Creating a Desktop-Based Learning Resource with an Educational Game Application for the Introduction to Accounting Course

K. D. Susilowati, Nurafni Eltivia, F. Rahmawati
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Abstract

The objective of this study was to create a desktop-based educational gaming medium for the Introduction to Accounting course in order to improve students’ interest in learning the material delivered. Research and development (R&D) was the technique employed, and the stages of the development model began with needs analysis, design, and development. A needs analysis was conducted to determine the needs and traits of the students who will be the target users of this computer game. Interviews and the distribution of questionnaires were used to conduct the analysis. The purpose of the analysis of students was to gather data on what the students need from their accounting classes. The initial design was transformed into a storyboard design during the design stage, and the game was developed in accordance with the design that was made during the development stage. The application system that was developed was then tested and validated. The validation was performed on seven individuals: one lecturer, one IT developer, and five students. The validation results indicated that the product was very feasible with an average validator assessment score of 82.3%. The scores of 75%, 82.7%, and 89.3% assigned by the media expert, material expert, and users, respectively, served as evidence for this. This educational game was created to add variation to teaching methods; however, it is not able to take the place of the lecturer in the process of teaching. Since the development of this instructional game is still in its early stages, additional research can be carried out by adding new materials with a more attractive appearance using added animation or music in the background.
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创建一个基于桌面的学习资源与教育游戏应用程序的介绍会计课程
本研究的目的是为《会计导论》课程创建一个基于桌面的教育游戏媒介,以提高学生学习所提供材料的兴趣。研究和开发(R&D)是所采用的技术,开发模型的各个阶段从需求分析、设计和开发开始。我们进行了需求分析,以确定学生的需求和特征,他们将成为这款电脑游戏的目标用户。采用访谈法和发放问卷法进行分析。对学生进行分析的目的是收集学生从会计课程中需要的数据。在设计阶段将最初的设计转化为故事板设计,并根据开发阶段的设计进行游戏开发。然后对开发的应用系统进行了测试和验证。验证在七个人身上进行:一个讲师,一个IT开发人员和五个学生。验证结果表明,该产品非常可行,验证者的平均评估得分为82.3%。媒体专家、材料专家和用户分别给出的75%、82.7%和89.3%的分数证明了这一点。创造这款教育游戏是为了增加教学方法的多样性;然而,在教学过程中,它并不能代替讲师。由于这款教学游戏的开发仍处于早期阶段,因此可以通过添加具有更吸引人外观的新材料来进行额外的研究,并在背景中添加动画或音乐。
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CiteScore
2.80
自引率
0.00%
发文量
120
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