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PENERAPAN MODEL PEMBELAJARAN STAD BERBANTU MEDIA KOMIK UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK Anila Kusuma; Sri Sumaryati; Asri Diah Susanti
Jurnal Pengembangan Pendidikan Akuntansi dan Keuangan (JPPAK) Vol 3, No 1 (2022): JPPAK
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jppak.v3i1.84583

Abstract

Abstract This study aims to improve learning outcomes through the Student Teams Achievement Division type cooperative learning model with the Basic Accounting Comics media can increase the learning outcomes of class X students of AKL. This research is a type of Classroom Action Research (CAR). Data collection techniques are carried out by using observation, interviews, documentation, and tests. The data validity test technique in this study uses a method and source called : triangulation technique. The results of this study show an increase in classical completeness from pre-action, cycle 1, and cycle 2. This study determine that the classical mastery achievement is >50% or included in the good category. In the preaction classical mastery achievement of students is 0% with a poor category. In cycle 1 there is an increase in students' classical mastery achievement to 36.36% with a fairly good category. In cycle 2, there is an increase in the classical mastery achievement of students by 72.73% in the good category. Based on this research, the application of the Student Teams Achievement Division type of cooperative learning model with the Basic Accounting Comics media can increase the learning outcomes of students of class X AKL. Keywords: STAD, basic accounting, comics Abstrak Penelitian ini bertujuan untuk meningkatkan hasil belajar melalui model pembelajaran kooperatif tipe STAD berbantu media Komik Akuntansi Dasar dapat meningkatkan hasil belajar peserta didik kelas X AKL . Penelitian ini merupakan jenis Penelitian Tindakan Kelas (PTK). Teknik pengumpulan data dilakukan menggunakan observasi, wawancara, dokumentasi, dan tes. Teknik uji validitas data dalam penelitian ini menggunakan teknik triangulasi metode dan sumber. Hasil dari penelitian ini menunjukkan adanya peningkatan ketuntasan klasikal dari pra tindakan, siklus 1, dan siklus 2. Penelitian ini menetapkan capaian ketuntasan klasikal yang ditetapkan adalah >50% atau termasuk dalam kategori baik. Pada pra tindakan capaian ketuntasan klasikal peserta didik sebesar 0% dengan kategori kurang baik. Pada siklus 1 mengalami peningkatan capaian ketuntasan klasikal peserta didik menjadi 36,36% dengan kategori cukup baik. Pada siklus 2 mengalami peningkatan kembali capaian ketuntasan klasikal peserta didik sebesar 72,73% dengan kategori baik. Berdasarkan penelitian ini, penerapan model pembelajaran kooperatif tipe STAD berbantu media Komik Akuntansi Dasar dapat meningkatkan hasil belajar peserta didik kelas X AKL. Kata Kunci: STAD, akuntansi dasar, komik Kata kunci: Hasil Belajar, GQGA, Podcast.
PENGEMBANGAN KOMIK DIGITAL UNTUK MENINGKATKAN HASIL BELAJAR AKUNTANSI DASAR KELAS X AKUNTANSI DI SMK X Liana Fahrunisa; Sri Sumaryati; Lies Nurhaini
Jurnal Pengembangan Pendidikan Akuntansi dan Keuangan (JPPAK) Vol 3, No 2 (2022): JPPAK
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jppak.v3i2.84584

