ACCOUNTIFY: ANALISIS KEBUTUHAN LEARNING MANAGEMENT SYSTEM PADA PELAJAR DALAM BENTUK APLIKASI BELAJAR BERBASIS GAMES TERHADAP MATERI AKUNTANSI
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Abstract
Currently, digitalization is growing very rapidly and has a major impact on the accounting learning system. However, the development of digitalization has not been optimal for increasing the effectiveness of the hybrid accounting learning system. The purpose of this study was to determine the level of digitalization of the hybrid accounting learning system, the effect of the effectiveness of the hybrid accounting learning method on student understanding, and the innovation of the hybrid learning system in accounting. This research is a type of qualitative research with the subject of accounting students in Central Java and the object of the Accounting Education System. Based on the results and discussion, it is known that hybrid accounting learning has various shortcomings, where as many as 50.9% of students feel that the learning method used when hybrid learning is less effective and the delivery of material has many shortcomings with 49.1% respondents (Peneliti Survey, 2022). Therefore, we initiated the idea of Accountify, which is a game application-based learning method that is packaged in the form of interactive learning modules and competition for completing study cases between groups. This innovation is expected to be able to increase students' critical thinking and problem-solving knowledge and skills in studying accounting.
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References
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