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”