Pembelajaran Akuntansi Berbasis Media Game Untuk Meningkatkan Keaktifan Mahasiswa Dalam Pembelajaran Daring Saat Pandemi Covid-19
Abstract
This research aims to determine the increase in student learning activeness in accounting theory courses through learning strategies based on interactive educational game media Quizizz. During the observation and review of articles on the latest issue, it was stated that some students felt boredom in online learning during the Covid-19 pandemic through the LMS / moodle owned by the University which was implemented asynchronously, as well as the findings of students who were not active in e-learning / LMS / Moodle University. So it is necessary to learn accounting learning strategies that can increase student activity through interactive educational game media Quizizz. This research method is a classroom action research with the subject of 6th Semester Accounting students at the Faculty of Economics, Islamic University of Majapahit. This Action Research was implemented in 2 cycles, each cycle 2 face to face. Each face-to-face consists of planning, implementing, observing and reflecting. The face-to-face implementation is not carried out in class but online at each home via Zoom. Based on the research results, in the first cycle, the active student average score was 65.21% with a sufficient category. Whereas in the second cycle, it was obtained that the average active student was 91.30% with a very high category. So from cycle I to cycle II there was an increase in student activity by 26.09%. Therefore, it can be concluded that quizizz interactive educational game media can increase student learning activeness in online learning during the Covid-19 pandemic in Accounting Theory course.
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