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KEEFEKTIFAN PENILAIAN AUTENTIK PADA PEMBELAJARAN AKUNTANSI DI SMK NEGERI KOTA SURAKARTA Rahmahwati, Heni; -, Sudiyanto; Muchsini, Binti
Tata Arta : Jurnal Pendidikan Akuntansi Vol 2, No 2 (2016): Jurnal Pendidikan Akuntansi
Publisher : FKIP Universitas Sebelas Maret

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Abstract

ABSTRACTThe objective of this research is to investigate: (1) the effectiveness of authentic assessment in Accounting learning at State Vocational Schools of Surakarta in term of context component; (2) the effectiveness of authentic assessment in Accounting learning at State Vocational Schools of Surakarta in term of input component; (3) the effectiveness of authentic assessment in Accounting learning at State Vocational Schools of Surakarta in term of process component; and (4) the effectiveness of authentic assessmentin Accounting learning at State Vocational Schools of Surakarta in term of product component.This research used the evaluative research method of Context, Input, Process, and Product (CIPP) evaluation model with the quantitative descriptive approach. It was held in three schools, namely: State Vocational School 1 of Surakarta, State Vocational School 3 of Surakarta, and State Vocational School 6 of Surakarta. Its population was all of the Accounting subject matter teachers of State Vocational High Schools of Surakarta. The samples of research were determined by using the purposive sampling technique. The data of research were obtained from the teachers in the Accounting learning. The data of research were collected through questionnaire supported with the results of documentation and analyzed by using the descriptive quantitative model of analysis. The results of research show that: (1) the level of the effectiveness of authentic assessment in Accounting learning in term of context component is 2.95, which belongs to fairly effective category; (2) the level of effectiveness of authentic assessment in Accounting learning in term of input component is 3.17, which belongs to fairly effective category; (3) the level of effectiveness of authentic assessment in Accounting learning in term of process component is 3.22, which belongs to fairly effective category; and the level of effectiveness of authentic assessment in Accounting learning in term of product component is 3.20, which belongs to fairly effective category. Overall the level of the effectiveness of authentic assessment in Accounting learning at State Vocational High Schools of Surakarta is 3.14, which belongs to fairly effective category. The result of the measurement is in the range of Scales 1- 4. The context component in the authentic assessment has been in accordance with the need assessment of the learning result evaluation. There are fairly effective supporting aspects as input components for authentic assessment. The implementation of the process component for the authentic assessment has fairly been in accordance with the stipulated procedure. The product component for authentic assessment has fairly been able to describe the students’ real competencies. Keywords: Effectiveness, Evaluation Model of CIPP Program, Authentic Assessment.  ABSTRAK            Tujuan penelitian ini adalah (1) untuk mengetahui keefektifan penilaian autentik pada pembelajaran akuntansi di SMK Negeri Kota Surakarta dari segi komponen konteks, (2) untuk mengetahui keefektifan penilaian autentik pada pembelajaran akuntansi di SMK Negeri Kota Surakarta dari segi komponen masukan, (3) untuk mengetahui keefektifan penilaian autentik pada pembelajaran akuntansi di SMK Negeri Kota Surakarta dari segi komponen proses, dan (4) untuk mengetahui keefektifan penilaian autentik pada pembelajaran akuntansi di SMK Negeri Kota Surakarta dari segi komponen hasil. Penelitian ini merupakan penelitian evaluatif model CIPP (Context, Input, Process, Product) dengan pendekatan kuantitatif deskriptif yang dilaksanakan di tiga sekolah, yaitu SMK Negeri 1 Surakarta, SMK Negeri 3 Surakarta, dan SMK Negeri 6 Surakarta.Populasi dalam penelitian ini adalah seluruh guru pada pembelajaran akuntansi di SMK Negeri Kota Surakarta.Teknik pengambilan sampel yang digunakan adalah purposive sampling.Sumber data berasal dari guru pada pembelajaran akuntansi.Pengumpulan data menggunakan angket yang didukung hasil dokumentasi. Teknik analisis data menggunakan deskriptif kuantitatif. Hasil penelitian ini menunjukkan (1) tingkat keefektifan komponen konteks penilaian autentik pada pembelajaran akuntansi di SMK Negeri Kota Surakarta sebesar 2,95 termasuk kategori cukup efektif, (2) tingkat keefektifan komponen masukan penilaian autentik pada pembelajaran akuntansi di SMK Negeri Kota Surakarta sebesar 3,17 termasuk kategori cukup efektif, (3) tingkat keefektifan komponen proses penilaian autentik pada pembelajaran akuntansi di SMK Negeri Kota Surakarta sebesar 3,22 termasuk kategori cukup efektif, (4) tingkat keefektifan komponen hasil penilaian autentik pada pembelajaran akuntansi di SMK Negeri Kota Surakarta sebesar 3,20 termasuk kategori cukup efektif. Tingkat keefektifan penilaian autentik pada pembelajaran akuntansi di SMK Negeri Kota Surakarta secara keseluruhan sebesar 3,14 termasuk kategori cukup efektif. Pengukuran tersebut dalam rentang skala 1 – 4. Komponen konteks pada penilaian autentik sudah cukup sesuai dengan need assessment penilaian hasil belajar. Terdapat aspek-aspek pendukung yang cukup efektif sebagai komponen masukan penilaian autentik. Pelaksanaan komponen proses penilaian autentik sudah cukup sesuai dengan sesuai prosedur yang ditetapkan. Komponen hasil penilaian autentik sudah cukup mampu untuk menggambarkan kompetensi siswa yang sebenarnya. Kata Kunci : Keefektifan, Model Evaluasi Program CIPP, Penilaian Autentik.
PENGARUH PRESTASI BELAJAR DAN PERSEPSI MAHASISWA TENTANG KESEJAHTERAAN GURU TERHADAP MINAT MENJADI GURU PADA MAHASISWA PRODI PENDIDIKAN AKUNTANSI FKIP UNS Santoso, Sigit; Octoria, Dini; -, Diyantini
Tata Arta : Jurnal Pendidikan Akuntansi Vol 2, No 2 (2016): Jurnal Pendidikan Akuntansi
Publisher : FKIP Universitas Sebelas Maret