Abstract

Abstract This study aims to determine the procedure for developing accounting digital comics learning media. The accounting digital comic learning media will be developed at SMK X in class X Accounting. This research is an R&D (Research & Development) research using the ADDIE development model with 5 stages of Analysis, Design, Development or Production, Implementation or Delivery and Evaluation. The data sources of this research include learning events, informants (basic accounting teachers and students of class X AK I and II) and documents (syllabus, lesson plans). The results of the study are at the analysis stage, the use of learning media has not been maximally utilized by teachers and students in achieving learning objectives. In the design stage, teachers need learning media in the form of learning videos and students like media in the form of videos that have many colors and images, so that the Digital Accounting Comics media will be developed. In the development stage, the media is declared suitable for use. This is evidenced by the assessment of media experts by 84%, from material experts by 87%, and from educators by 87%. In the implementation phase, the results of one-on-one trials are 95%, and the results of small group trials are 92%. The results of this study conclude that digital accounting comics are suitable for use in accounting learning. Keywords: digital comics, accounting learning, learning media Abstrak Penelitian ini bertujuan untuk mengetahui prosedur pengembangan media pembelajaran komik digital akuntansi. Media pemebelajaran komik digital akuntansi tersebut akan dikembangkan di SMK X pada kelas X Akuntansi. Penelitian ini merupakan penelitian R&D (Research & Development) dengan menggunakan model pengembangan ADDIE dengan 5 tahapan Analysis, Design, Development or Production, Implementation or Delivery and Evaluation. Sumber data penelitian ini meliputi peristiwa pembelajaran, informan (guru akuntansi dasar dan siswa kelas X AK I dan II) dan dokumen (silabus, RPP). Hasil penelitian adalah pada tahap analisis, penggunaan media pembelajaran belum maksimal dimanfaatkan guru dan siswa dalam pencapaian tujuan pembelajaran. Tahap desain, guru membutuhkan media pembelajaran berupa video pembelajaran dan peserta didik menyukai media yang berbentuk video yang memiliki banyak warna dan gambar, sehingga media komik digital akuntansi akan dikembangkan. Tahap pengembangan, media dinyatakan layak untuk digunakan. Hal ini dibuktikan penilaian dari ahli media sebesar 84%, dari ahli materi sebesar 87%, dan dari pendidik sebesar 87%. Tahap implementasi, hasil uji coba satu -satu sebesar 95%, dan hasil uji coba kelompok kecil sebesar 92%. Hasil penelitian ini menyimpulkan bahwa komik digital akuntansi layak digunakan dalam pembelajaran akuntansi. Kata Kunci: komik digital, pembelajaran akuntansi, media pembelajaran
PENGARUH MODEL FLIPPED CLASSROOM DAN ENRICHED VIRTUAL TERHADAP HASIL BELAJAR KOGNITIF Febriyana Munika Sari; Sri Sumaryati; Jaryanto Jaryanto
Jurnal Pengembangan Pendidikan Akuntansi dan Keuangan (JPPAK) Vol 3, No 1 (2022): JPPAK
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jppak.v3i1.84575

Abstract

Abstract This study aims to determine (1) the effect of the flipped classroom learning model on the cognitive learning outcomes of institutional accounting practicum on accounting students, (2) the effect of the virtual enriched learning model on the cognitive learning outcomes of institutional accounting practicum on accounting students, and (3) the different effects of the flipped classroom and enriched virtual learning model on the cognitive learning outcomes of institutional accounting practicum on accounting students. This study uses a Quasy Experiment design (Nonequivaleent Control Group Design). The study population was students of accounting and financial institutions, and a sample were taken using cluster random sampling technique. The data analysis technique used paired sample t – test and independent sample t – test. The results of this study are. First, there is the effect of the flipped classroom model on the cognitive learning outcomes, which is indicated by the results of Sig < 0.05 (0.000 < 0.05). Second, there is an effect of the enriched virtual model on the cognitive learning outcomes, which is indicated by the results of Sig < 0.05 (0.000 < 0.05). Third, there is difference in the effect of the flipped classroom and enriched virtual model on the cognitive learning outcomes, which is indicated by the results of Sig < 0.05 (0.004 < 0.05). Therefore, it can be concluded that the flipped classroom and the enriched virtual model can both improve cognitive learning outcomes but with different level of increase. Keywords: Flipped classroom, enriched virtual, cognitive learning outcomes.  Abstrak Penelitian ini bertujuan untuk mengetahui (1) pengaruh model flipped classroom terhadap hasil belajar kognitif praktikum akuntansi lembaga pada siswa akuntansi, (2) pengaruh model enriched virtual terhadap hasil belajar kognitif praktikum akuntansi lembaga pada siswa akuntansi, dan (3) perbedaan pengaruh model flipped classroom dan enriched virtual terhadap hasil belajar kognitif praktikum akuntansi lembaga pada siswa akuntansi. Penelitian ini menggunakan desain Quasy Experiment (Nonequivalent Control Group Design). Populasi penelitian adalah siswa akuntansi dan keuangan lembaga, dan sampel diambil menggunakan teknik cluster random sampling. Teknik analisis data menggunakan uji paired sample t – test dan uji independent sample t – test. Hasil penelitian ini adalah. Pertama, terdapat pengaruh model flipped classroom terhadap hasil belajar kognitif, yang ditunjukkan dengan hasil Sig < 0,05 (0,000 < 0,05). Kedua, terdapat pengaruh model enriched virtual terhadap hasil belajar kognitif, yang ditunjukkan dengan hasil Sig < 0,05 (0,000 < 0,05). Ketiga, terdapat perbedaan pengaruh model flipped classroom dan enriched virtual terhadap hasil belajar kognitif, yang ditunjukkan dengan dengan hasil Sig < 0.05 (0,004 < 0,05). Oleh karena itu, dapat disimpulkan bahwa model flipped classroom dan enriched virtual sama – sama dapat meningkatkan hasil belajar kognitif tetapi dengan tingkat peningkatan yang berbeda. Kata Kunci: Flipped classroom, enriched virtual, hasil belajar kognitif.
PENGARUH STATUS SOSIAL EKONOMI, LINGKUNGAN SOSIAL, DAN MOTIVASI BELAJAR TERHADAP MINAT MELANJUTKAN PENDIDIKAN KE PERGURUAN TINGGI PESERTA DIDIK KELAS XII PROGRAM KEAHLIAN AKUNTANSI DAN KEUANGAN LEMBAGA SEKOLAH MENENGAH KEJURUAN X Melvira Yulianti; Sri Sumaryati; Jaryanto Jaryanto
Jurnal Pengembangan Pendidikan Akuntansi dan Keuangan (JPPAK) Vol 4, No 2 (2023): JPPAK
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jppak.v4i2.92783

