In this era of progress, learning innovation follows technological developments and student characteristics. The objectives of carrying out this research are: 1) to produce and test the feasibility of developing interactive media products for the basics of gamification-based institutional financial accounting, and 2) to analyze student responses to the use of interactive learning media for the basics of gamification-based institutional financial accounting. Research and Development was chosen as the research method with the ADDIE model. The research sample used was 35 class X students. The data obtained in this research was through interviews, observations, study sheets, validation sheets and questionnaires. The suitability of the media is tested using material, media, language expert validation instruments, as well as trials on students to determine responses and interest after using the media. The research results show that the interactive learning media development product in the form of this application obtained a material validation percentage of 84.17%, media validation of 100%, and language validation of 96.92%. The student response results reached 88.74%, so this application was declared very feasible and good for use in the learning process.
Kata Kunci:Media Pembelajaran; Akuntansi Dasar; Gamifikasi Abstrak Di era kemajuan zaman, inovasi pembelajaran mengikuti perkembangan teknologi dan karakteristik peserta didik. Tujuan pelaksanaan penelitian ini : 1) menghasilkan dan menguji kelayakan produk pengembangan media interaktif dasar-dasar akuntansi keuangan lembaga berbasis gamifikasi, dan 2) menganalisis respon peserta didik terhadap penggunaan media pembelajaran interaktif dasar-dasar akuntansi keuangan lembaga berbasis gamifikasi. Research and Development dipilih sebagai metode penelitian dengan model ADDIE. Sampel penelitian yang digunakan sebanyak 35 peserta didik kelas X. Data yang diperoleh dalam penelitian ini melalui wawancara, observasi, lembar telaah, lembar validasi dan kuesioner. Kelayakan media diuji menggunakan instrument validasi ahli materi, media, bahasa, serta uji coba terhadap peserta didik untuk mengetahui respon dan ketertarikan setelah menggunakan media tersebut. Hasil penelitian menunjukkan bahwa produk pengembangan media pembelajaran interaktif berupa aplikasi ini memperoleh persentase validasi materi sebesar 84,17%, validasi media 100%, dan validasi bahasa sebesar 96,92 %. Hasil respon peserta didik mencapai 88,74 %, sehingga aplikasi ini dinyatakan sangat layak dan bagus untuk digunakan dalam proses pembelajaran.