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DEVELOPING ANDROID GAME-BASED LEARNING MEDIA “GO ACCOUNTING” IN ACCOUNTING LEARNING Saputri, Agatha; Sukirno, Sukirno; Kurniawan, Heri; Probowasito, Taufik
Indonesian Journal on Learning and Advanced Education (IJOLAE) Vol. 2, No. 2, July 2020
Publisher : Faculty of Teacher Training and Education, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2569.738 KB) | DOI: 10.23917/ijolae.v2i2.9998

Abstract

This study aims to: (1) develop android game-based learning media ?Go Accounting? in trading company accounting learning (2) reveal the feasibility of the develop learning media according to material experts, media experts, teachers, and student. This study is research and development that refers to the ADDIE model. The subjects of the trial are the students of class XI accounting of vocational high school. The data collection is done through interviews and questionnaire. The instruments used are interview guide, expert validation questionnaire, teacher response questionnaire, and student response questionnaire. The feasibility of the develop learning media is analyzed using the quantitative 5 category conversion. The result of this study is Android game-based learning media ?Go Accounting?. The development of learning media is feasible according to material experts, media experts, teachers, and students each of whom subsequently gave a score of 4.18, 4.35, 4.70, and 4.22.
PENERAPAN METODE ACTIVE KNOWLEDGE SHARING BERBANTU MEDIA TEKA TEKI SILANG UNTUK MENINGKATKAN AKTIVITAS BELAJAR Agatha Saputri; Sukirno Sukirno
Jurnal Pendidikan Akuntansi Indonesia Vol 14, No 1 (2016): Jurnal Pendidikan Akuntansi Indonesia
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpai.v14i1.11363

Abstract

Penelitian ini merupakan Penelitian Tindakan Kelas (Classroom Action Research) yang bertujuan untuk meningkatkan Aktivitas Belajar pada Kompetensi Akuntansi Perusahaan Jasa Siswa Kelas XII SMA Negeri 1 Wonosari Tahun Ajaran 2015/2016 melalui Penerapan Metode Active Knowledge Sharing Berbantu Media Teka Teki Silang. Penelitian ini dilaksanakan secara kolaboratif selama tiga siklus. Analisis data yang digunakan yaitu analisis data deskriptif dengan persentase. Berdasarkan hasil penelitian, diperoleh kesimpulan bahwa Penerapan Metode Active Knowledge Sharing dapat meningkatkan aktivitas belajar siswa kelas XII Matematika dan Ilmu Alam 1 SMA Negeri 1 Wonosari Tahun Ajaran 2015/2016. Hal ini ditunjukkan dengan data penelitian yang menunjukkan adanya peningkatan pada semua indikator Aktivitas Belajar Siswa dari siklus I sebesar 67,08% meningkat menjadi 83,92% pada siklus II dan diperkuat meningkat menjadi 86% pada siklus III. Berdasarkan data catatan harian menunjukkan perubahan positif sikap siswa terhadap Penerapan Metode Active Knowledge Sharing.Kata kunci: Metode Active Knowledge Sharing, Teki Teki Silang 
Developing Android Game-Based Learning Media “Go Accounting” in Accounting Learning Agatha Saputri; Sukirno Sukirno; Heri Kurniawan; Taufik Probowasito
Indonesian Journal on Learning and Advanced Education (IJOLAE) Vol. 2, No. 2, July 2020
Publisher : Faculty of Teacher Training and Education, Universitas Muhammadiyah Surakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ijolae.v2i2.9998

Abstract

This study aims to: (1) develop android game-based learning media “Go Accounting” in trading company accounting learning (2) reveal the feasibility of the develop learning media according to material experts, media experts, teachers, and student. This study is research and development that refers to the ADDIE model. The subjects of the trial are the students of class XI accounting of vocational high school. The data collection is done through interviews and questionnaire. The instruments used are interview guide, expert validation questionnaire, teacher response questionnaire, and student response questionnaire. The feasibility of the develop learning media is analyzed using the quantitative 5 category conversion. The result of this study is Android game-based learning media “Go Accounting”. The development of learning media is feasible according to material experts, media experts, teachers, and students each of whom subsequently gave a score of 4.18, 4.35, 4.70, and 4.22.
Studi Kelayakan dan Perancangan Arbook Indonesian History: Media Pembelajaran Sejarah Menggunakan Augmented Reality Hardika Dwi Hermawan; Thaufik Probowasito; Agatha Saputri; Dita Puji Rahayu; Nur Kholifah Putri Taufani
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 3, No 4 (2021): August Pages 1101-2382
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v3i4.1213

