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PENGEMBANGAN PERMAINAN MAKE A MATCH BERBASIS KOMPUTER SEBAGAI MEDIA PENGAYAAN Pratama, Rendy Putra; Rochmawati, Rochmawati
Jurnal Pendidikan Ilmu Sosial Vol 30, No 2 (2020): JURNAL PENDIDIKAN ILMU SOSIAL
Publisher : Department of Accounting Education, Faculty of Teacher Training and Education Universitas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jpis.v30i2.11452

Abstract

Learning media is believed to be one of the important parts of the learning process, especially computer-based media. This study aims to develop a computer game-based media Make a Match and to analyze its feasibility as a media enrichment. This study provided a type of educational Research and Development (R D) by referring to the model of development ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The result of validations by material experts, linguists, and media experts showed thatthe average worthiness of assessment was 86,27%. The average percentage revealed the number of 90,1% in the material aspect, 81,4% in the linguistics aspect, and 86,7% in the media aspect. Therefore, this computer based-game is very decent to be used as amedia enrichment for students. 
Buku Ajar Berbasis Contextual Teaching and Learning (CTL) Pada Mata Pelajaran Komputer Akuntansi Accurate Ambarwati, Ida; Rochmawati, Rochmawati
Mimbar Ilmu Vol 25, No 3 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mi.v25i3.28931

Abstract

Kurangnya bahan ajar menyebabkan siswa mengalami kesulitan dalam belajar secara mandiri. Selain itu belum adanya bahan ajar inovatif yang menarik minat siswa dalam belajar. Tujuan Penelitian ini adalah mengembangkan buku ajar berbasis CTL pada mata pelajaran komputer akuntansi accurate. Jenis penelitian ini adalah research and development (R&D). Model pengembangan yang digunakan adalah Four-D yang terdiri dari empat langkah yaitu define, design, develop, and disseminate. Metode yang digunakan untuk mengumpulkan data adalah wawancara, observasi dan kuesioner. Teknik yang digunakan dalam menganalisis data adalah analisis deskriptif kualitatif dan analisis deskriptif kuantitatif. Hasil analisis data didapatkan bahwa validator memperoleh presentase rata-rata kelayakan materi 86,18%, kelayakan bahasa 85,24% dan kelayakan grafis 94,92% sehingga kesimpulan kelayakan buku ajar adalah 88,78% dengan kriteria “sangat layak”. Buku ajar berbasis CTL pada mata pelajaran komputer akuntansi accurate mendapat respon peserta didik sebesar 94,5% dengan krteria “sangat memahami”. Sehingga, penelitian ini  menyimpulkan bahwa buku ajar berbasis CTL pada mata pelajaran komputer akuntansi accurate “sangat layak” dimanfaatkan dalam pembelajaran
Pengembangan Permainan Question Wheel Sebagai Media Pengayaan pada Materi Keuangan Pemerintah Desa Kelas Xi di SMK Negeri 1 Sooko Mojokerto Rachmawati, Yunia; Rochmawati, Rochmawati
JPAK : Jurnal Pendidikan Akuntansi dan Keuangan Vol 9, No 1 (2021): JPAK : Jurnal Pendidikan Akuntansi dan Keuangan
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jpak.v9i1.24797

Abstract

The purpose of this research is to produce media to enrich the Question Wheel game. The development model applied is the ADDIE model by Raiser and Mollenda. The development process is carried out according to the stages of the ADDIE model which consists of the analysis phase, design stage, development stage, implementation phase, and evaluation stage. This research is only limited to the development stage due to time constraints caused by the Covid-19 pandemic so that researchers cannot proceed to the next stage. After the development process is guided by the stages listed, then an assessment activity is carried out on the Question Wheel game enrichment media. In order to find out the feasibility of a developed media, research and validation activities were carried out by material experts, namely Accounting Teachers of SMK Negeri 1 Sooko Mojokerto and Lecturers in Accounting Education, State University of Surabaya, and media experts, namely Lecturers, Technology Education, State University of Surabaya. The results of the validity of the enrichment media development in the form of Question Wheel games from material experts with an average percentage of 89% in the "very feasible" interpretation category, and from the media experts obtained an average percentage of 90.5% with a very decent interpretation category. Therefore, it was concluded that Question Wheel game enrichment media on the subject matter of village government finance is very feasible and can be implemented in the enrichment program at the Vocational High School.
Appropriate technology for processing of plantation products for the mekar association of the bugis transmigrant tribe in Pal Village IX Rochmawati, Rochmawati; Waspodo, Waspodo; Fachri, Helman; Selviana, Selviana; Suwarni, Linda
Community Empowerment Vol 6 No 5 (2021)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (513.069 KB) | DOI: 10.31603/ce.4613

Abstract

Pal IX village has a potential plantation, namely banana. The products of this plantation are utilized by the Mekar Women's Association (Parwa), which consists of transmigrant women from the Bugis tribe who process bananas into dodol, chips, and kapok bread. The problem faced is that the processing of products is still manual (traditional), so that the products produced are limited. In addition, product marketing still relies on existing orders and has not paid attention to the food sanitation hygiene produced. The introduction of appropriate technology is needed to overcome this problem. Implementation of activities using the method of education and mentoring and carried out for 4 months. The results of the activity showed an increase in the group's knowledge and skills in applying appropriate technology, and changes in online-based marketing strategies.
Dampak financial literacy, financial attitude, financial self efficacy, social economic status, locus of control pada perilaku manajemen keuangan Rachnam, Choirunnisa; Rochmawati, Rochmawati
INOVASI Vol 17, No 3 (2021)
Publisher : Faculty of Economics and Business Mulawarman University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (283.875 KB) | DOI: 10.29264/jinv.v17i3.9496

Abstract

Penelitian ini merupakan penelitian kuantitatif. Dengan tujuan penelitian yaitu mengetahui apakah ada dampak dari financial literacy, financial attitude, financal self efficacy, social economi status, dan juga locus of control sebagai variabel independen terhadap perilaku manajemen keuangan sebagai variabel dependen pada mahasiswa Fakultas Ekonomi Universitas Negeri Surabaya. Metode yang digunakan adalah dengan kuesioner dan dianalisis menggunakan skala linkert menggunakan aplikasi SPSS VER 23. Penelitian ini mengambil populasi dari mahasiswa S1 Fakulltas Ekonomi Universitas Negeri Surabaya. Dan penelitian menggunakan pengambilan sampel dengan metode purposive sampling. Dan mengambil sampel sebanyak 156 mahasiswa S1 Fakultas Ekonomi Universitas Negeri Surabaya sehingga menemukan hasil penelitian berupa financial literacy, dan financial attitude yang berpengaruh positf pada perilaku manjemen keuagan. Financial self efficacy berpengaruh positif pada manajemen keuangan. Sosial economi status juga berpengaruh secara positf pada perilaku manajemen keuangan. Dan juga locus of control diduga mempunyai pengaruh positif pada perilaku manajemen keuangan.