THE DEVELOPMENT OF EDUCATIONAL GAME “WHO WANTS TO BE AN ACCOUNTANT” TO IMPROVE STUDENT’S LEARNING OUTCOMES

Indah Erika Sari, Mahendra Adhi Nugroho

Abstract


This research aimed to: 1) Developed an educational game Who Wants to be an Accountant as learning media for student class X Accounting SMK Bhakti Karya 1 Magelang, 2) Determined the feasibility of educational game Who Wants to be an Accountant based on assessment by material expert, media expert and accounting students, 3) The improvement of accounting learning outcomes on competency standard completed the accounting cycle trading companies after used the educational game Who Wants to be an Accountant. This research adapted from ADDIE models which is type of Research and Development (R&D). The results showed that development of educational game “Who Wants to be an Accountant” using Adobe Flash Software and passed 5 stages: 1) Analysis, 2) Design, 3) Development, 4) Implementation, 5)  Evaluation. The feasibility level of this educational game obtained from the average score according to the assessment of : 1) Material expert had 4,58 (Very Feasible), 2) Media expert had 4,19 (Feasible), 3) Individual trial had 4,38 (Very Feasible), 4) Small group trial had 4,48 (Very Feasible), 5) Field trial  had 4,55 (Very feasible). The educational game Who Wants to be an Accountant can improve the accounting learning outcomes. Based on  paired sample t-test the game get t result -15.053 with siginificant 0,000 it show that the game can improve the learning outcomes. The improvement of learning outcomes was 22,58 % from average pretest score 67,83 and average posttest score 81,76. It can concluded that The Educational Game Who Wants to be an Accountant can improve the student’s learning outocomes.

 Keywords: accounting learning media, educational game , Who  Wants to be an Accountant, Learning Outcomes, The Cycle of Trading Companies, ADDIE, Vocational High School.


Full Text:

PDF

Refbacks

  • There are currently no refbacks.


.