Dick and Carry ADDIE Model

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