The Development of Cost Accounting Learning Media based on
Android
Haikal Rahman
1
, Dedy Husrizal Syah
2
, La Ane
2
and OK Sofyan Hidayat
2
1
Department of Civil Engineering, Universitas Negeri Medan, Medan –Indonesia
2
Department of Accounting, Universitas Negeri Medan, Medan –Indonesia
Keywords: Media Learning, Cost Accounting, Android
Abstract: This study aims (1) to develop cost accounting learning media based on android; (2) to test the feasibility
level of developed learning media based on validation/assessment from a team of experts and students; and
(3) to test the effect of developed learning media towards academic performance. Validation was carried out
by the Lecturer Team and tested to 50 students from the Department of Accounting - State University of
Medan in 2018. The study results revealed that the validation aspect toward material and media are
categorized as Very Good (VG) with values that are (80.56%) and (83,89%) respectively. The content
enclosed in the learning media include: (1) cost accounting basic concept ; (2) order price content; (3)
process cost content, (4) overhead & raw costs content, (5) standard price content, and (6) exercise and
examinations content. Learning media products are in the form of an android application (apk). Validation
and product trials result show that the learning media is suitable for use in cost accounting learning. The
field trials results also showed that instructional media had an influence on improving academic
performance, especially accounting courses in the form of learning motivation and cognitive learning
outcomes.
1 INTRODUCTION
This study aims (1) to develop cost accounting
learning media based on android; (2) to test the
feasibility level of developed learning media based
on validation/assessment from a team of experts and
students; and (3) to test the effect of developed
learning media towards academic performance.
Validation was carried out by the Lecturer Team and
tested to 50 students from the Department of
Accounting - State University of Medan in 2018.
The study results revealed that the validation aspect
toward material and media are categorized as Very
Good (VG) with values that are (80.56%) and
(83,89%) respectively. The content enclosed in the
learning media include: (1) cost accounting basic
concept ; (2) order price content; (3) process cost
content, (4) overhead & raw costs content, (5)
standard price content, and (6) exercise and
examinations content. Learning media products are
in the form of an android application (apk).
Validation and product trials result show that the
learning media is suitable for use in cost accounting
learning. The field trials results also showed that
instructional media had an influence on improving
academic performance, especially accounting
courses in the form of learning motivation and
cognitive learning outcomes.
2 THEORICAL FRAMEWORK
2.1. Learning Media Concepts.
In terms of language, according to Arsyad (2013:3)
media comes from the Latin is medius, which
literally means 'middle', 'intermediary'. While
according to Heinich, et al (1982) in Arsyad
(2013:3) explained that the medium term as an
intermediary that transmits information between
source and receiver. The definition of the term
emphasizes the media as an intermediary. The media
serves to link information from one party to the
other.
Rahman, H., Syah, D., Ane, L. and Hidayat, O.
The Development of Cost Accounting Learning Media based on Android.
DOI: 10.5220/0009493502350239
In Proceedings of the 1st Unimed International Conference on Economics Education and Social Science (UNICEES 2018), pages 235-239
ISBN: 978-989-758-432-9
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
235
Sudjana and Rival (2013:2) said that the medium
of learning can improve student learning outcomes,
such as: (1) Learning process will attract more
attention so as to motivate students to learn; (2) The
study materials will be quite vague so that it can be
understood by students, and allow students to master
learning goals better;(3) The method of teaching will
be more varied, not merely verbal narrative through
the narrative of words by the teacher. So students do
not get bored, and teachers do not run out of steam,
especially when teachers teach for every lesson; (4)
Students learn a lot more activities, because not only
listen to the description of the teacher, but also other
activities such as observing, doing, demonstrating,
and others.
Hamalik (1986) in Arsyad (2013:19) argues that
the use of instructional media in teaching and
learning can stimulate desire and interest. It can
escalate the motivation and stimulation of learning
activities and even bring psychological effects on
students. Furthermore, Levie & Lentz (1982) in
Arsyad (2013:20) argues that there are four
functions of instructional media :(1) the function of
attention; (2) affective function; (3) cognitive
function; (4) compensatory function. The function of
attention is the media's ability to boost students'
attention to learning. Affective function is the ability
to be seen and enjoyed by students when studying.
Cognitive function can be obtained throughout
findings on information from the media. And
compensatory functions provide context to help
students understand the material.
2.2. Android Concepts
Sugeng Purwantoro, Heni Rahmawati and Achmad
Thermizi (2013:177) say "Android is a software
which is used in mobile devices that includes an
operating system, middleware and core
applications". Android according to Wikipedia
(2018) is an operating system for smartphones and
tablets. The operating system can be illustrated as a
bridge between the device and the user, so the user
can interact with his device and run applications that
are available.
The Android operating system is open source so
that programmers flocked to create applications or
modify this system. The programmer has a huge
opportunity to be involved in developing Android
apps, hence its open source. Most of the applications
available at the Google Play Store are free and some
are paid.
3 RESEARCH METHOD
This study is a research and development that seeks
to produce and test the effectiveness of the product
(Sugiyono, 2010). The development model used in
this study is an adaptation of the Borg and Gall
model (1983, pp. 589-594). The results of the model
adaptation region contribute to the five stages of
development:(1) the collection of information; (2)
the planning of products; (3) product development;
(4) validation of the product and (5) evaluation of
the product.
