Game-Based Learning: Can it Motivate Accounting Students?

Adelin Fidilia Br Karo, Imassella Fitria Kurniawati, Endang Rahayu

Abstract


Penelitian ini bertujuan untuk mengetahui apakah pembelajaran berbasis game dapat memotivasi siswa dalam pembelajaran akuntansi. Penelitian ini menggunakan pendekatan deskriptif kualitatif. Sumber data yang digunakan adalah data primer yang diperoleh dari 6 siswa kelas X jurusan Akuntansi SMK Negeri 1 Turen. Teknik pengumpulan data pada penelitian ini menggunakan observasi dan wawancara. Berdasarkan hasil analisis data diketahui bahwa siswa dapat lebih termotivasi dalam belajar ketika pembelajaran dilakukan dengan berbasis game. Rata-rata jawaban menyebutkan karena pembelajaran berbasis game ini memiliki karakter tersendiri yaitu seru dan menyenangkan. Selain itu juga membuat suasana belajar menjadi santai tapi tetap serius, dimana hal ini menjadikan siswa tidak tertekan dalam belajar. Secara praktisi, penelitian ini dapat dijadikan referensi bagi guru dalam menerapkan pembelajaran berbasis game, sebagai upaya meningkatkan motivasi siswa dalam pembelajaran akuntansi dan meningkatkan kualitas pendidikan sesuai dengan tujuan dan sasaran poin 4 SDGs.


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