conclude independently and do not only depend on textbooks. In affective aspects, students are expected to be able to understand and indirectly
implement the 5 five indicators of affective aspects through game system specified, while psychomotoric aspects in this game can be observed
through the speed of game with predetermined time. Based on the variety of reasons and considerations, then
I composed a title “The Development of Media Accounting Dakon DASI Game in Accounting Learning
Process to Improve Cognitive, Affective, and Psychomotoric Aspects of Students Grade XI at SMK N 2 Purworejo
”.
B. Identification of the Problems
Based on the background described above, I present the following identification of the problem,
1. Students only get cognitive aspects through memorizing, not
concluding independently. 2.
Teachers are less the creativity to develop methods of fun learning through games to improve affective aspects of students.
3.
Teachers only assess improvement performance of cognitive aspects without regarding psychomotoric aspects of students
during learning. 4.
The students only get the material on the text book that it make them bored and can’t be independently for learn.
5. The subject of inventory in financial accounting have the standard
average.
C. Limitation Problem
Based on the identification of the problem formulated above, the researcher took the problem definition in order to achieve the expected
target in this study. In connection with this, researcher provides the limitation of problems that accounting practices are still done manually in
the classroom, the lack of creativity of teachers in developing fun learning media with games, especially on the subject of financial accounting, and
teachers develop digital learning media using power point. In connection with these problems, then I try to help with the development media of
accounting dakon game in the learning process of grade XI students to improve cognitive, affective and psychomotoric aspects.
D. Formulation of the Problems
1. How does the development of “DASI” games to improve cognitive,
affective and psychomotoric aspects of accounting of grade XI AK 4 students at SMK N 2 Purworejo?
2. How is the feasibility of “DASI” game on Accounting learning process to
grade XI AK 4 students at SMK N 2 Purworejo? 3.
How are the responses of accounting students of grade XI AK 4 at SMK N 2 Purwo
rejo about learning media “DASI” game?
E. Research Objectives