2020
DOI: 10.24246/j.js.2020.v10.i1.p51-59
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Trade Game Akuntasi Untuk Siswa Sekolah Menengah Atas

Abstract: Almost all students who have difficulty in understanding accounting material. Only a few students can understand thoroughly. Most of the students are oriented only to the result of the exercise from the questions, not the understanding of the process, especially for trading company accounting cycle topic. This material requires more understanding in every process of preparation until the preparation of financial statements. The focus on calculating inventory and cost of goods sold makes students often reluctan… Show more

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Cited by 8 publications
(9 citation statements)
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“…The average value of creative thinking ability of the experimental class students was also higher than the control class. The results of this study are supported by research conducted by Luhsasi & Permatasari (2020), that integrating games into learning can attract students' interest in understanding concepts or materials given by the teacher. That way, students' creative thinking skills will also increase.…”
Section: Discussionsupporting
confidence: 73%
See 1 more Smart Citation
“…The average value of creative thinking ability of the experimental class students was also higher than the control class. The results of this study are supported by research conducted by Luhsasi & Permatasari (2020), that integrating games into learning can attract students' interest in understanding concepts or materials given by the teacher. That way, students' creative thinking skills will also increase.…”
Section: Discussionsupporting
confidence: 73%
“…(Noviyanti, 2018). The results of the latest research also stated that the use of games in learning can attract students to understand the concept of the material provided by the teacher (Luhsasi & Permatasari, 2020), and is effective to be developed as an independent learning medium (Sidarta & Yunianta, 2019).…”
mentioning
confidence: 99%
“…Empat fitur tersebut merupakan alasan utama yang mendasari pemilihan strategi game-based learning dalam pembelajaran, selain kemampuan permainan dalam meningkatkan motivasi (Anjani, Fatchan, & Amirudin, 2016), minat belajar (Aini, 2018), efektivitas belajar (Liu & Chen, 2013) dan hasil belajar (Noviyanti, 2018). Penelitian terbaru juga menyatakan bahwa, integrasi permainan dalam pembelajaran dapat menarik minat peserta didik dalam memahami materi (Luhsasi & Permatasari, 2020) dan efektif digunakan sebagai media latihan mandiri (Sidarta & Yunianta, 2019). Permainan yang digunakan dalam penelitian ini adalah kartu siki.…”
Section: Pendahuluanunclassified
“…Ketika peserta didik memiliki motivasi belajar dari dalam dirinya sendiri, maka ia akan bersemangat dalam belajar dan diharapkan prestasi belajarnya pun akan meningkat ( (Hapsari, 2017); (Warkintin & Berkhamas Mulyadi, 2019); (Gan et al, 2015)). Melalui media pembelajaran peserta didik juga menjadi aktif mencari tahu, karena ia tidak hanya menerima informasi dari guru tetapi juga ikut melakukan kegiatan seperti mengamati, mensimulasikan, memerankan, dan lain-lain untuk memperoleh informasi dan pengetahuan (Iga Luhsasi & Lita Permatasari, 2020). Media pembelajaran juga dapat digunakan sebagai sarana untuk membiasakan karakter-karakter baik pada peserta didik seperti karakter bertanggung jawab, jujur, tekun, dan karakter-karakter lain yang berguna untuk masa depan peserta didik (Sitorus et al, 2019).…”
Section: Media Pembelajaranunclassified