The purpose of this research is to know students’ perception of the use of google classroom as a medium of online learning in economic subject at SMA Negeri 3 Bantul. This kind of research was descriptive with quantitative research. The population in this research are all the students majoring in social studies at SMA Negeri 3 Bantul, which consisted of 281 students. The samples in this research were 165 students who were taken by convenience sampling. Data were collected by questionnaires and interviews and analyzed by descriptive analysis.The results in this research showed that: (1) Students’ perception of the use of google classroom as a medium of online learning in economic subject at SMA Negeri 3 Bantul were positive with a tendency rate of 43. (2) student learning outcomes while using the google classroom learning media are included in the high category with a tendency rate of 77%.Keywords : Perception, google classroom and online learning
The National Science Olympiad in Economics is one of the competitions held every year for senior high school students, especially at SMAK Kesuma Mataram. Students need to well prepare to take part in this olympics. In the national science olympiad, students learn to be able to analyze and solve problems. Therefore, mentoring activity for the national science olympiad in Economics are needed. This activity aims to student to have new experiences on how to study well and finally be able to analyze and solve the National Science Olympiad in Economics. This mentoring activity applies a problem-based learning model. The results of this mentoring activity show that students can have new experiences about how to learn well. This is indicated by students having motivation to first read the material that has been delivered even though there is material that has not been understood. Second, there is a change in students' perceptions of accounting for better. At first, most of students had the perception that accounting material was difficult, especially they had never received accounting material. However, after the implementation of mentoring, most students found it easier to understand Accounting material. In addition, after participating in this mentoring activity, students can analyze and solve National Science Olympiad in Economics cases in Economics. One of the indicators is 3 (60%) students out of 5 students who participated in this mentoring activity passed National Science Olympiad in regency level. The number of students from SMAK Kesuma Mataram who passed National Science Olympiad in regency level also increased from the previous year, from 2 students to 3 students.
This study was aimed to generate a product of an eff ective role-playing learning model design on basic competences of practicing accounting cycles in service companies for the eleventh grade students. The research procedures were done based on ADDIE model. The developed product design was validated by the experts of learning materials, the experts of learning media, the experts of learning design, and the experts of characters building. The product was tested on Stella Duce 1 Senior High School students both in small groups which consisted of 12 people and a large group of 40 people. The instruments which was used to assess product validity included material aspects, media aspects, aspects of learning, and aspects of character building. The result of the experts' validation and testing to students showed that it was a very good developed product. This meant that the role-playing learning model design on basic competences of practicing accounting cycles in service companies for the eleventh grade students was worth implementing in the learning activities. PENGEMBANGAN DESAIN PEMBELAJARAN MODEL ROLE-PLAYINGPADA MATA PELAJARAN AKUNTANSI Abstrak Penelitian ini bertujuan untuk menghasilkan produk berupa desain pembelajaran model role-playing yang efektif untuk pembelajaran pada kompetensi dasar mempraktikkan siklus akuntansi perusahaan jasa untuk siswa kelas XI SMA. Prosedur pengembangan produk penelitian dilakukan berdasarkan Model ADDIE. Produk yang dikembangkan divalidasi oleh ahli materi pembelajaran, ahli media pembelajaran, ahli desain pembelajaran, dan ahli pendidikan karakter. Produk diujicobakan kepada siswa-siswa SMA Stella Duce 1 baik kelompok kecil yang terdiri dari 12 orang maupun kelompok besar yang terdiri dari 40 orang. Instrumen untuk menilai validitas produk mencakup aspek materi, aspek media, aspek pembelajaran, dan aspek pendidikan karakter. Hasil validasi dari para ahli dan hasil ujicoba pada siswa-siswa menunjukkan bahwa produk yang dikembangkan dinyatakan sangat baik. Artinya, desain model role-playing yang dikembangkan untuk pembelajaran pada kompetensi dasar mempraktikkan siklus akuntansi perusahaan jasa untuk siswa kelas XI SMA layak untuk diimplementasikan dalam praktik pembelajaran. Kata kunci: role-playing, penelitian dan pengembangan, siklus akuntansi
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