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Evaluating Kahoot and Practicum Effectiveness in Enhancing Understanding of Cost and Management Accounting: Evaluasi Efektivitas Pembelajaran Interaktif dengan Kahoot dan Praktikum dalam Meningkatkan Pemahaman Mahasiswa pada Mata Kuliah Dasar Akuntansi Biaya dan Manajemen Retta Farah Pramesti; Rosyani Muthia; Efri Elsridayani Purba; Deasy Emalia
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 01 (2025): Research Articles, April 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i01.5648

Abstract

Game-based learning technology such as Kahoot has been widely used in higher education to increase student engagement. However, little research has evaluated its impact on student understanding in Basic Cost and Management Accounting courses. Therefore, this study aims to measure the effectiveness of Kahoot-based learning methods and practice questions in improving student understanding. This study used a pre-test-post-test design without a control group and used a quantitative approach. The research sample comprised 32 students taking the Basic Cost and Management Accounting course. Data were collected through pre-test, post-test, and questionnaire results. Data analysis was conducted using a Paired Sample t-test to see significant differences between the pre-test and post-test and descriptive analysis to assess students' perceptions of the applied learning methods. The results of the Paired Sample t-test showed a significant increase in student understanding after participating in the learning session, with a power analysis result of 72.3% and an effect size of 1,919, indicating a strong learning impact. In addition, the questionnaire results revealed that most students felt that this method helped them understand the material better. However, some students provided input regarding adjustments in the speed of explanation, variations in learning methods, and distribution of teaching materials to improve learning effectiveness. Conclusion: Overall, this study shows that the combination of Kahoot!-based learning and problem practice effectively improves students' understanding of Basic Cost and Management Accounting. The results of this study can be the basis for developing interactive learning methods in higher education to improve the quality of accounting learning.
Pelatihan Interaktif Literasi Keuangan Digital: Penggunaan QRIS dan Dompet Digital untuk UMKM Deasy Emalia; Madani Hatta; Sriwidharmanelly Sriwidharmanelly; Fenny Marietza
Annusfy : Journal of Multidisciplinary Research Vol. 1 No. 10 (2026): June 2026 , Annusfy
Publisher : Jaanur Elbarik Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65065/6epcc205

Abstract

This community service activity aims to encourage the transformation of MSME financial management by improving digital financial literacy. The main focus is to increase understanding of digital payment systems such as QRIS and digital wallets (e-wallets) as safe, efficient, and modern transaction tools. The implementation method used is a combination of lectures or direct material delivery, interactive discussions, and direct practice (hands-on learning) through clinical simulations accompanied by the community service team. The results of the activity indicate that participants' initial understanding of digital technology is still relatively low due to limited access and information, but their interest in adopting the technology is very high. Through this interactive training, 90% of MSME participants found the training materials easy to understand. Furthermore, more than 85% of participants now feel more confident to start implementing QRIS and e-wallets. Therefore, it can be concluded that overall, this community service program has made a significant contribution to strengthening local economic independence, increasing financial inclusion, and encouraging sustainable digital transformation in Tapak Gedung Village, a partner village.