{"title":"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","authors":"K. D. Susilowati, Nurafni Eltivia, F. Rahmawati","doi":"10.18178/ijiet.2023.13.8.1922","DOIUrl":null,"url":null,"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.","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"1 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Creating a Desktop-Based Learning Resource with an Educational Game Application for the Introduction to Accounting Course\",\"authors\":\"K. D. Susilowati, Nurafni Eltivia, F. Rahmawati\",\"doi\":\"10.18178/ijiet.2023.13.8.1922\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":36846,\"journal\":{\"name\":\"International Journal of Information and Education Technology\",\"volume\":\"1 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Information and Education Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.18178/ijiet.2023.13.8.1922\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Information and Education Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18178/ijiet.2023.13.8.1922","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Social Sciences","Score":null,"Total":0}
Creating a Desktop-Based Learning Resource with an Educational Game Application for the Introduction to Accounting Course
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.