “The Company” board game received score of 4,34 (Strongly Feasible) and on product implementation test received score of 4,57 (Strongly Feasible); and 4) the using of “The Company” board game on Basic Accounting learning improves learning motivation by 4,85% with tcount 15,774 and sig. 0,000, indicating that the increase is significant. It means that the development of “The Company” board game can improve students’ learning motivation. The implication is this learning media can be used to support Basic Accounting learning activities, both in class and independently.
Item Type: | Thesis (S1) |
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Uncontrolled Keywords: | Basic Accounting, Board Game, Learning Media, Learning Motivation |
Subjects: | Pendidikan > Pendidikan (Umum) Ilmu Sosial > Ekonomi > Akuntansi |
Divisions: | Fakultas Ekonomi dan Bisnis (FEB) > Pendidikan Akuntansi |
Depositing User: | Admin Akuntansi FE |
Date Deposited: | 24 Apr 2018 02:47 |
Last Modified: | 30 Jan 2019 16:19 |
URI: | http://eprints.uny.ac.id/id/eprint/56742 |
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