45 Figure 2. ADDIE Development Model
C. Place and Time of Research
This research conducted in SMK Muhammadiyah 1 Tempel which is located at Street Gendol Km 0,5 Sanggrahan, Tempel, Sleman. This research
conducted in two steps. The first is preparation stage from November 2016- February 2017. The second is implementation stage until reporting stage from
March-May 2017. D.
Subjects and Objects of Research
The subjects of this research were one media expert Accounting lecturer who expert in media aspect, two material experts Accounting lecturer and
teacher, eight students of class X Accounting SMK Muhammadiyah 2
Analysis
•Analyze the problem
•Analyze the curriculum that
contains in Snake and Ladder
•Analyze the Competency
Standard which will be included in
Snake and Ladder
Design
•Making Product Design
•Arranging the rulesinstructions
of the game •Arranging
Assessment Instruments
Development
•Making Product •Validation
•Revision I
Implementation
•Small group tryout •Revision II if
needed •Field tryout
•Revision III if needed
Evaluation
•Measure the achievement of
product development
objectives
46 Yogyakarta in small group tryout and 18 students all students of class X
Accounting SMK Muhammadiyah 1 Tempel in field tryout. The objects of this research were the feasibility of Snake and Ladder as a
learning media and the improvement of students‟ motivation. The feasibility of the Accounting Snake and Ladder has been known from the learning, media
engineering, and visual communication aspects. This study was also measured
the improvement of students‟ motivation before and after using the media. E.
Data Types
There are two types of data that are collected in this research including
quantitative data and qualitative data.
a. Qualitative data is a data about the process of learning media development
that takes form criticisms and suggestions from material experts and media expert. The data was representated the quality of Accounting Snake and
Ladder. b.
Quantitative data is the main data in the research which formed of the data about
students‟ motivation and the assessment of snake and ladder as a learning media from the material experts, media expert, and students in the
questionnaires.
F. Variable Operational Definition