Ameliasari Tauresia Kesuma, Ameliasari Tauresia
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EFEKTIVITAS MODEL PEMBELAJARAN SATUS PADA MATA PELAJARAN AKUNTANSI USAHA DAGANG Kesuma, Ameliasari Tauresia
Dinamika Pendidikan Vol 9, No 2 (2014): Desember 2014
Publisher : Fakultas Ekonomi, Universitas Negeri Semarang

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Abstract

Teachers use SATUS learning model which includes observing, asking, trying, practicing and communicating with other people, all materials are made in steps so students can interpret and discuss the material of Trading Business Accounting. The objective of the research was to know the effectiveness of SATUS learning model which involves the learning activities at class XII IS 3 as the controlled class and class XII IS 4 as the experimental class. It was a classroom action research of experiment type. The data were collected by field observations. Then, the data were analyzed by descriptive comparative analysis of mean different test. The result of the research showed that SATUS learning model effectively improved students’ learning outcomes. This model involves all senses, learning styles and multiple intelligences which makes students empathize with others and environment. 
MEDIA DAGANG GAME UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI USAHA DAGANG MATA PELAJARAN AKUNTANSI Kesuma, Ameliasari Tauresia
Jurnal Guru Dikmen dan Diksus Vol. 1 No. 1 (2018): Januari-Juni 2018
Publisher : Direktorat Guru dan Tenaga Kependidikan Pendidikan Menengah dan Pendidikan Khusus

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1776.7 KB) | DOI: 10.47239/jgdd.v1i1.19

Abstract

Media Dagang Game adalah sebuah media simulasi yang dibuat berdasarkan permainan Monopoly, tetapi disesuaikan dengan aturan transaksi usaha dagang sesuai kompetensi dasar yang harus dipahami siswa kelas XII. Penelitian ini merupakan penelitian pengembangan metode dan strategi pembelajaran media dagang game untuk meningkatkan hasil belajar siswa mata pelajaran akuntansi pada materi usaha dagang. Hasil penelitian menunjukkan bahwa Media Dagang Game dapat meningkatkan hasil belajar siswa yang ditunjukkan dari nilai ketuntasan belajar dan rerata hasil belajar siswa saat pra penelitian, siklus 1 dan siklus 2.