IMPROVING CAROLUS SURABAYA HIGH SCHOOL STUDENTS' UNDERSTANDING OF THE ACCOUNTANT PROFESSION USING GAMIFICATION TEACHING METHODS

Συγγραφείς

  • Renna Magdalena Universitas Pelita Harapan Kampus Surabaya
  • Ilyona Risty Universitas Pelita Harapan Kampus Surabaya
  • Go George Herbert Universitas Pelita Harapan Kampus Surabaya
  • Josephine Kurniawati Tjahjono Universitas Pelita Harapan Kampus Surabaya
  • Angela Evangeline Universitas Pelita Harapan Kampus Surabaya
  • Mandy Mandy Universitas Pelita Harapan Kampus Surabaya

Λέξεις-κλειδιά:

Profesi Akuntan, Siswa SMA, Gamifikasi

Περίληψη

Lecturers and students from the Faculty of Economics and Business, Pelita Harapan University, carried out this service activity. Sharing knowledge and learning from each other has become the responsibility of people fortunate enough to receive higher education. Understanding the role of an accountant is very important for students who will later study at a university. This service is carried out using the concept of gamification. Gamification in learning is an approach that combines game elements into the learning context to increase student engagement, motivation, and understanding. This approach uses rewards, achievements, competitions, and challenges to spark interest and drive for learning. By implementing gamification in learning, high school students will understand the material better.

Αναφορές

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Muengsan, S., & Chatwattana, P. (2024). The Game-based Learning (GbL) Platform with Generative AI to Enhance Digital and Technology Literacy Skills. Higher Education Studies, 14(1), 46. https://doi.org/10.5539/hes.v14n1p46

Rashid, Nurhamizah; Asri, Norain Mod; Al-Hadi, Azrina Abdullah; Chamhuri, N. (2024). Persepsi Pelajar terhadap Pelaksanaan Gamifikasi di Luar Kampus. 21(1), 4-6.

Shalit, L., & Ronen, T. (2019). Developing Learning Skills Through Movement. 14(1), 169-183. https://doi.org/10.20472/iac.2018.044.045

Λήψεις

Δημοσιευμένα

2024-09-16

Τεύχος

Ενότητα

BIDANG KAJIAN PENGABDIAN KEPADA MASYARAKAT (PKM)