PENGARUH PENERAPAN METODE ROLE PLAYING TERHADAP PRESTASI BELAJAR AKUNTANSI DITINJAU DARI MOTIVASI BELAJAR SISWA ( Studi Eksperimen Pada Siswa Kelas XI.IPS Sekolah Menengah Atas Negeri Jumapolo Kabupaten Karanganyar ) Tahun 2015.

HARTANTA, HARTANTA (2017) PENGARUH PENERAPAN METODE ROLE PLAYING TERHADAP PRESTASI BELAJAR AKUNTANSI DITINJAU DARI MOTIVASI BELAJAR SISWA ( Studi Eksperimen Pada Siswa Kelas XI.IPS Sekolah Menengah Atas Negeri Jumapolo Kabupaten Karanganyar ) Tahun 2015. Other thesis, Universitas Sebelas Maret.

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    Abstract

    This research aimed to find out 1) the effect of Role Playing learning method on accounting-learning achievement, 2) the different effects of students with high motivation and those with low motivation on accounting learning achievement, 3) the effect of interaction between Role Playing learning method and motivation on accounting learning achievement. This study was an experimental research conducted quantitatively so that statistic analysis could be conducted. The population of research was all of the 11th.ip graders of SMA Negeri Jumapolo in the school year of 2015/2016 amaount 176 students. This research took 2 classes of 69 students as the sample using random sampling technique based on the classroom location. In this research the data collection was conducted using test and questionnaire instruments. Techniques of analyzing data used two-way analisys of variance with test preceded normality, homogeneity test. Considering the result of data processing, the following conclusions could be drawn. 1) There was an effect of role playing method learning on the students’ learning achievement. The learning achievement of students taught using role playing method was better with the average value 65,57 than those taught using lecture method with the average value 48,09. It was indicated with F-statistic value of 13.6999 in teaching method with probability value (sig) of 0.000. The probability value < 0.05 means that there was a difference of learning outcome between the learning using role playing method and the one using lecture method. 2) There was an effect of motivation on the students’ learning achievement. The learning achievement of students with high motivation was better with the average value 49,75 than that of those with low motivation with the average value 45,71. It is indicated with F statistic in teaching method of 4.171 with probability (sig.) value of 0.045. The probability value of less than 0.05 indicated that there was a difference of learning outcome between the students with high motivation and those with low motivation. 3) There was no effect of interaction between learning method and student motivation. F-statistic of interaction variation source (AXB) of 1.638 with probability value of 0.205. The probability value of 0.05 suggested that there was no effect of interaction between learning method and student motivation. Keywords: Role playing method, learning motivation, learning achievement.

    Item Type: Thesis (Other)
    Subjects: L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
    Divisions: Pasca Sarjana
    Pasca Sarjana > Magister > Pendidikan Ekonomi
    Depositing User: Aris Setiyoko
    Date Deposited: 06 Apr 2017 13:20
    Last Modified: 06 Apr 2017 13:20
    URI: https://eprints.uns.ac.id/id/eprint/33298

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