Abstract

Dimasa transformasi digital yang begitu masif, masyarakat Indonesia mengalami penurunan dalam kehidupan berbangsa yang salah satunya diakibatkan karena kurangnya pemahaman terhadap nilai-nilai sejarah. Tujuan penelitian ini adalah untuk membangun aplikasi ARBook sebagai media pembelajaran sejarah Indonesia. Metode yang digunakan untuk membangun aplikasi ARBook adalah Research and Development. Tahapan pertama dilakukan analisis kebutuhan dan studi literatur. Tahapan kedua dilakukan dengan melakukan desain aplikasi menggunakan usecase. Tahapan ketiga yaitu implementasi atau pembangunan aplikasi dan Buku Kerajinan Jogja serta pengujian uji fungsional oleh ahli media. Tahapan ke empat merupakan tahapan pengujian perangkat lunak meliputi 2 tahapan pengujian yaitu uji verifikasi dan validasi serta mengetahui kualitas dan kelayakan. Hasil analisis kualitas aplikasi ARBook Sejarah Indonesia memperoleh hasil dari segi fungsionality sebesar 87,5%, reliability 80,0%, portability 80,0%, maintainability 80,0%, dan dari segi efficiency sebesar 70%. Secara keseluruhan presentasi kualitas aplikasi adalah sebesar 79,5% dan masuk katagori “Baik” sehingga aplikasi layak digunakan sebagai media pembelajaran sejarah Indonesia
Peran Brand Trust, Facilitating Condition, Dan Behavioral Intention Terhadap Minat Investasi Pada Mobile Banking Caesar Rosyad Achmadi; Arief Nurrahman; Agatha Saputri; R. Andro Zylio Nugraha
Jurnal Manajemen Bisnis Era Digital Vol. 1 No. 2 (2024): Mei : Jurnal Manajemen Bisnis Era Digital
Publisher : Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jumabedi.v1i2.75

Abstract

Investment is an activity of placing funds owned by a person in a certain period with the hope that it will generate profits or increase the value of the investment in the future. This study aims to determine the effect of four variables that are thought to encourage the intention to invest using mobile banking, namely brand trust, facilitating conditions, and behavioral intention. This research is descriptive quantitative research. The research sample was 151 students of the Faculty of Economics and Business, Yogyakarta State University using purposive random sampling method. The research instrument was tested for content validity according to experts, construct using Exploratory Factor Analysis (EFA) and reliability coefficient using Cronbach Alpha. Processing of research data using SEM PLS. The results of this study are brand trust does not significantly affect behavioral intention and use intention of mobile banking investment features. Facilitating conditions have a significant positive effect on behavioral intention and use intention of mobile banking investment features. And behavioral intention has a significant positive effect on the use intention of mobile banking investment features. The managerial implication of this research is that banking marketers with a mobile banking base should create a marketing communication strategy regarding easy access to investment features and investment literacy using mobile banking. So that customers or bank customers will have a high interest in using investment features with mobile banking.
How Does ARBook Promotional Media For MSME Crafts Using Augmented Reality Marker Tracking Works? Hardika Dwi Hermawan; Zakky Muhammad Noor; Titik Ulfatun; Septiarida Nonalisa; Agatha Saputri; Irma Yuliana
Bina Bangsa International Journal of Business and Management Vol. 1 No. 2 (2021): Bina Bangsa International Journal of Business and Management
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/bbijbm.v1i2.10

Abstract

The present study aimed to develop a virtual book displaying Jogja craftwork using Augmented Reality (AR) technology as an interactive promotional media to advertise handicraft products originated from the Special Region of Yogyakarta. "Buku Kerajinan Jogja" (Jogja Handicraft Book) application under this research was developed through Research and Development (R&D). The first stage of its Development was needs analysis and literature study, followed by designing the application using Use Case driven object modeling. The next was the development stage of the application and its functional testing by two media experts. In the fourth stage, two-steps software testing was carried out, namely (1) verification and validation test, and (2) quality and feasibility testing to examine its functionality, usability, portability,  efficiency,  maintainability,  and reliability  (ISO  9126-1).  The findings suggest that (1) the Development of the product, Buku Kerajinan Jogja,  might have gone through a  series of proper software engineering processes from design to testing consistent with the desired specifications. Secondly, (2) the overall performance of Buku Kerajinan Jogja seems to be "Good" with test results of 82.98%, 82.5%, 83.3%, 85.0%, 75.0%, 75.0% consecutively for usability, functionality, reliability, portability, maintainability, and efficiency (ISO 9126-1)