D. Research Question
Based on problem background, problem formulation and theoritical review that described above, so research question that proposed and expected to gain the
answer through this research are as follows: 1.
How to develop an educative game “Yogyaccounting Monopoly” as a accounting learning media based computer for students at SMK Negeri 1
Bantul? 2.
How about the feasibility of educative game “Yogyaccounting Monopoly” as accounting learning media based computer for students at SMK Negeri 1
Bantul based on validationassessment of material expert, media expert, practitioners ?
3. How about the students’s response to the educative game “Yogyaccounting
Monopoly” as accounting learning media based computer?
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CHAPTER III RESEARCH METHOD
A. Types of Research
Type of research that used in development of educative game Yogyaccounting Monopoly is research and development methods R D.
According to Sugiyono 2011: 297 research and development methods is research method that used to produce specific product and testing the
effectiveness of these products. In order to produce specific products then used research that the characteristic is analysis of needs and for testing the
effectiveness of these products to function properly, so it is necessary to make a research to test the effectiveness of these products. The purpose of this research is
to develop an innovative and creative educative game product on accounting lesson with systematic stages and then tested for feasibility in terms of materials
and media.
B. Research Setting
The implementation of product testing will be conducted at SMK Negeri 1 Bantul is located on Jalan Parangtritis KM. 11, Sabdodadi, Bantul, Yogyakarta.
This research was carried out in stages over period of November 2014 – Juni 2015
which includes planning, research, and reporting.
C. Research Subject and Research Object
Research subject product testing subject is student grade X AK 4 in
SMK Negeri 1 Bantul. Selected class consists of 31 students. Moreover, research subjects that involved in this research is one of media experts lecturer of
accounting education Yogyakarta State Universtity, one of material experts the lecturer of accounting education Yogyakarta State Universtity, and Accounting
learning practitioners Accounting teacher of SMK Negeri 1 Bantul. While research object is the feasibility of educative game Yogyaccounting Monopoly
as accounting learning media for vocational high school which includes validationassessment for material relevance aspect, organizing materials aspect,
evaluationexercises aspect, languages aspect, software engineering aspect, and visual appearance aspect.
D. Research Procedures
The procedure of this research using model approach designed by Walter Dick and Lou Carey namely ADDIE development model. According Emzir
2012: 275 ADDIE development model is the most widely used models. This development model consists of five stages that include analysis, design,
development, implementation, and evaluation. Development procedures of learning media Yogyaccounting Monopoly are as follows: