score of 3.84 for overall aspect which include category of “Feasible”,
Accounting teacher obtained an average score of 3.90 for overall aspect which include category of “Feasible” Students obtained an
average score of 4.01 for overall aspect which include category of “Feasible”. . The similarity of this research is equally using ADDIE
development model . The differences between this study and the
research will be conducted is subjects studied. This research was applied in accounting subject, whereas the research which will be
conducted by researchers will be applied to the introduction of tax.
C. Research Framework
The learning process in the classroom will be able to achieve the goal if the students can understand the learning with a sense of happy and
satisfied. A variety of ways can be done by the teacher so that students can learn appropriate intelligence, interest and the each.purpose. But the
teacher still teaching in the traditional way by simply giving lectures and assignments so that students quickly discouraged in their learning, and not
many students quickly bored and saturated while receiving learning processed.
The use of proper learning media will make students learn with ease, fun and also happy. Learning media will assist teachers in delivering
learning in class, so that learning will be more interesting and not monotonous. In this modern times, leveraging a technology it can be
innovative ideas in carrying out the learning process in the classroom.
From that problem, researchers tried to find the right solution for learning in the classroom in order to attract motivated students can study.
and so that students do not feel bored quickly and saturated while following the learning process in the classroom. By utilize the technology,
the researchers want to create a media learning in the form of educational game called Tax Detective are designed using the software Adobe Flash
CS5. By developing educational games, researchers hoping students will
be more interested in following the process of learning and helping teachers to provide different learning process in the classroom.
Furthermore, students are also expected to learn accounting independently at home or anywhere.
D. Paradigm Research
Figure 1. Research Paradigm
E. Research Questions
Based on the background and basic theories mentioned above, the research questions are asked and expected to be obtained as follows:
Learning Process in Bhakti Karya 1 Magelang Vacational High School
Learning is still using conventional methods
The lack of attention the students against
teachers
Development of Educational Game Tax Detective Based on Adobe Flash CS
Validation from media expert and material expert
Product trials
Final Product is Educational Game Tax Detective
1. How to develop an Educational Game Tax Detective Based on Adobe Flash CS5 as Learning Media to Improve Student’s Motivation for
Grade XI Accounting Student at SMK Bhakti Karya 1 Magelang? 2. How is
the feasibility of Educational Game Tax Detective Based on
Adobe Flash CS5 as Learn ing Media to Improve Student’s Motivation
for Grade XI Accounting Student at SMK Bhakti Karya 1 Magelang based on validationassessment of materials experts?
3. How is the feasibility of
Educational Game Tax Detective Based on Adobe Flash CS5 as Learning Medi
a to Improve Student’s Motivation for Grade XI Accounting Student at SMK Bhakti Karya 1 Magelang
based on validationassessment of media experts? 4. How is
the feasibility of Educational Game Tax Detective Based on
Adobe Flash CS5 as Learning Media to Improve Student’s Motivation
for Grade XI Accounting Student at SMK Bhakti Karya 1 Magelang based on validationassessment of
Accounting practitioners ?
5. How to improve students’ motivation after using
Educational Game Tax Detective Based on Adobe Flash CS5 as Learning Media for
Grade XI Accounting Student at SMK Bhakti Karya 1 Magelang?
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CHAPTER III RESEARCH METHODS
A. Types of Research
In this study, researcher used the method of research and development. Sugiyono 2012:407 argues that the method of research and
development is a research method that is used to produce a particular product and test the effectiveness of the product. According Endang
Mulyatiningsih 2011: 161 research and development purpose to make new product by developing process. The resulting product can be modules,
books, and instructional media Monopoly, Chess, Snakes stairs, etc.. These products expected to be able to overcome the existing problems in
learning. B.
Place and Time of Research
The research was conducted at SMK Bhakti Karya 1 Magelang in Elo Jetis, Road No. 3, Magelang of Central Java.
The research was carried out in stages over a period of January 2016
– May 2016 which included the planning, research and reporting.
C. Subject and Object of Research
Subject trials involved are media expert, Materials expert, Accounting learning practitioners Accounting Teacher Vocational High
School, and students of class XI AK in SMK Bhakti Karya 1 Magelang.