e. Jolly and Bolitho Model
Jolly dan Bolitho in Emzir 2012: 277 presented stages of development procedures are as follows:
1 Identification, identification by teacher or learners of a need to fullfil
or a problem to solve by the creation of materials. 2
Exploration, exploration of the area of needproblem in term of what language, what meaning, what functions, what skill, etc.
3 Contextual realization, contextual realization of proposed new
materials by the finding of suitable ideas, contexts or texts with which to work.
4 Pedagogical realization, pedagogical realization of material by the
finding of appropriate exercises and activities and the writing of appropriate instructions for use.
5 Physical production, physical production of materials, involving
consideration of lay out, type size, visuals, reproduction, tape length, etc.
6 Use, use of materials by students.
7 Evaluation, evaluation of materials against agreed objectives.
This research is using ADDIE development procedure. ADDIE is an acronym for Analysis, Design, Development or Production, Implementation
and Evaluations. According to Emzir 2012: 275 model of research and development system designed by Walter Dick and Lou Carey is the most
widely used models. ADDIE development procedures is using in this research
because the steps that conducted always systematically. Stage of ADDIE also refers to the results on previous stage so it will obtain new quality educational
product. Another reason, ADDIE is the most effective and efficient model used to solve the problem in this research that is to determine the feasibility of
developed products, not to determine the increase of student motivation or the increase of student achievement.
B. Relevant Research
1. Diah Putriani 2014 which researching on “
Pengembangan Akuntapoli Akuntansi Monopoli Sebagai Media Pembelajaran Akuntansi untuk Siswa
Kelas X Akuntansi SMK
” with the result showed that
Akuntapoli Akuntansi monopoli
learning media declared “Feasible” is used as learning media. Assesment by material experts on material aspects is 89,23
“Very Feasible
”, language aspects is 80 “Feasible”, and learning aspects is 80
“Feasible”. Assesment by media experts on language aspects and visual display is 71
“Strongly Feasible”, and media engineering aspects is
96 “Feasible”. Assesment by accounting learning practitioners on material aspect is 86,67
“Strongly Feasible”, language aspect is 80 “Strongly Feasible”, learning aspects is 86,67 “Strongly Feasible”,
language aspects and visual display is 88,35 “Strongly Feasible”, and
media engineering aspects is 89,32 “Strongly Feasible”. Assesment by
Grade X Accounting students at vocational high school showing positive response to media which data results 0,76
“Good”. The difference between
this research and research that will conduct is the type of media that was developed in research. The type of media that was developed in this research
is traditional learning media, while in research that will be developed is learning media based computer.
2. Asriyatun 2014 which researching on “
Pengembangan Game Edukatif berbasis Role-Playing Game RPG Maker XP Sebagai Media Pembelajaran
Akuntansi SMK Kelas XI
” with the results showing that the feasibility of
educative game as learning media based on media experts assessment obtained an average value 4,26
“Strongly Feasible”, material experts obtained average value 4,14
“Feasible”, Accounting learning practitioners obtained average value 4,77
“Strongly Feasible”, and assessment by students showing average value 4,43
“Strongly Feasible”. The difference between this research and research that will conduct is the type of educative
game. The type of educative game used in this research is
Role-Playing Game
RPG, while the type of game that will developed is
board game.
3. Syahida Norviana 2014 which researching on “
Pengembangan Media Pembelajaran Ular Tangga pada Kompetensi Dasar Membuat dan
Membukukan Jurnal Penyesuaian Untuk Siswa Kelas X Akuntansi SMK Negeri 1 Tempel
” with the results showing that the feasibility from media experts is 71,76
“Strongly Feasible”. Assesment by materials experts is 88,5 “Strongly Feasible”. Assesment by students is 91 “Strongly
Feasible”. The difference between this research and research that will conduct is research place. This research conducted at SMK Negeri 1 Tempel