Peningkatan kemampuan berpikir kritis, kemampuan pemecahan masalah, dan minat belajar siswa dengan board game di SMA Regina Pacis Jakarta

Rangian, Stevani (2021) Peningkatan kemampuan berpikir kritis, kemampuan pemecahan masalah, dan minat belajar siswa dengan board game di SMA Regina Pacis Jakarta. Masters thesis, Universitas Pelita Harapan.

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Abstract

This research use research and development of the Borg & Gall model.This study aims to determine the results of developing the board game "Asyiikounting" as accounting learning media; the feasibility of the Board Game "Asyiikounting" as a learning media for Accounting based on the assessment of material experts and media experts and students; and analysis of the improvement of students' critical thinking skills, problem-solving skills, and students interest before and after use the "Asyiikounting" Board Game in class XII IPS SMA Regina Pacis Jakarta. The data was collected through documentation, questionnaires and measuring the post-test�pre-test. The “Asyiikounting” Board Game developed with the Borg & Gall model is feasible to use for accounting learning media. The results of the validation of the "Asyiikounting" Board Game from the material expert was feasible, media expert was very feasible and students was feasible. The use of the Board Game "Asyiikounting" in accounting learning can also significantly improve critical thinking skills, problem solving skills and student interest. So the conclusion is using the Board Game "Asyiikounting" as learning media effective support Accounting learning activities./ Penelitian ini merupakan penelitian Research and Development model Borg & Gall. Penelitian ini bertujuan untuk mengetahui hasil tahapan pengembangan board game “Asyiikounting” sebagai media pembelajaran Akuntansi; kelayakan Board game “Asyiikounting” sebagai media pembelajaran Akuntansi berdasarkan evaluasi ahli materi dan ahli media dan siswa; dan analisis peningkatan kemampuan berpikir kritis siswa, peningkatan kemampuan pemecahan masalah, dan peningkatan minat belajar siswa siswa kelas XII IPS SMA Regina Pacis Jakarta sebelum dan sesudah penggunaan Board Game “Asyiikounting”. Pengumpulan data dilakukan melalui dokumentasi, angket dan pengukuran nilai post test-pre test. Hasil penelitian menunjukkan bahwa tahapan pengembangan menghasilkan produk akhir Board Game “Asyiikounting” sebagai media pembelajaran Akuntansi layak digunakan. Hasil validasi kelayakan Board Game “Asyiikounting” dari ahli materi mendapatkan predikat layak, dari ahli media sangat layak dan validasi siswa terhadap Board Game “Asyiikounting” pada implementasi produk mendapatkan predikat layak. Penggunaan Board Game “Asyiikounting” pada pembelajaran Akuntansi juga dapat meningkatkan kemampuan berpikir kritis, kemampuan pemecahan dan minat belajar secara signifikan. Sehingga kesimpulannya adalah pembelajaran dengan menggunakan media Board Game “Asyiikounting” efektif dapat mendukung kegiatan pembelajaran Akuntansi.

Item Type: Thesis (Masters)
Creators:
CreatorsNIMEmail
Rangian, StevaniNIM01669190034stevanirangian4@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorYugopuspito, PujiantoNIDN0324086701yugopuspito@uph.edu
Uncontrolled Keywords: Board Game ; Learning Media ; Critical Thinking Skill ; Problem Solving Skill ; Student’s Learning Interest
Subjects: L Education > LB Theory and practice of education > LB1028.3 Educational techology
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Education > Master of Educational Technology
Current > Faculty/School - UPH Karawaci > Faculty of Education > Master of Educational Technology
Depositing User: Users 19890 not found.
Date Deposited: 23 Aug 2021 04:37
Last Modified: 18 Mar 2022 06:45
URI: http://repository.uph.edu/id/eprint/42112

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