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Image of Pengembangan Media Pembelajaran Digital Interaktif Pada Materi Siklus Akuntansi Perusahaan Jasa Dalam Meningkatkan Motivasi Dan Minat Belajar Siswa SMK Kelas X
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Pengembangan Media Pembelajaran Digital Interaktif Pada Materi Siklus Akuntansi Perusahaan Jasa Dalam Meningkatkan Motivasi Dan Minat Belajar Siswa SMK Kelas X

Dicha Putri Rezkia / 2210246947 - Nama Orang;

This research aims to design and develop an interactive digital learning media that can be accessed independently by tenth-grade AKL students at SMKN 4 Pekanbaru using their mobile devices. The objective is to stimulate students' motivation and interest in learning the accounting cycle for service companies. The study adopts a Research and Development (R&D) approach following the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. Data was collected through observation, interviews, expert validation, and questionnaires. Data analysis included needs analysis, validation analysis, media effectiveness analysis, paired sample t-test, and n-gain score.
The development process of this media began with an analysis phase involving a literature review and interviews with accounting teachers to identify the need for learning media. The results of these interviews revealed that student engagement in the classroom is highly dependent on the media used. Students expressed a preference for smartphone-based learning over PowerPoint presentations. Teachers also emphasized the potential benefits of smartphone-based learning media in the learning process. Given the digital age and the importance of student engagement and independence in the Merdeka Curriculum, digital learning media has become a necessity.
The next stage is the design stage, which is organized to design learning media designs and assessment instruments for media development. The third stage is the development stage, where at this stage the researcher makes the media in accordance with the planning that has been designed at the previous stage. At this stage, limited trials were also carried out, and the level of practicality of the media and the level of motivation and interest in student learning were measured. The fourth stage is the implementation stage, which at this stage will be carried out on a larger scale field trial, but in this development research it was not carried out due to material and time constraints. And the last stage is the evaluation stage, which is carried out with the aim of assessing all stages in the ADDI development model whether it has gone well or not. And the results obtained, all stages have been carried out by researchers in accordance with the stages.
The feasibility test of learning media is carried out at the Development stage, when the learning media has been designed then validation will be carried out by material experts and media experts. The results obtained from the feasibility assessment by material experts are with an average score of 3.83 which is included in the “Very Feasible” category with a feasibility percentage of 95.83%. The results obtained from the feasibility assessment by media experts are the same as those of material experts, namely with an average score of 3.83 which is included in the “Very Feasible” category with a feasibility percentage of 95.83%.


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After testing the material experts and media experts, and making improvements to the learning media to make it better. Then the improved media will be applied or conducted a limited field test, namely to accounting teachers and students of SMKN 4 Pekanbaru class X majoring in accounting with a total of 114 students. The results obtained based on the responses of teachers and students are that interactive digital learning media is very practical to use to support the learning process on the material of the service company accounting cycle, with a practicality level reaching 95.38%.
The explanation above can be proven by the t test, namely the average motivation and interest in learning after using interactive digital learning media is higher than before using interactive digital learning media. Not only that, researchers also conducted the N-Gain Score test to see the effectiveness of the media, and the results showed that this interactive digital learning media was quite effective in increasing student motivation and interest in learning. The average N-Gain result for the motivation variable is 0.4467 which is included in the moderate category, and the average N-Gain result for the interest variable is 0.6409. The results of the N-Gain Score analysis indicate an increase in motivation and interest in learning from before the use of interactive digital learning media to after the use of interactive digital learning media. However, in the motivation variable, the N-Gain Score value obtained can be said to be in the medium category tends to be low, which means that the increase in motivation is not too large. This research shows that the development of interactive digital learning media has an influence on student motivation and interest in learning. The use of this media increases active involvement, learning independence, and student focus during the learning process.


Keywords: learning motivation, learning interest, interactive digital learning media, service company accounting cycle


Ketersediaan
#
Perpustakaan Universitas Riau 2210246947
2210246947
Tersedia
Informasi Detail
Judul Seri
-
No. Panggil
2210246947
Penerbit
Pekanbaru : Universitas Riau Pascasarjana Tesis Pendidikan Ekonomi., 2024
Deskripsi Fisik
-
Bahasa
Indonesia
ISBN/ISSN
-
Klasifikasi
2210246947
Tipe Isi
-
Tipe Media
-
Tipe Pembawa
-
Edisi
-
Subjek
PENDIDIKAN EKONOMI
Info Detail Spesifik
-
Pernyataan Tanggungjawab
Jaka
Versi lain/terkait

Tidak tersedia versi lain

Lampiran Berkas
  • COVER
  • DAFTAR ISI
  • ABSTRAK
  • BAB I PENDAHULUAN
  • BAB II TINJAUAN PUSTAKA
  • BAB III METODE PENELITIAN
  • BAB IV HASIL DAN PEMBAHASAN
  • BAB V PENUTUP
  • DAFTAR PUSTAKA
  • LAMPIRAN
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