Time and Place of Research Subject and Object of Research Operational Variable Definition 1. Student’s Accounting Learning activity

32 4 Reflection Reflection is intended as an attempt to assess what have and have not happened, what is produced, why it happened, and what needs to be done next cycle. Results reflection used to define the next steps in the effort to produce improvement.

B. Time and Place of Research

This research is counducted in grade XII Social Program 2 SMA Negeri 1 Pengasih located in Kulonprogo, Yogyakarta. The research conducted include the preparation, implementation and reporting, it is will done in July to September 2014.

C. Subject and Object of Research

The subject of research will be 26 students in grade XII Social Program 2 SMA Negeri 1 Pengasih and the object of research is improving students accounting learning activity with the implementation of Hangaroo Game.

D. Operational Variable Definition 1. Student’s Accounting Learning activity

Student’s accounting learning activity are both physical and non-physical activity that lead to behavior change through interaction with the individual and the environment in order to achieve the learning objectives. Students learning activity is an indicator of the desire of the students to learn. 33 Teacher should create an active learning situation because learning is basically a process in which students must be active in understanding the material or information of learning resources used. In this research, students learning activity that will be observed are : a Active in the class physically, mentally, emotionally or intelectually in every learning process b Involve in answer and ask the questions c Try to solve the problem d Interaction with teacher or other students e Able to make discussion report in written or orally

2. Hangaroo Game

Cooperative learning is a learning that students learn in an heterogeneous small groups to achieve the objectives. Students learn together, help each other if there is material they dont uderstand and do assignments together. Hangaroo games is a game that order the user to fulfill the empty space square form with the dash line require alphabet letter that will be a word based on the clue. Usually, the clue is about certain category. Hangaroo games in this research is development of cooperative learning models. It is included in cooperative learning because in the process of learning use grouping system and need good cooperation between the students. 34

E. Research Procedures