PENINGKATAN HASIL BELAJAR MAHASISWA AKUNTANSI MELALUI MEDIA PEMBELAJARAN INTERAKTIF GENIALLY
Abstract
The classic learning method using presentation media apparently does not maximize student learning outcomes. Therefore, combining it with more interactive and creative learning media, such as Genially media is necessary. This research aims to improve student learning outcomes in bank accounting learning through Genially interactive learning media. The research methodology used is quantitative descriptive research. It uses classroom experimental research methods with the Kemmis-McTaggart model approach, and the analysis technique uses the N-Gain and Mann-Whitney tests. The results of the research state that the use of genetically interactive learning media is quite effective in improving student learning outcomes in foreign currency current account accounting material. There are differences in student learning outcomes in classes that use Genially interactive learning media (experimental class) and classes that do not use Genially learning media (class control). The experimental class had higher learning outcomes compared to the control class. From this research, Genially media is suitable for use in the learning process because it can help improve student learning outcomes.
Downloads
References
Arisa, N., Johansyah, & Khairul Ali Hanif, M. (2020). Keefektifan Model Pembelajaran Novick Terhadap Pemahaman Konsep Fisika Siswa SMK Negeri 17 Samarinda Materi Elastisitas Dan Hukum Hooke. Literasi Pendidikan Fisika, 1(1), 45–55. https://doi.org/10.30872/jlpf.v1i01.77
Enstein, J., Citra, U., Vera, B., Bulu, R., Roswita, B., & Nahak, L. (2022). Pengembangan Media Pembelajaran Game Edukasi Bilangan Pangkat dan Akar menggunakan Genially. Jurnal Jendela Pendidikan, 02. https://doi.org/10.57008/jjp.v2i01.150
Fadilah, A. N., & Heni, K. (2023). Meningkatkan Hasil Belajar Peserta Didik melalui Pengembangan Media Pembelajaran Berbasis Genially. Pendidikan Manajemen Perkantoran, 8(2), 153–162. http://ejournal.upi.edu/index.php/jpmanper
Hariyanto, N. S. (2018). Penerapan Game Untuk Meningkatkan Motivasi dan Pemahaman Belajar Mahasiswa Akuntansi Universitas Surabaya. Ilmiah Mahasiswa UBAYA, 7(1), 585–614.
Istiqlal, A. (2018). MANFAAT MEDIA PEMBELAJARAN DALAM PROSES BELAJAR DAN MENGAJAR MAHASISWA DI PERGURUAN TINGGI. Kepemimpinan Dan Pengurusan Sekolah, 3(2), 139–144. https://ejurnal.stkip-pessel.ac.id/index.php/kp
Junaidi. (2020). Buku Panduan Penyusunan Kurikulum Pendidikan Tinggi di Era Industri 4.0. Untuk mendukung Merdeka Belajar- Kampus Merdeka. (Jakarta). Dikti Kemdikbud.
Jusuf, H. (2016). Penggunaan Gamifikasi dalam Proses Pembelajaran. Journal TICOM, 5(1), 1–6. https://www.researchgate.net/publication/320920734
Mumpuni, I. P., & Sagor, E. M. (2018). Penerapan Gamifikasi Pembelajaran Berbantu Aplikasi Powtoon Pada Materi Jurnal Penyesuaian Untuk Meningkatkan Motivasi Belajar Siswa Kelas X Akuntansi 1 SMKN 1 Tempel Tahun Ajaran 2017/2018. Kajian Pendidikan Akuntansi Indonesia, 7(1), 1–15.
Ni’mah, N. K., & Hermiati, D. T. (2022). Upaya Meningkatkan Minat Belajar Siswa Melalui Media Genially Dalam Pembelajaran Daring Bahasa Indonesia Pada Siswa Kelas X SMA Negeri 5 Malang. Journal Metamorfosa, 10(1), 1–10. https://doi.org/10.46244/metamorfosa.v10i1.1731
Rahmat, N. H. (2020). Innovation In Education: Barriers and Facilitating Factors. European Journal of Eduaction Studies, 6(10), 55–67. https://doi.org/10.5281/zenodo.3596994
Reichelt, A. L. (2015). Effects Of Gamification: Analyzing Student Achievement, Mastery, And Motivation In Science Classrooms.
Robinson, S. (2013). Student Response To Risk In Classroom Learning Games. Academy of Educational Leadership Journal, 17(4), 1.
Rosli, K., Khairudin, N., & Saat, R. M. (2017). Simulating Teaching and Learning of Accounting Subject through Gamification Approach. International Conference on Accounting Studies (ICAS), 155–160. www.icas.my
Sugiyono. (2017). Metode Penelitian Kuantitaif, Kualitiatif, dan R&D.Bandung. Alfabeta.
Keywords | : |
Keywords:
Media Pembelajaran Interaktif Genially, Hasil Belajar Akuntasi Genially Interactive Learning Media, Accounting Learning Outcomes
|
Galleys | : | |
Published | : |
2024-06-12
|
How to Cite | : |
Novitasari, N., Mahatmyo, A., & Vidyasari, R. (2024). PENINGKATAN HASIL BELAJAR MAHASISWA AKUNTANSI MELALUI MEDIA PEMBELAJARAN INTERAKTIF GENIALLY. Jurnal Muara Pendidikan, 9(1), 112–119. https://doi.org/10.52060/mp.v9i1.1999
|
Issue | : |
Section
Articles
|