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: | Creators NIM Email ORCID Rangian, Stevani NIM01669190034 stevanirangian4@gmail.com UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Yugopuspito, Pujianto NIDN0324086701 yugopuspito@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 |