Inovasi Edukasi Akuntansi Berbasis Gamifikasi: Implementasi Rally Game dan Tricoin hunt untuk Meningkatkan Literasi Siswa SMA

Main Article Content

Ivander Adi Jaya
Nicholas Chang
Luky Patricia Widianingsih

Abstract

Rendahnya literasi akuntansi di kalangan siswa SMA/K (Sekolah Menengah Atas dan Sekolah Menengah Kejuruan) sederajat di Indonesia menjadi permasalahan yang mendesak untuk diatasi, mengingat kesenjangan yang signifikan antara tingkat inklusi keuangan yang tinggi dengan tingkat pemahaman konsep akuntansi dan keuangan dasar yang masih jauh dari memadai di kalangan generasi muda. Metode pembelajaran akuntansi konvensional yang bersifat satu arah dan teoritis terbukti kurang efektif dalam membangun pemahaman yang mendalam serta menumbuhkan minat siswa terhadap akuntansi secara berkelanjutan. Kegiatan pengabdian masyarakat ini bertujuan untuk meningkatkan literasi akuntansi dasar siswa SMA/K melalui pendekatan gamifikasi berbasis game-based learning dalam format kompetisi Run Accounting and Investment (RAISE) 2025 yang diselenggarakan oleh Accounting Student Union, Program Studi Akuntansi Universitas Ciputra Surabaya. Metode yang diterapkan mencakup tahap sosialisasi, pelatihan melalui dua format permainan edukatif yaitu Rally games dan Tricoin hunt. Kegiatan ini diikuti oleh 77 tim siswa SMA/K dari seluruh Indonesia. Hasil menunjukkan bahwa pendekatan gamifikasi berhasil menghadirkan pengalaman belajar akuntansi yang interaktif, kompetitif, dan bermakna, ditandai dengan tingginya antusiasme dan keterlibatan aktif peserta sepanjang kegiatan berlangsung, serta respons positif yang ditunjukkan seluruh peserta termasuk tim yang tidak berhasil lolos ke babak selanjutnya.

Article Details

How to Cite
Jaya, I. A., Chang, N., & Widianingsih, L. P. (2026). Inovasi Edukasi Akuntansi Berbasis Gamifikasi: Implementasi Rally Game dan Tricoin hunt untuk Meningkatkan Literasi Siswa SMA. Jurnal Leverage, Engagement, Empowerment of Community (LeECOM), 8(1), 89–106. https://doi.org/10.37715/leecom.v8i1.6517
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