Time and Place
This study was conducted in the Department of
Accounting, State University of Medan (UNIMED) .
All stages of evaluation, individual testing, limited
testing, and field trials were conducted from July
until November 2018.
The study consisted of media validation subjects
and trial subjects. Media validation subjects include
two experts: (1) content experts and (2) media
experts. Product testing used field trials. Subject
field trials are students who take courses in Cost
Accounting that consist 50 students.
Procedures and Data Collection Techniques
This research was conducted with 5-step adaptation
of the development model of the Borg and Gall
(1983, pp. 589-594). Steps taken in this study,
namely (1) the collection of information (literature
studies, field surveys, needs analysis, curriculum
analysis), (2) planning product (making flowchart,
storyboard, script material, evaluation questions, as
well as collecting images, sounds, and music), (3)
product development, (4) validation of products
(subject matter experts, media experts, and (5)
evaluation of the product (field trial).
Collecting data in this study uses instrument
validation of media and instrument testing. The
media validation instrument consists of (1) sheet
media validation for instructional media experts and
(2) sheet material validation for subject matter
experts.
Testing instruments is a sheet quality assessment
of student learning media (used in field trials).
Instrument validation and assessment instruments
adapted from Anggraeni & Kustijono (2013, pp. 14-
15).
UNICEES 2018 - Unimed International Conference on Economics Education and Social Science
236
4 ANALYSIS
The collection of information was done to collect the
data as a first step in development. The information
collection consists of literature studies, field surveys,
needs analysis, and the analysis of the curriculum.
Based on the results of literature study, it is known
that an increase in academic performance can be
helped with the use of media that attract and support
learning. Learning media can be designed according
to the latest information technology developments in
order to be attractive and easier for educators and
learners to access learning materials.
Based on the results of the field survey, it can be
concluded that learning process with the use of
Android Based learning media towards Cost
Accounting subject can be implemented in the
Department of Accounting-UNIMED. This type of
media is expected to facilitate student learning.
Learning media may contain explanations and
evaluation materials are packaged in a form to boost
attractiveness.
The material published in this media is about the
basic concepts of accounting, order cost method, the
method of main cost process, the standard main cost,
variable costs and raw materials.
Product planning is done by making the design
of products in the form of flowcharts and
storyboards. The Flowchart illustrates the navigation
flow in operating the learning media on Android
devices. The storyboard describes the arrangement
of images, text, effects, animation and other
components on the screen display of instructional
media.
Instructional media products are developed by
using rapid application development (RAD) which
was invented by the Massachusetts Institute of
Technology. This RAD is called MIT App Inventor
2 with Thunkable. The graphic design process is
assisted by Corel PhotoImpact. The output of
products (apk) can be installed and opened on any
Android device that is suitable for the minimum
system requirement.
5 RESULTS AND DISCUSSIONS
The product of the development is the form of Cost
Accounting instructional media that can be operated
on Android devices. The application consist:(1).
Menu I provide the Basic Concepts of Cost
Accounting content;( 2). Menu II provide the Main
Cost of Goods Orders content; (3) Menu III
elaborate the Cost of Process content; (4) Menu IV
elaborate the Overhead Cost & Raw Materials
content; (5) Menu V elaborate the Standard Main
Cost content; and (6) Menu VI cover the Exercise
and Exam content. The main menu display can be
seen in Figure 1 below.
Figure 1: The Main Menu Display
Exercise and Exam menu contains exercises that are
packed in the form of multiple choice questions.
Before users continue to follow the exercises, the
user must log in first to enter the students’ number
and the name that will be used in this session. Test
access menu displays can be seen in Figure 2 below.
Figure 2:Test access menu displays
Product validation is done by two experts, material
and media experts. The product validation is done by
using a media assessment instrument that has been
validated by a validator instrument of research
The Development of Cost Accounting Learning Media based on Android
237
content and construction. The following tabulation is
the results of the assessment of media experts.
Table 1: Tabulation Of Votes Material Experts
No Aspect
Sum
of
each
aspect
Max
score
% Criteria
1
Clarity of learning
objectives
16 20 80 Good
2 Material relevance 87 100 87 Good
3 Evaluation/excercise 48 60 80 Good
Total
151
Maximal Score
180
Percentage
83,89
Criteria
Good
The material aspects developed in learning media
were assessed at the validation phase consisted of
the learning aspect and the aspect of learning
materials were presented in Table 2.
Table 2: Tabulation Assessment Of Media Experts
No Aspect
Sum
of
each
aspect
Max
score
% Criteria
1
Software
engineering
53 60 88,33 Good
2
Visual
communication
92 120 76,77 Good
Total
145
Maximal Score
180
Percentage
80,56
Criteria
Good
6 CONCLUSIONS
Android-based instructional media development on
the subject of Cost Accounting has successfully
developed. With the use of MIT App Inventor 2
application, Thunkable and assisted by other
programs such as Corel Photoimpact, it produced a
more attractive multimedia display that can be
operated on student android phones.
The feasibility of developing android based
learning media, based on the assessment by media
experts and content experts, revealed percentage
scores from media experts with 80.56%, and 83.89%
from content experts. These numbers are in a very
feasible category. Therefore, the development of
Android-based learning media is eligible to be media
learning and resources for independent learning.
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