Pengembangan Game Edukatif Berbasis Android Sebagai Media Pengayaan Pada Mata Pelajaran Akuntansi Perbankan Kelas XI Perbankan SMK Negeri 10 Surabaya
Abstract
Abstrak
Penelitian ini bertujuan untuk menghasilkan game edukatif berbasis android sebagai media pengayaan pada mata pelajaran akuntansi perbankan kelas XI perbankan SMK Negeri 10 Surabaya yang telah teruji layak untuk diterapkan dalam kegiatan pengayaan dan memperoleh respon yang positif dari peserta didik. Penelitian ini merupakan penelitian pengembangan (Research and Development) yang mengadaptasi model pengembangan ADDIE dengan lima tahapan yaitu tahap analisis, tahap desain, tahap pengembangan, tahap implementasi, dan tahap evaluasi. Uji coba dilakukan pada 20 orang peserta didik kelas XI perbankan SMK Negeri 10 Surabaya. Instrumen penelitian menggunakan lembar telaah, lembar validasi, dan angket respon peserta didik yang kemudian data dari hasil instrumen di analisis secara kuantitatif. Hasil uji kelayakan dari ahli materi diperoleh rata-rata prosentase sebesar 87% dengan kategori sangat layak, rata-rata prosentase dari ahli media sebesar 93% dengan kategori sangat layak, dan hasil perolehan rata-rata prosentase respon peserta didik sebesar 96%dengan kategori sangat layak. Sehingga dapat disimpulkan game edukatif berbasis android sebagai media pengayaan pada mata pelajaran akuntansi perbankan kelas XI perbankan SMK Negeri 10 Surabaya dinyatakan sangat layak digunakan dalam kegiatan pengayaan serta memperoleh respon yang positif dari peserta didik.
Kata Kunci: game edukatif berbasis android, Media Pengayaan, ADDIE, Akuntansi Perbankan.
Abstract
This study aimed to produce an android-based educational game as an enrichment medium for banking accounting subjects in eleventh grade student banking at SMK Negeri 10 Surabaya which has been tested to be feasible to be applied in enrichment activities and obtain a positive response from students. This research is a development research (Research and Development) which adapts the ADDIE development model with five stages, namely the analysis stage, design phase, development stage, implementation phase, and evaluation stage. The trial was conducted on 20 students of 11th grade banking at SMK Negeri 10 Surabaya. The research instrument that used is a review sheet, validation sheet, and questionnaire responses of students and then data from the instrument results were analyzed quantitatively. The results of the feasibility test of material experts obtained an average percentage is 87% with a very feasible category, the average percentage of media experts is 93% with a very feasible category, and the average percentage of students responses is 96% with a very feasible category. So it can be concluded that Android-based educative games as a medium of enrichment in banking 11th grade banking subjects at SMK Negeri 10 Surabaya are declared to be very suitable for used in enrichment activities and obtain a positive response from students.
Keywords: Android Based Educational Game, Enrichment Media, ADDIE, Banking Account.
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