4D Model Game Development Procedures

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 but research will conduct at SMK Negeri 1 Bantul. The game type in this research is same with research that will conduct, it is board game type.

C. Thought Framework

Learning is process of interaction between learners and their environment to achieve learning objectives that have been determined. The learning process is also transfer of knowledge gained by the students from the environment. The learning process will be effective if the students feeling pleasant conditions. To bring pleasant atmosphere in learning process, teachers should optimize the use of interesting learning methods and interesting learning media. One way to achieved pleasant atmosphere is fun learning media. The use of appropriate media will make the students learn easily and feel happy in learning process. Utilizing science, technology, information and communication will help teachers to produce innovative and creative learning media. Especially for advanced days like today, with utilizing technology so students can learn whenever and wherever the students want. One of technology that can be used as learning media is an educative game. Educative game is one of learning media based technology developed for an effort to create effective and enjoyable learning so it can improve students ’s motivation to learn and if students ’s motivation increased, the students’s achievement also increased indirectly. Game educative for financial and accounting introduction subjects “Yogyaccounting Monopoly” is made through several stages, namely analysis, design, development, implementation, and evaluation. The analysis is to determine content of finance and accounting in accordance with basic competencies of curriculum 2013 that have been defined above. In accordance with curriculum 2013, grade X students at vocational high school being taught the basics of accounting such as introduction to finance and accounting subjects. Several basic materials being taught are explaining the meaning, objective, and the role of accounting; explaining the principles and basic concepts of accounting; perform the steps of recording transactions; composing the accounting equation; explaining the meaning, types, functions, and coding of accounts also relationship between accounts and accounting equation; preparing accounts data for accounting equation process; describing transactions record in the account; recording transaction in accounts; and composing financial statements for services company. This material is importance basic materials to be understood by the students. If the students can understand these accounting basic materials, then this material will become a basic for the students to understanding other materials. Therefore, students need to understand this material very well to support further accounting materials. After researchers determined the material that will be used in this educative game, so the next stage is design. The design stage includes creating a flowchart such as main mapping and planning game design through storyboarding. At this design stage, the design of educative game Yogyaccounting Monopoly which has been made then implemented. Furthermore, the components that have been made at the design stage and then combined to produce complete product. Products as learning media then validated by media experts and materials experts. If the researchers got a suggestion to make changes then this product will be revised based on suggestion given by media experts and materials experts. When the product getting validation from media experts and materials experts after that learning media will be test to prospective users, at this stage is called implementation stages. After the product is entering implementation stage, next stage is to evaluate weaknesses of the product and if product testing results meet the feasibility criteria so last stage is the product will be published. Figure 2. Thought Framework Teachers are not maximally utilizing computer technology The learning process is conducted with teacher- centered model Teachers are not yet use varied learning media Accounting is often considered as a difficult subject by the students Teachers have not develop interesting educative games as one of accounting learning media It is necessary to develop innovative and interesting accounting learning media Developing educative game for introduction to finance and accounting subjects “Yogyaccounting Monopoly”