Media Accounting Games For Increasing Knowledge Tudents At Dharma Karya Senior High School
DOI:
https://doi.org/10.51601/ijcs.v3i3.213Abstract
Increasing accounting learning in the millennial generation needs to be improved. In the era of advanced 
technology and the rapid development of social media as literacy in understanding new learning methods, it 
needs to be used so that students’ interests and talents can be channeled and improved according to future 
needs and preparations. The current accounting function is not only to record but also to use it. To evaluate 
the non-financial, social, and emotional condition of decision-makers. This is what makes accounting cannot 
be replaced by machines and computers. Therefore, business owners, even as young as high school, need to 
understand accounting so they can make the right business decisions. One way to gain a good understanding 
of accounting is through teaching accounting. This accounting lesson is given by explaining the basic 
concepts and theories of accounting, identifying simple accounting applications that have occurred in 
everyday life with the aim of knowing the importance of accounting records, and explaining accounting 
principles and cycles which are the basis for understanding accounting properly. The purpose of this 
research was carried out based on the results of observations made during the socialization and teaching of 
students to increase knowledge about learning to account with media games and increase the 
entrepreneurial spirit for millennials and generation Z. This observation was carried out in class XII 
students of SMA Dharma Karya. The results obtained are that the millennial and Z generations are currently 
happy with game-based learning because it makes it easier for them to absorb the substance of the learning 
besides that the increase in knowledge about accounting is also increasing, this is evidenced by their being 
more active and comprehensive in solving problems in game-based learning.
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