Analisis Capaian Pembelajaran Pada Mahasiswa Akuntansi (Eksperimen Kuasi)

Nicko Kornelius Putra, Agus Kuntoro


Abstract. This study aims to analyze the learning outcomes shown by accounting students in certain subjects. The effort to realize learning outcomes is carried out through course simulation learning tools in the form of quizzes that are packaged in the games "Who Wants To Be A Millionaire". Participants in quasi-experimental research (quasi-experiments) are 100 Accounting and / or Management students at Sanata Dharma who have passed introductory Accounting courses, and 100 AA YKPN Accounting students who have passed introductory Accounting courses too. Participants were divided into control groups and experimental groups. The results of the feasibility analysis and quality indicators of the research model using variance-based SEM (WarpPLS 3.0 software) from samples both AA YKPN and SADHAR together showed good and significant test results as a research model. The combined results of SADHAR-AA YKPN show that the Perceived Enjoyment (PE) has a significant effect on Virtual Presence (VP) and on Learning Outcome (LO) and VP has a significant effect.

Keywords:       Learning Outcome, Perceived Enjoyment, Virtual Presence, Pembelajaran Game Simulasi


Abstrak. Penelitian ini bertujuan untuk menganalisis capaian pembelajaran (learning outcomes) yang ditampilkan oleh mahasiswa akuntansi pada mata kuliah tertentu. Usaha mewujudkan learning outcomes tersebut dilakukan melalui perangkat pembelajaran simulasi mata kuliah berupa kuis yang dikemas dalam bentuk permainan atau game Who Wants To Be A Millionaire”. Partisipan dalam penelitian eksperimen kuasi (eksperimen semu) ini adalah mahasiswa Akuntansi dan atau Manajemen pada Sanata Dharma yang telah lulus mata kuliah Akuntansi Pengantar berjumlah 100 partisipan, dan mahasiswa Akuntansi AA YKPN yang telah lulus mata kuliah Akuntansi Pengantar yang berjumlah 100

partisipan. Partisipan terbagi menjadi kelompok kontrol dan kelompok eksperimen. Adapun hasil analisis kelayakan dan indikator kualitas model riset dengan menggunakan SEM yang berbasis variance (software WarpPLS 3.0), dari kedua sampel AA YKPN dan SADHAR secara bersama-sama menunjukkan hasil uji yang baik dan signifikan sebagai model penelitian. Hasil gabungan SADHAR AA YKPN menunjukkan bahwa Perceived Enjoyment (PE) berpengaruh signifikan terhadap Virtual Presence (VP)  dan terhadap Learning Outcome (LO) serta VP berpengaruh signifikan terhadap LO.

 Kata Kunci:   Learning Outcome, Perceived Enjoyment, Virtual Presence, Pembelajaran Game Simulasi


Learning Outcome, Perceived Enjoyment, Virtual Presence, dan Pembelajaran Game Simulasi

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