THE COMPANY” BOARD GAME AS A LEARNING MEDIA TO IMPROVE STUDENTS’ LEARNING MOTIVATION
Dhyah Setyorini, Lecturer of Accounting Education Department Yogyakarta State University
Abstract
This study aims to develop “The Company” board game as a learning media of Basic Accounting, assess the feasibility of the media, and know the impact of its use on students’ learning motivation. Media development used ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Validation of product feasibility was done by material expert, media expert, accounting learning practitioner, and students. The researcher conducted the media pilot test on 32 students of class X AKKL 2 SMK Negeri 1 Yogyakarta. Data from observation, interview, documentation, and questionnaire were analyzed by qualitative and quantitative descriptive techniques. The results showed that the final product of “The Company” board game is feasible to use. The assessment of media feasibility obtained score of 3,94 (Feasible) from the material expert, 4,54 (Very Feasible) from the media expert, 4,82 (Very Feasible) from the accounting learning practitioner, 4,34 (Very Feasible) from the students of field trial, and 4,57 (Very Feasible) from the students of product implementation test. Moreover, the use of this media increased students’ learning motivation by 4.85%, with tcount 15.774 and sig. 0.000 indicating that the increase is significant. It means that this learning media can improve students’ learning motivation. The implication is this learning media can be used to support learning activities of Basic Accounting, both in class and independently.
Keywords: Basic Accounting, Board Game, Learning Media, Learning Motivation
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