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Baamboozle media effect of the student's interest and cooperative accounting learning outcomes Wulandari, Novi Tri; Utomo, Supri Wahyudi; Styaningrum, Farida
Assets: Jurnal Akuntansi dan Pendidikan Vol. 14 No. 3 (2025)
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/jap.v14i3.23043

Abstract

In the digital era, student interest and learning outcomes need to be improved through innovative and interactive learning media. However, at SMKN 5 Madiun, traditional media still dominates, making students passive and unmotivated. This study aims to analyze the role of Baamboozle learning media in improving student interest and learning outcomes in Cooperative Accounting at SMKN 5 Madiun. The results show that the use of Baamboozle media has a significant effect of increasing student learning interest. The interactive and entertaining learning approach can encourage active student involvement during the learning process, thus creating a more interesting and participatory learning atmosphere. However, the effect of Baamboozle on student learning outcomes shows a lower level of significance compared to its effect on learning interest. Nevertheless, the positive contribution of Baamboozle media remains relevant in supporting the improvement of learning quality, particularly in helping students understand accounting concepts. Based on these findings, students are expected to be more actively involved in the learning process by utilizing the available interactive features.
EVALUASI SISTEM PENGENDALIAN INTERNAL BUMDES B KABUPATEN MAGETAN SEBAGAI UPAYA MENGHINDARI KECURANGAN Sari, Nika Kartika; Utomo, Supri Wahyudi; Yusdita, Elana Era
RISTANSI: Riset Akuntansi Vol. 6 No. 2 (2025): RISTANSI: Riset Akuntansi, Volume 6, Nomor 2, Desember 2025
Publisher : Program Studi Akuntansi Institut Teknologi dan Bisnis Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/ristansi.v6i2.2627

Abstract

This study was conducted with the aim of evaluating the internal control system that has been implemented in BUMDes B, Magetan Regency. In this research, the researcher used a qualitative descriptive method. The results of this study, based on the COSO framework, indicate that: (1) there is no organizational structure, resulting in an unclear separation of duties and authorities; (2) a risk assessment has been carried out for the livestock business unit during the current year, but no risk assessment has been conducted for the online payment business unit; (3) there is no activity control in the online payment business unit; (4) there is no clear information and communication system in the online payment business unit; (5) there is no monitoring activity in the online payment business unit. Based on these weaknesses, several improvements are needed, such as establishing a new organizational structure and clarifying the division of main tasks in each section; creating new policies that clarify transaction flows and facilitate the preparation of financial reports; communicating information regarding the new policies and building effective communication; and supervising each business unit to minimize the occurrence of fraud.
The Influence of Game-Based Learning Using Assemblr Edu on Digital Skills and Critical Thinking of Elementary School Students in Mathematics: Toward Quality Education and Digital Literacy Winarti, Sri; Utomo, Supri Wahyudi; Lukitasari, Marheny
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026): In Progress
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.13768

Abstract

This research investigates the influence of Game-Based Learning (GBL) using Assemblr Edu on digital skills and critical thinking of fourth-grade students in mathematics. A quasi-experimental design with nonequivalent control groups compared 22 students from SDN Sidorejo 01 and 02, Wungu District, Madiun Regency. The experimental group received mathematics instruction using GBL with Assemblr Edu incorporating Augmented Reality technology, while the control group received conventional methods. Data collection utilized practical tests for digital skills, written tests measuring critical thinking based on Facione's framework (interpretation, analysis, explanation, evaluation, self-regulation, and inference), and observational methods. Purposive sampling ensured equivalent class sizes and comparable academic achievement. Data analysis employed normality testing, homogeneity testing, paired sample t-tests, and independent sample t-tests. Results revealed significant improvements in the experimental group's digital skills (mean increase=7.73, t=8.942, p<0.001) and critical thinking abilities (mean increase=6.37, t=7.865, p<0.001) compared to the control group (mean increases of 2.18 points each). Independent t-test confirmed significant differences between groups (digital skills: t=7.234, p<0.001; critical thinking: t=6.518, p<0.001). The study demonstrates that integrating game-based pedagogical approaches with augmented reality technology effectively enhances 21st-century competencies in elementary mathematics education, particularly in semi-rural contexts.