Brief Discussion RESEARCH RESULT AND DISCUSSION

that the media account spin game was feasible as an accounting learning media. 4. The student’s perceptions regarding the accounting learning media using account spin game for first grade of SMK N 1 Wonosari were: c. From the small group trial, the average score get 3.81 that included in “feasible” category from the 8 responses. d. From the operational field trial, it showed that the average score increased from 3.81 to the 4.44 that included in “very feasible” category from 24 responses. Both of the field trial could be concluded that the students gave positive responses and feedback on the media. 5. The activities from the students using account spin game during the field trial, it could be seen that most of students are interested and emthusiastic in learning process. The class become active but still conducive. In doing the learning media using media account spin game was not sustain any terrible problems.

B. Suggestion

Based on the quality, weakness, and research limitation, researcher could give some suggestion for next product developing, such as : 1. This account spin game gave a new choice to teacher in order to delivering a material. So the teaching and learning process would be more fun and student did not feel bored. 2. Suggestion for the next product developing using account spin game should use the bigger spin board and account card. Using spin board and account card which was bigger than before, it would make the student play the account spin game easily. 3. The lowest score in the assessment by students was in poin 16, it was about the balance of shape, line, colours and font. In developing a account card, the next researcher should pay more attention on cutting the card, stick to the spin board using sticker, choose the right font size and font type. That made a learning media account spin game more attractive. REFERENCE Alexander, Tri Saputra. 2012. Pemanfaatan Media Permainan Ular Tangga Pada Mata Pelajaran Biologi Materi Filum Chordata Untuk Meningkatkan Aktivitas Dan Hasil Belajar Siswa Kelas X-F SMA N 11 Yogyakarta. Sanata Dharma. Arsyad, Azhar. 2011. Media Pembelajaran. Cetakan ke-15. Jakarta: Rajawali Press Azwar, Syaifudin. 2007. Tes Prestasi Fungsi dan Pengembangan Pengukuran Prestasi Belajar. Yogyakarta: Pustaka Pelajar Depdiknas. 2003. Kurikulum 2004 Standar Kompetensi Sekolah Dasar. Jakarta: Depdiknas Emzir. 2012. Metodologi penelitian pendidikan kuantitatif dan kualitatif. Bandung: Rajagrafindo Persada Gibson, David., dkk. 2007. Games and Simulations in Online Learning. United States Of America: Information Science Publishing Hamalik, Oemar. 2007. Dasar-dasar Pengembangan Kurikulum. Bandung: PT Remaja Rosda Karya Hakim, Thursan. 2005. Belajar Efektif. Jakarta: Pustaka Pembangunan Swadaya Nusantara Kuswadi. 2008. Pencatatan Keuangan Usaha Dagang Untuk Orang-orang Awam. Jakarta: PT Elex Media Komputindo Liniarti, Tri. 2013. Meningkatkan Hasil Belajar Dan Keaktifan Siswa Kelas X SMA Negeri 11 Yogyakarta Dengan Permainan Edukatif Ular Tangga. Sanata Dharma. Mardiati, Eka. 2012. Developing Accounting Comic as one of Learning Media to Improve Students’ Interest In Accounting Learning For Students Class XI at SMA Negeri 5 Yogyakarta Academic Year of 20122013. Yogyakarta : UNY. Mulyatiningsih, Endang. 2012. Metode Penelitian Bidang Terapan Pendidikan. Bandung: Alfabeta Musfiqon. 2012. Pengembangan Media dan Sumber Pembelajaran. Jakarta : PT Prestasi Pustakarya. Mutiah, Diana. 2010. Psikologi Bermain Anak Usia Dini. Jakarta: Kencana 102