4 The game can keep students interested in repeated tasks, such as
memorizing multiplication tables. Material delivered by other methods can be bored, with game learning will be more fun
Some important points about the benefits of game also mentioned on Computer Assisted Investing Special Interest Group CAI SIG forum
are as follows: 1
Type of games that require problem solving strategies can improve the cognitive abilities of children.
2 Men and women who are trained to play a video game for 1 one
month showed increasing of memory tests, and the ability to perform various tasks multi-task.
3 Video games can make players’s mindset sharper than before.
4 Requiring children to be more creative.
5 Children also learn about decisions making of any action perfomed.
6 Developing spirit of cooperation or teamwork when playing with
other gamers in multiplayer. 7
Developing skills in reading, mathematics, and solve the problem or task. Making children feel comfortable and familiar with technology,
especially girls, who do not use technology as often as boys. 8
Training between eye and hand coordination, also motor skills 9
Increasing self-confidence and self-esteem when they are able control the game
That point is benefit of game or development of cognitive aspects. Then cognitive aspect is one of aspects that become the element of ability
in learning process. Meanwhile, there is weakness or limitation of game in learning, as follows:
1 Competition in game can be contra productive for students who are
less interested in competing or weak in understanding material being teached.
2 Without supervision and good management, the students will dissolve
in the pleasure of playing and failed to achieve real goals of learning. 3
Related to learning, it means that game is made should within context of learning by providing practice or academic proficiency materials,
means the game should be designed to achieve the real goals of learning.
From the description above, it can be concluded that the educative game has characteristics, components, principles, strengths and
limitations. It can be used as general description, framework and reference to development of educative games based learning media.
d. Introduction to Finance and Accounting Game “Yogyaccounting
Monopoly”
Accounting game Yogyaccounting Monopoly is learning media for introduction to finance and accounting subject that using modified
monopoly as a media. This game is same as traditional monopoly but
created in computer based version. The game will be changed some details to costumize with introduction to finance and accounting
materials also character education to be inserted inside. Monopoly is generally large box shaped with small boxes
containing names of the city or the country, will be replaced by a map of Yogyakarta, where the name of the country on the game will be replaced
with names of regions in Yogyakarta. Players are usually using pawn as subject marker that played in monopoly will be replaced with the
characters that can be selected before starting the game. The character will wear traditional clothes of Indonesia as character education for
students to love their own tradition and culture and not always western culture oriented. In Yogyaccounting Monopoly there are four
characters that have been provided. As a game, Yogyaccounting Monopoly will have rules for
players. Before starting the game, players should choose a character as a player in Yogyaccounting Monopoly. To select a character, player
should answer accounting questions first. Players will be given an equity of Rp. 100.000.000,-. The winner in this game is the player who can be
the first billionaire or player who can buy the largest city when game is finished twenty turns.
In Yogyaccounting Monopoly There are thirty regions which can be built by players. The region is divided into five districts if the
traditional monopoly, there are four sides of region. Each district there
will be one tax department red area and one heaven area green area. In the tax department, players should pay taxes to the country amount
Rp.10.000,-. While in heaven area, players are given a fortune to get Rp.10.000,-.
e. Application Making of Game “Yogyaccounting Monopoly”
There are various applications that are used to make this game. Drawing design for beginning game such as character, dice, mapping,
logos, etc using CorelDRAW Graphics Suite X7 and Adobe Photoshop CS3 application. While for making animation using Adobe Flash
Professional CS5.5A applications. For making music and backsound using Adobe Audition CS5.5 applications. Finishing game to make game
engine using Scirra Construct 2 applications. Eventually to run this game needs a browser application such as Google Chrome, Mozilla Firefox,
Internet Explorer and others.
4. Media Feasibility
a. Definition of Feasibility
According to Wahyu Supriyanto 2008 “Studi kelayakan adalah
studi awal untuk memeriksa kebutuhan informasi calon pengguna akhir dan tujuannya,batasan, kebutuhan sumber daya, biaya, manfaat, dan
kelayakan dari kegiatan yang diusulkan”. According to Refi Yuliana
2011 “
Studi kelayakan media adalah penelitian dan penilaian tentang
dapat tidaknya sebuah media berhasil dImasyarakat menguntungkan. Pengertian menguntungkan berhasil atau layak dalam arti sempit adalah
keuntungan ekonomikapitalfinansialinvestasi, sedangkan dalam arti luas adalah penerimaan terhadap konten mediacitrapasarkhalayaksosial
budaya
.” Based on description above we can conclude that feasibility has purpose to know whether a project brings an advantage or loss advantage.
Also knowing if a project is not proper, so it is better to make a conclusion that project is stopped.
b. Importance of Media Feasibility
Feasibility will measure the quality of this development media. Feasibility is important to know how much feasible this media according
to experts, practitioners, and students. Feasibility is tools to know whether this media will be usefull for students or not if this media has implemented
in learning process. Feasibility is a directive or standard for good media, so from that directive or standard experts, practitioners, and students will
review this media then brings the researcher some suggestion, criticism, or opinion. After that, based on that suggestion the researcher will make
revision so that the media will be better than before. Because of that, media feasibility has a big role for making better development media and
that’s why media feasibility also important for this development media.