An Innovation in Teaching and Learning of Accounting Concept Using AccRoBa© Game Approach (Inovasi dalam Pengajaran dan Pembelajaran Konsep Perakaunan Menggunakan Pendekatan Permainan AccRoBa©)
Keywords:
Education, Teaching and learningAbstract
The creation of Accounting Royale Balls Game (AccRoBa Game Approach) is to support the learning environment of university students by embarking on the approach of ‘learning through play’ during learning and teaching process. Some lecturer feel that the most common problem on why students face difficulties to understand accounting subject is because they do not mastering the accounting equation especially the topic of revenue and expenses. Therefore, AccRoBa is a game specifically designed to assist students in understanding the element of revenue and expenses in accounting equation and help them to understand better about the journal entry. This study was conducted in a classroom and participated by 250 of non-accounting major students. In this game, the players are required to specify the journal entry and describe whether it is revenue or an expense from the transaction that appears on the given flash card. From the study, most respondents found the game to be beneficial and could be used as a learning tool in the classroom. Majority respondents also agreed that this game can help student to evaluate and classify the assets, liabilities, revenue and expenses easier. Furthermore, this game also encourages peer teaching and learning since it promotes participation and teamwork while students play the game. It is anticipated that the use of this game can alleviate and rejuvenate the learning styles in accounting subject. Since some students have difficulties to understand this subject clearly, hence AccRoBa Game Approach can be the catalyst for the educator to take it as an alternative to mitigate this problem.Keywords: accounting, equation, game, learning, numberPenghasilan permainan “Accounting Royale Balls” (Pendekatan Permainan AccRoBa adalah untuk menyokong persekitaran pembelajaran pelajar universiti dengan mengambil pendekatan 'belajar melalui bermain' ketika proses pembelajaran dan pengajaran. Hal ini kerana, sebahagian pensyarah merasakan bahawa masalah yang paling biasa mengapa pelajar menghadapi kesukaran dalam memahami mata pelajaran perakaunan adalah kerana mereka tidak menguasai persamaan perakaunan terutamanya topik Hasil dan Perbelanjaan. Oleh itu, AccRoBa adalah permainan yang direka khusus untuk membantu pelajar memahami elemen hasil dan perbelanjaan dalam persamaan perakaunan dan membantu mereka untuk lebih memahami topik Kemasukan Jurnal. Untuk itu, kajian ini telah dijalankan di dalam kelas dan disertai oleh 250 mahasiswa yang bukan mengambil subjek Perakaunan sebagai teras. Dalam permainan ini, pemain dikehendaki untuk menentukan kemasukan jurnal dan huraikan sama ada ia adalah hasil atau perbelanjaan melalui transaksi yang tertera pada kad yang diberikan. Hasil daripada kajian ini, kebanyakan responden berpendapat permainan ini memberi manfaat dan boleh digunakan sebagai alat bantu mengajar di dalam kelas. Majoriti responden juga bersetuju bahawa permainan ini boleh membantu pelajar untuk menilai dan mengklasifikasikan aset, liabiliti, pendapatan dan perbelanjaan dengan lebih mudah. Tambahan pula, permainan ini juga menggalakkan pengajaran dan pembelajaran bersama rakan sebaya kerana ia menggalakkan penyertaan dan kerja berpasukan ketika pelajar bermain permainan ini. Dijangkakan bahawa penggunaan permainan ini boleh meringankan dan memberi nafas baharu bagi kaedah pembelajaran dalam mata pelajaran Perakaunan. Oleh kerana sesetengah pelajar mempunyai kesukaran untuk memahami subjek ini dengan jelas. Oleh itu, pendekatan permainan AccRoBa boleh menjadi pemangkin kepada pendidik untuk menjadikan ia sebagai alternatif untuk mengurangkan masalah ini.Kata Kunci: perakaunan, persamaan, permainan, pembelajaran, nomborDownloads
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