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Abstract

ABSTRACTThis research has purpose for knowing 1) the effect of learning achievement on the interest becoming a teacher of the students of Accounting Education Department of the FKIP UNS; 2) the effect of student’s perception about teachers prosperity on the interest becoming a teacher of the students of Accounting Education Department of the FKIP UNS; and 3) the interaction effect of learning achievement and student’s perception about teachers prosperity on the interest becoming a teacher of the students of Accounting Education Department of the FKIP UNS. This research uses qualitative descriptive method with ex post facto nature. The population in this research is all of the students of Accounting Education Department of the FKIP UNS period 2013 and 2014. The technique of sample interpretation that is used is purposive sampling. The technique of collecting data that is used are questionnaire and documentation. The technique of data analysis that is used are simple regression analysis, multiple regression analysis and contribution effective, meanwhile requirement test with normality test and linearity test. The result of the research the conclusions are (1) There is a positive and significant effect of learning achievement on the interest becoming a teacher of the students of Accounting Education Department of the FKIP UNS; (2) There is a positive and significant effect of students perception about teachers prosperity on the interest becoming a teacher of the students of Accounting Education Department of the FKIP UNS; and (3) There is a interaction positive and significant effect of learning achievement and students perception about teachers prosperity on the interest becoming a teacher of the students of Accounting Education Department of the FKIP UNS.Keywords: Learning Achievement, Students Perception about Teachers Prosperity, Interest Becoming a Teacher ABSTRAKPenelitian ini bertujuan untuk mengetahui (1) pengaruh prestasi belajar terhadap minat menjadi guru pada mahasiswa Prodi Pendidikan Akuntansi FKIP UNS; (2) pengaruh persepsi mahasiswa tentang kesejahteraan guru terhadap minat menjadi guru pada mahasiswa Prodi Pendidikan Akuntansi FKIP UNS; dan (3) interaksi pengaruh prestasi belajar dan persepsi mahasiswa tentang kesejahteraan guru terhadap minat menjadi guru pada mahasiswa Prodi Pendidikan Akuntansi FKIP UNS. Penelitian ini menggunakan metode deskriptif kuantitatif yang bersifat ex post facto. Populasi dalam penelitian ini adalah seluruh mahasiswa Program Studi Pendidikan Akuntansi FKIP UNS angkatan 2013 dan angkatan 2014. Teknik pengambilan sampel menggunakan purposive random sampling. Teknik pengumpulan data menggunakan angket dan dokumentasi. Teknik analisis data menggunakan regresi sederhana, regresi berganda dan sumbang efektif, sedangkan uji persyaratan dengan uji normalitas dan uji linieritas menggunakan. Hasil penelitian disimpulkan: (1) Terdapat pengaruh yang positif dan signifikan prestasi belajar terhadap minat menjadi guru pada mahasiswa Prodi Pendidikan Akuntansi FKIP UNS; (2) Terdapat pengaruh yang positif dan signifikan persepsi mahasiswa tentang kesejahteraan guru terhadap minat menjadi guru pada pada mahasiswa Prodi Pendidikan Akuntansi FKIP UNS; dan (3) Terdapat interaksi pengaruh yang positif dan signifikan prestasi belajar dan persepsi mahasiswa tentang kesejahteraan guru terhadap minat menjadi guru pada mahasiswa Prodi Pendidikan Akuntansi FKIP UNS.Kata Kunci : Prestasi Belajar, Persepsi Mahasiswa tentang Kesejahteraan Guru, Minat Menjadi Guru
UPAYA PENINGKATAN MOTIVASI DAN PRESTASI BELAJAR AKUNTANSI MELALUI PENERAPAN TGT BERBANTU MEDIA KOKAMI DI SMK HARAPAN Dara, Avni Laksmi; Santoso, Sigit; Muchsini, Binti
Tata Arta : Jurnal Pendidikan Akuntansi Vol 2, No 2 (2016): Jurnal Pendidikan Akuntansi
Publisher : FKIP Universitas Sebelas Maret

