Implementation of Game-Based Learning Using Classcraft in Spreadsheet Instruction to Enhance Collaboration Among Accounting Vocational High School Students
Implementation of Game-Based Learning Using Classcraft in Spreadsheet Instruction to Enhance Collaboration Among Accounting Vocational High School Students
R. Wahyuni
TLDR
Findings suggest that Classcraft is an effective, innovative tool for promoting collaboration in technical subjects like Spreadsheet learning.
Abstract
This study evaluates the effectiveness of Game-Based Learning using the Classcraft platform in enhancing students’ collaboration skills in Spreadsheet learning at Accounting Vocational Schools. The main issue addressed is the low student participation and collaboration in a subject often seen as technical and monotonous. Employing Kemmis and McTaggart’s Classroom Action Research model, the study was conducted over two cycles involving class X students at SMK Muhammadiyah 3 Singosari. Data were gathered through observation, questionnaires, tests, and documentation. Results showed an increase in collaboration skills from 64% (“sufficient”) in cycle I to 82% (“good”) in cycle II. Student learning completion also rose from 57% to 89%. Classcraft successfully fostered positive group interdependence, motivation, and engagement. These findings suggest that Classcraft is an effective, innovative tool for promoting collaboration in technical subjects like Spreadsheet learning.
