TY - THES Y1 - 2018/// N2 - This study aims to improve Learning Results of adjusting journal at grade X Accounting 2 students of SMK Negeri 1 Wonosari in the academic year of 2017/2018 through implementing The Gamification Learning Method. In addition, the study also look at the effectiveness of the use of gamification learning methods compared with teacher-centered methods. This was an Experimented Classroom Action Research conducted in two cycles. Each cycle consisted of four stages, namely planning, action, observation, and reflection. The material used was the basic competence to prepare adjusting entries. The subjects of this study were 30 students of grade X Accounting 2 at SMK Negeri 1 Wonosari in the academic year of 2017/2018. The data in this study was collected through tests, field notes, observation, and documentation. Data analysis used was descriptive data analysis of quantitative and qualitative. Based on the results of research, the implementation of Gamification Learning Methods can improve Learning Results of adjusting journal at grade X Accounting 2 of SMK Negeri 1 Wonosari in the academic 2017/2018. Increased Student Learning Results can be seen from the average percentage of pre-test results 48.27, post-test I 64.57 and post-test II to 80.27 at significance value of 0.000. The Gamification Learning Method is also more effective than the teacher-centered method as shown by Independent Sample T-Test at significance value of 0.031. PB - Fakultas Ekonomi UNY A1 - Majid, Nur Hida Aulia KW - Gamification Learning Method KW - Learning Results KW - Classrom Action Research AV - public TI - IMPLEMENTING THE GAMIFICATION LEARNING METHOD TO IMPROVE LEARNING RESULTS OF ADJUSTING JOURNAL AT GRADE X ACCOUNTING 2 STUDENTS OF SMK NEGERI 1 WONOSARI IN THE ACADEMIC YEAR OF 2017/2018 M1 - skripsi ID - UNY56788 UR - http://eprints.uny.ac.id/56788/ ER -