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Abstract

ABSTRACTThe objective of this research is to improve the learning motivation and achievement in Accounting through the application of the mysterious card box-assisted teams games tournament (TGT) learning model at Harapan Vocational High School. This research used the classroom action research with two cycles. Each cycle consisted of four phases, namely: planning, implementation, observation, and reflection. The subjects of the research were the students as many as 36 in Grade X Accounting 2 of Harapan Vocational High School. The data of research used were the qualitative and quantitative ones, which were obtained from the teacher, the students, and documents. The questionnaire and test instruments were respectively validated by using the construct validity and the content validity. They were collected through observation, test, questionnaire, and documentation. The quantitative data were analyzed by using the statistical descriptive comparative analysis, and the qualitative ones were analyzed by using the critical analysis. The successfulness indicators of this research were the students’ learning motivation reached at least 75% and the percentage of the students who fulfilled the minimum learning completeness was 75% with the score of at least 78. The result of research shows that the application of the mysterious card box-assisted TGT learning model can improve (1) the students’ learning motivation as indicated by the improvement the average learning motivation from 68.27% in Cycle I to 78.09% in Cycle II; (2) the learning achievement in Accounting on the Transaction Document Management as indicated by the improvement of learning achievement in Accounting on the cognitive domain in which the percentage of the students who fulfilled the minimum learning completeness increased from 69.44% in Cycle I to 80.56% in Cycle II. Thus, the application of the mysterious card box-assisted TGT learning model can improve the learning motivation and accounting achievement.Keywords: Mysterious card box, learning motivation, learning achievement,  teams games tournament ABSTRAKPenelitian ini bertujuan untuk meningkatkan motivasi dan prestasi belajar akuntansi melalui penerapan metode Teams Games Tournament (TGT) berbantu media kokami. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang dilakukan dalam dua siklus. Setiap siklus terdiri atas empat tahap yakni perencanaan, pelaksanaan, pengamatan, dan refleksi. Subjek penelitian adalah siswa kelas X Akuntansi 2 SMK Harapan* yang berjumlah 36 siswa. Data yang digunakan dalam penelitian ini adalah data kuantitatif dan kualitatif. Sumber data berasal dari guru, siswa, dan dokumen. Teknik pengumpulan data yang digunakan adalah observasi, tes, angket, dan dokumentasi. Validitas instrumen angket menggunakan validitas konstrak, sedangkan instrumen tes menggunakan validitas isi. Analisis data yang digunakan adalah statistik deskriptif komparatif untuk data kuantitatif dan analisis kritis untuk data kualitatif. Indikator keberhasilan dalam penelitian ini apabila motivasi belajar minimal mencapai 75% dan prestasi belajar minimal mencapai 75% dengan nilai KKM 78. Hasil penelitian menunjukkan bahwa penerapan metode Teams Games Tournament (TGT) berbantu media kokami dapat meningkatkan: 1) motivasi belajar. Hal ini ditunjukkan melalui peningkatan rata-rata motivasi belajar dari siklus I sebesar 68,01% menjadi 78,09% pada siklus II; 2) prestasi belajar akuntansi pada SK Mengelola Dokumen Transaksi. Peningkatan prestasi belajar akuntansi ranah kognitif meningkat pada siklus I dari 69,44% siswa yang mencapai nilai tuntas menjadi 80,56% siswa yang mencapai nilai tuntas pada siklus II. Simpulan penelitian ini adalah penerapan metode Teams Games Tournament (TGT) berbantu media kokami dapat meningkatkan motivasi dan prestasi belajar akuntansi.Kata kunci: Kokami, motivasi belajar, prestasi belajar, teams games tournament.*Nama instansi disamarkan
UPAYA PENINGKATAN HASIL BELAJAR PENGANTAR AKUNTANSI DENGAN PENERAPAN ROLE PLAYING BERBANTUAN VIDEO Azis, Abdul; -, Susilaningsih; Ivada, Elvia
Tata Arta : Jurnal Pendidikan Akuntansi Vol 2, No 2 (2016): Jurnal Pendidikan Akuntansi
Publisher : FKIP Universitas Sebelas Maret

