Media Accounting Games For Increasing Knowledge Tudents At Dharma Karya Senior High School

Authors

  • Yudhi Prasetiyo Prodi Akuntansi, Fakultas Ekonomi dan Bisnis Universitas Terbuka, Tangerang Selatan, Indonesia.
  • Yeni Widiastuti Prodi Akuntansi, Fakultas Ekonomi dan Bisnis Universitas Terbuka, Tangerang Selatan, Indonesia.
  • Sila Ninin Wisnantiasri Prodi Akuntansi, Fakultas Ekonomi dan Bisnis Universitas Terbuka, Tangerang Selatan, Indonesia.
  • Diky Paramitha Prodi Akuntansi, Fakultas Ekonomi dan Bisnis Universitas Terbuka, Tangerang Selatan, Indonesia.
  • Novita Nugraheni Prodi Akuntansi, Fakultas Ekonomi dan Bisnis Universitas Terbuka, Tangerang Selatan, Indonesia.
  • Dwirini Dwirini Prodi Akuntansi, Fakultas Ekonomi dan Bisnis Universitas Terbuka, Tangerang Selatan, Indonesia.
  • Shufia Zuhroh Prodi Akuntansi Keuangan Publik, Fakultas Ekonomi dan Bisnis Universitas Terbuka, Tangerang Selatan, Indonesia.

DOI:

https://doi.org/10.51601/ijcs.v3i3.213

Abstract

Increasing accounting learning in the millennial generation needs to be improved. In the era of advanced
technology and the rapid development of social media as literacy in understanding new learning methods, it
needs to be used so that students’ interests and talents can be channeled and improved according to future
needs and preparations. The current accounting function is not only to record but also to use it. To evaluate
the non-financial, social, and emotional condition of decision-makers. This is what makes accounting cannot
be replaced by machines and computers. Therefore, business owners, even as young as high school, need to
understand accounting so they can make the right business decisions. One way to gain a good understanding
of accounting is through teaching accounting. This accounting lesson is given by explaining the basic
concepts and theories of accounting, identifying simple accounting applications that have occurred in
everyday life with the aim of knowing the importance of accounting records, and explaining accounting
principles and cycles which are the basis for understanding accounting properly. The purpose of this
research was carried out based on the results of observations made during the socialization and teaching of
students to increase knowledge about learning to account with media games and increase the
entrepreneurial spirit for millennials and generation Z. This observation was carried out in class XII
students of SMA Dharma Karya. The results obtained are that the millennial and Z generations are currently
happy with game-based learning because it makes it easier for them to absorb the substance of the learning
besides that the increase in knowledge about accounting is also increasing, this is evidenced by their being
more active and comprehensive in solving problems in game-based learning.

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References

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Published

2023-08-31

How to Cite

Prasetiyo, Y. ., Widiastuti, Y. ., Ninin Wisnantiasri, S. ., Paramitha, D. ., Nugraheni, N. ., Dwirini, D., & Zuhroh, S. . (2023). Media Accounting Games For Increasing Knowledge Tudents At Dharma Karya Senior High School. International Journal Of Community Service, 3(3), 227–232. https://doi.org/10.51601/ijcs.v3i3.213

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