Data Collection Technique Data Collection Instruments

Information : Maxsimal score = 5 Minimum score = 1 Maximum ideal score = total indicators x the highest scores Minimum ideal score = total indicators x the lowest scores = scores that obtained = maxs ideal score + min ideal score Ideal Standard Deviation= maxs ideal score – min ideal score Eko Putro Widoyoko, 2009:238 Maximum ideal score = 5 Minimum ideal score = 1 = 5+1 = 3 = 5-1 = 0,67 5-Scale = + 1,8 = 3 + 1,8 x 0,67 = 3 + 1,206 = 4,206 4-Scale = + 0,6 ≤ + 1,8 = 3 + 0,6 x 0,67 ≤ 4,206 = 3 + 0,402 ≤ 4,206 = 3,402 ≤ 4,206 3-Scale = - 0,6 ≤ + 0,6 = 3 – 0,402 ≤ 3,402 = 2,598 3,402 2-Scale = - 1,8 ≤ - 0,6 = 3 – 1,8 x 0,67 ≤ 3 – 0,6 x 0,67 = 3 – 1,206 ≤ 2,598 = 1,794 ≤ 2,598 1-Scale = ≤ - 1,8 = ≤ 1,794 Based on above calculations, conversion of 5-scale quantitative data can be simplified as presented in following table. Table 4. Guidelines for Conversion Quantitative Data to the Qualitative Data with 5-Scale Value Score Interval Criteria A 4,206 Strongly Feasible B 3,402 ≤ 4,206 Feasible C 2,598 ≤ 3,402 Neutral D 1,794 ≤ 2,598 Not Feasible E ≤ 1,794 Strongly Not Feasible To determine the quality of developed media is feasible or not, researcher using minimum criteria B which means the category of Good. If learning media assessment get minimum value of Good, so developed media is Feasible used as learning media. 75

CHAPTER IV RESEARCH RESULT AND DISCUSSION

A. Research Result

1. Development of Educative Game Yogyaccounting Monopoly Educative game Yogyaccounting Monopoly using ADDIE development model wich consist five stages as follows: analysis phase, design phase, development phase, implementation phase, and evaluation phase. Implementation of each stages are explained below: a. Analysis Stages 1 Analysis of needs a Problems and students characteristics Technological developments are not utilizing by the teacher to help students better understand the material. In SMK Negeri 1 Bantul has facilities such as computer lab and Liquid Crystal Display LCD in every classroom, but teachers still not optimally in utilizing this facilities and infrastructure that have been provided by the school. The teachers also not develop creative and innovative learning media to be applied in learning. In other hand, most of the students really like to play game either via computer or mobile phone. Because of these, it is necessary to develop an educative game that can be used as a learning media that can help student to understand the accounting material more attractive and more easily. b Expected learning media In this study, the researchers choose to use computer media because not all of students are using Android operating system on their mobile phone. But, almost all of students have personal computer or laptop at home for doing their homework. In other side, if these games are used as learning media at school so there is no problem with that because the school has a computer laboratory that can be utilized. There are various applications that are used to make this game. Applications which was used to create this game were: 1 Drawing design: CorelDRAW Graphics Suite X7, Inkscape and Adobe Photoshop CS3. 2 Making Animation: Adobe Flash Professional CS5.5A. 3 Music and Background: Adobe Audition CS5.5. 4 Finishing Game: Scirra Construct 2. Minimum softwares that are required for this game application must have this specification: 1 Operating system: Windows 2000 2 RAM: 512 Mb 3 Processor: Pentium IV 2 GHz 4 Monitor Resolution: SVGA 1024 X 768 pixels 5 Application: Browser such as Internet Explorer, Mozila Firefox, Google Chrome, Opera, and other browsers.