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Abstract

ABSTRACTThe objective of this research is to investigate whether the application of video media-assisted role playing learning method can improve the learning result in Accounting of the students in Grade X Accounting 2 of Mumpuni State Vocational High School in Academic Year 2015/2016. This research used the classroom action research with two cycles. Each cycle consisted of four phases, namely: planning, implementation, observation, and reflection. The subjects of research were all of the students as many as 32 in Grade X Accounting 2 of the school. It was conducted in collaboration with the Introduction to Accounting subject matter teacher. Its data were collected through cognitive test; affective questionnaire; and psychomotor observation sheet. The result of research shows that the application of video media assisted role playing learning method in the Introduction to Accounting subject matter can improve the learning result in Accounting of the students in Grade X Accounting 2 of Mumpuni State Vocational High School in Academic Year 2015/2016 as indicated by the following: 1) The number of students who fulfilled the minimal learning completeness criterion for the affective aspect increased. In Pre-cycle, the number of students who fulfilled the minimal learning completeness criterion was (87.5%). Following the implementation, it became (93.75%) in Cycle I and (96.88%) in Cycle II. 2) The number of students who fulfilled the minimal learning completeness criterion for the cognitive aspect also increased. In Pre-cycle, the number of students who fulfilled the minimal learning completeness criterion was (25%). Following the implementation, it became (62.5%) in Cycle I and (84.38%) in Cycle II. 3) The number of students who fulfilled the minimal learning completeness criterion for the psychomotor aspect increased. In Cycle I, the number of students who fulfilled the minimal learning completeness criterion was (71.88%). Following the implementation, it became (93.75%) in Cycle II.Keywords: Learning method, learning media, learning result  ABSTRAKPenelitian ini bertujuan untuk mengetahui apakah penerapan role playing berbantuan media video dapat meningkatkan hasil belajar akuntansi siswa kelas X Akuntansi 2 SMK Mumpuni* tahun ajaran 2015/2016. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) yang dilaksanakan sebanyak 2 siklus. Masing-masing siklus dilaksanakan dalam empat tahapan, yaitu (1) perencanaan tindakan, (2) pelaksanaan tindakan, (3) pengamatan atau observasi dan (4) refleksi. Subjek penelitian ini adalah seluruh siswa kelas X Akuntansi 2 SMK Mumpuni* tahun ajaran 2015/2016 sebanyak 32 siswa. Penelitian ini dilakukan secara kolaborasi dengan guru mata pelajaran pengantar akuntansi. Penelitian ini menggunakan tiga teknik pengumpulan data yaitu (1) tes kognitif, (2) angket afektif, dan (3) lembar observasi psikomotorik. Teknik uji validitas data dalam penelitian ini menggunakan validitas isi. Data penelitian dianalisis secara deskriptif kualitatif. Hasil penelitian adalah bahwa penerapan metode pembelajaran role playing berbantuan video dapat meningkatkan hasil belajar siswa kelas X Akuntansi 2 SMK Mumpuni* tahun ajaran 2015/2016 pada mata pelajaran pengantar akuntansi. Hal tersebut dapat dilihat dari hasil penelitian sebagai berikut: (1) Hasil belajar afektif menunjukkan peningkatan dari 87,5% pada pratindakan, 93,75% pada siklus I dan pada siklus II menjadi 96,88%. (2) Hasil belajar kognitif menunjukkan peningkatan dari 25% pada pratindakan, 62,5% pada siklus I dan pada siklus II menjadi 84,38%. (3) Hasil belajar psikomotorik menunjukkan peningkatan dari 71,88% pada siklus I dan pada siklus II menjadi 93,75%.Kata kunci: metode pembelajaran, media pembelajaran, hasil belajar
UPAYA PENINGKATAN MOTIVASI DAN HASIL BELAJAR SISWA MELALUI METODE TEAMS GAMES TOURNAMENT BERBANTU MEDIA AKUNTANOPOLI PADA PEMBELAJARAN AKUNTANSI Hidayah, Muflicha Maulidina; Santoso, Sigit; Octoria, Dini
Tata Arta : Jurnal Pendidikan Akuntansi Vol 2, No 2 (2016): Jurnal Pendidikan Akuntansi
Publisher : FKIP Universitas Sebelas Maret