Abstract

ABSTRACT This study aims to exemine: (1) the influence of socio-economic status on interests in continuing to study into higher education; (2) the influence of the social environment on interests in continuing to study into higher education; (3) the influence of learning motivation on interests in continuing to study into higher education; (4) the influence of socio-economic status, social environment and learning motivation on interests in continuing to study into higher education. The population in this study are students in class XII department of accounting and finance instutions at SMK X for the 2023/2024 academic year with a total of 285 students. This research uses a descriptive method with a quantitative approach. The results of the research conclude that (1) There is a significant influence of socio-economic status on interests in continuing to study into higher education; 2) There is a significant influence of social environment on interests in continuing to study into higher education; 3) There is a significant influence of learning motivation on interests in continuing to study into higher education; 4) There is a significant influence of socioeconomic status, social environment, and learning motivation on interests in continuing to study into higher education. Keywords: socio-economic status, social environment, learning motivation, interest in continuing education ABSTRAK Penelitian ini bertujuan untuk mengkaji: (1) pengaruh status sosial ekonomi terhadap minat melanjutkan pendidikan ke perguruan tinggi; (2) pengaruh lingkungan sosial terhadap minat melanjutkan pendidikan ke perguruan tinggi; (3) pengaruh motivasi belajar terhadap minat melanjutkan pendidikan ke perguruan tinggi; (4) pengaruh status sosial ekonomi, lingkungan sosial dan motivasi belajar terhadap minat melanjutkan pendidikan ke perguruan tinggi. Populasi dalam penelitian ini adalah peserta didik kelas XII program keahlian akuntansi dan keuangan lembaga SMK X tahun ajaran 2023/2024 dengan jumlah 285 peserta didik. Penelitian ini menggunakan metode deskriptif dengan pendekatan kuantitatif. Hasil penelitian menyimpulkan bahwa (1) Terdapat pengaruh signifikan status sosial ekonomi terhadap minat melanjutkan pendidikan ke perguruan tinggi; (2) Terdapat pengaruh signifikan lingkungan sosial terhadap minat melanjutkan pendidikan ke perguruan tinggi; (3) Terdapat pengaruh signifikan motivasi belajar terhadap minat melanjutkan pendidikan ke perguruan tinggi; (4) Terdapat pengaruh signifikan status sosial ekonomi, lingkungan sosial, dan motivasi belajar terhadap minat melanjutkan pendidikan ke perguruan. Kata kunci: Status Sosial Ekonomi, Lingkungan Sosial, Motivasi Belajar, Minat Melanjutkan Pendidikan
Dapatkah game digital menurunkan beban kognitif? Tinjauan sistematis dan meta-analisis pada pembelajaran matematika Seftia Kusumawardani; Agus Efendi; Sri Sumaryati
Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika Vol 11 No 2 (2025): Jurnal Math Educator Nusantara
Publisher : Program Studi Pendidikan Matematika, Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jmen.v11i2.27331

Abstract

Mathematics learning often burdens students' cognitive capacity, hindering their understanding of concepts and mastery of the material. Digital Game-Based Learning (DGBL) offers a promising approach to address this challenge, but its effectiveness remains a subject of debate. This research employs a Systematic Literature Review and meta-analysis to analyze 15 empirical studies. The primary objective is to evaluate the impact of DGBL on cognitive load, identify research trends, and determine the factors that moderate its effectiveness. The meta-analysis definitively demonstrates that DGBL has a significant and medium effect on reducing students' cognitive load in mathematics learning. Further analysis reveals that the type of mathematics content and game genre act as significant moderators. Specifically, DGBL exhibits superior effectiveness in reducing cognitive load with algebra and geometry material compared to arithmetic, percentages, patterns, number lines, and graphs. Moreover, simulation and puzzle genres prove more effective than role-playing and adventure genres. This research highlights the importance of carefully considering the selection of content and game genre when implementing DGBL to optimize the reduction of cognitive load in elementary schools. These findings provide valuable insights for educators and educational software developers in designing more effective learning interventions tailored to students’ needs.