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Abstract

ABSTACTThis Classroom Action Research aims to increase motivation and student learning outcome class XI IPS 1 Aurora Senior High School* on accounting subject through the application Teams Games Tournament method (TGT) with Akuntanopoli games media (Accounting-Monopoly) 2016. This Classroom Action Research  was carried out in 2 cycles, The subject of this research was student class XI IPS 1 Aurora Senior High School  that consist of 37 students. The object of this research was TGT method with akuntanopoli games media, learning motivation, and learning outcome. Technique of collecting data used in this research were questionnaire, observation, test, and documentation. This research uses content validity for trial instrument and triangulation technique for data validity. Technique of analyzing data used in this research were descriptive qualitative and quantitative. The result of research shows the application Teams Games Tournament method  with Akuntanopoli games media can increase motivation and learning outcome on accounting subject. In pre action, Percentage indicator performance of learning motivation from questionnaire result becomes 62,89% in cycle I and 82,48% in cycle II. The average of learning motivation score from student observation result becomes 64,42% in cycle I and 86,04% in cycle II. The amount of student that fulfill completeness criteria that already been decided becomes 24 students (64,86%) and 33 students (89,19%) in cycle II. The conclusion of this research is the application Teams Games Tournament method with Akuntanopoli games media can increase motivation and student learning outcome on accounting subject in student class XI IPS 1 Aurora Senior High School.Keyword: Learning motivation, learning outcome, Teams Games Tournament Method, Akuntanopoli Games Media, accounting subjectABSTRAKPenelitian Tindakan Kelas ini bertujuan untuk meningkatkan motivasi dan hasil belajar siswa kelas XI IPS 1 SMA Aurora* pada mata pelajaran akuntansi melalui penerapan metode Teams Games Tournament (TGT) berbantu media permainan Akuntanopoli (Akuntansi-Monopoli) tahun 2016. Penelitian Tindakan Kelas ini dilaksanakan sebanyak dua siklus. Subjek penelitian ini adalah siswa kelas XI IPS 1 SMA Aurora yang berjumlah 37 siswa.  Objek penelitian ini adalah metode TGT berbantu media akuntanopoli, motivasi belajar, dan hasil belajar. Teknik pengumpulan data dalam penelitian ini dilakukan melalui angket, observasi, tes, dan dokumentasi. Penelitian ini menggunakan validitas isi untuk pengujian instrumen dan teknik triangulasi untuk validitas data. Teknik analisis data dalam penelitian ini adalah teknik deskriptif kualitatif dan kuantitatif.  Hasil penelitian menunjukkan bahwa pembelajaran dengan penerapan metode Teams Games Tournament berbantu media permainan akuntanopoli dapat meningkatkan motivasi dan hasil belajar siswa pada mata pelajaran akuntansi. Persentase capaian indikator motivasi belajar dari hasil angket menjadi 62,89% pada siklus I dan 82,48% pada siklus II. Rata-rata nilai motivasi belajar dari hasil observasi siswa menjadi 64,42% pada siklus I dan 86,04% pada siklus II. Jumlah siswa yang memenuhi kriteria ketuntasan yang telah ditetapkan menjadi 24 siswa (64,86%) dan 33 siswa (89,19%) pada siklus II. Simpulan dalam penelitian ini adalah penerapan metode Teams Games Tournament berbantu media permainan akuntanopoli dapat meningkatkan motivasi dan hasil belajar siswa mata pelajaran akuntansi pada siswa kelas XI IPS 1 SMA Aurora*.Kata kunci: Motivasi belajar, hasil belajar, metode Teams Games Tournament, media permainan Akuntanopoli, pembelajaran akuntansi*) SMA Aurora merupakan nama samaran

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