Main Article Content
Abstract
Purpose: This Community Service Activity (PKM) was initiated in response to high school students’ limited understanding of the procedural aspects of journalizing transactions for trading companies. The program aims to enhance students’ conceptual understanding and journaling skills through an interactive, gamification-based learning approach and to increase their motivation to learn accounting.
Method: The PKM was held at SMA Negeri 2 Jakarta on May 6, 2026, for 90 minutes, targeting 27 eleventh-grade students majoring in Economics and Accounting. The intervention was conducted through interactive lectures, discussions, case studies of trading company transactions, exercises in perpetual-system journalizing, and gamified quizzes. Evaluation was carried out using observation and a Likert-scale questionnaire.
Results and Discussion: Before the intervention, most participants did not understand the differences between the accounting practices of service and merchandising companies, nor were they familiar with the journalizing procedures of the perpetual inventory system. The program was implemented in stages, beginning with an assessment of participants’ prior knowledge and concluding with an evaluation of their learning. The results showed an increase in students’ understanding, participation, and interest in accounting.
Implications: This program helps improve the quality of accounting education in schools and can be replicated to cover a broader range of topics through ongoing support.
Keywords
Article Details

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References
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- Agung, I., Budiartha, P. G., & Jayanti, N. (2023). Pelatihan Bahasa Inggris dengan Metode Gamifikasi di SD Sathya Sai Denpasar. Martabe: Jurnal Pengabdian Kepada Masyarakat, 6(12), 4536–4542. https://doi.org/10.31604/jpm.v6i12.4536-4542
- Amutuhaire, T. (2023). Higher education and social responsibility: a proposal for internationalization of university—community engagements; perspectives from Uganda. SN Social Sciences, 3(9), 161. https://doi.org/10.1007/s43545-023-00751-2
- Atrill, P., & McLaney, E. J. (2006). Accounting and finance for non-specialists. Pearson Education.
- Bekoe, R. A., Owusu, G. M. Y., Ofori, C. G., Essel-Anderson, A., & Welbeck, E. E. (2018). Attitudes towards accounting and intention to major in accounting: a logistic regression analysis. Journal of Accounting in Emerging Economies, 8(4), 459–475. https://doi.org/10.1108/JAEE-01-2018-0006
- Bergdahl, N., Bond, M., Sjöberg, J., Dougherty, M., & Oxley, E. (2024). Unpacking student engagement in higher education learning analytics: a systematic review. International Journal of Educational Technology in Higher Education, 21(1), 63. https://doi.org/10.1186/s41239-024-00493-y
- Carlon, S., McAlpine, R., Lee, C., Mitrione, L., Bayne, L., Kirk, N., & Wong, L. (2025). Financial accounting: Reporting, analysis and decision making. John Wiley & Sons.
- Damodaran, A. (2024). The little book of valuation: How to value a company, pick a stock, and profit. John Wiley & Sons.
- Dehghanzadeh, H., Farrokhnia, M., Dehghanzadeh, H., Taghipour, K., & Noroozi, O. (2024). Using gamification to support learning in K‐12 education: A systematic literature review. British Journal of Educational Technology, 55(1), 34–70. https://doi.org/10.1111/bjet.13335
- Désiron, J. C., Schmitz, M.-L., & Petko, D. (2025). Teachers as Creators of Digital Multimedia Learning Materials: Are they Aligned with Multimedia Learning Principles. Technology, Knowledge and Learning, 30(2), 637–653. https://doi.org/10.1007/s10758-024-09770-1
- Dewi, R. M., Kurnianingtyas, C. D., & Putri, I. S. (2024). Gamifikasi Gamifikasi dalam Pendampingan Belajar Mata Pelajaran Matematika:-. Prosiding Seminar Nasional Penelitian Dan Pengabdian Kepada Masyarakat, 2(1), 252–257. https://doi.org/10.24002/senapas.v2i1.9285
- Etyarisky, V., & Marsigit, M. (2022). The effectiveness of interactive learning multimedia with a contextual approach to student’s understanding mathematical concepts. Al-Ishlah: Jurnal Pendidikan, 14(3), 3101–3110. https://doi.org/10.35445/alishlah.v14i3.941
- Hao, T., Winn, J. G., & Qiang, Q. (2024). Unlocking potential: Systematic review the use of gamification in leadership curriculum. Education and Information Technologies, 29(10), 12305–12346. https://doi.org/10.1007/s10639-023-12332-0
- Hong, Y., Saab, N., & Admiraal, W. (2024). Approaches and game elements used to tailor digital gamification for learning: A systematic literature review. Computers & Education, 212, 105000. https://doi.org/https://doi.org/10.1016/j.compedu.2024.105000
- Ikhtiari, K., Muslim, M., & Nurfadila, N. (2024). Improving MSME Accounting Financial Recording Skills Based on Android Applications. Advances in Community Services Research, 2(2 SE-Articles), 62–73. https://doi.org/10.60079/acsr.v2i2.137
- Khaldi, A., Bouzidi, R., & Nader, F. (2023). Gamification of e-learning in higher education: a systematic literature review. Smart Learning Environments, 10(1), 10. https://doi.org/10.1186/s40561-023-00227-z
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- Lestari, M., & Wijoyo, A. (2025). Penerapan Gamifikasi Sebagai Inovasi Pembelajaran untuk Materi Pengenalan Akuntansi dalam Implementasi Program MBKM: Asistensi Mengajar di SMA Budi Mulia Bogor. Jurnal Pengabdian Masyarakat Bangsa, 3(10), 5268–5274. https://doi.org/10.59837/jpmba.v3i10.3508
- Mansyur, A., Aminah, S., & Nurcaya, N. (2024). Beyond Traditional Teaching: The Role of Digital Media in Modern Education. Proceeding of International Conference on Educational Governance, Policy, and Leadership (ICEGPL), 1(1), 92–99. https://journal.umkendari.ac.id/ICEGPL/article/view/666
- Mthembu, Z., Mogaka, J. J. O., & Chimbari, M. J. (2023). Community engagement processes in low- and middle-income countries health research settings: a systematic review of the literature. BMC Health Services Research, 23(1), 457. https://doi.org/10.1186/s12913-023-09466-9
- Muslim, M., Sonjaya, Y., & Prasetianingrum, S. (2025). Community Accounting School: Basic accounting training for administrators of cooperatives, foundations and community organizations. Advances in Community Services Research, 3(2 SE-Articles), 50–62. https://doi.org/10.60079/acsr.v3i2.628
- Nekky Rahmiyati, M. M. (2025). Siklus Akuntansi: Menyusun Neraca Saldo Dan Laporan Keuangan Dengan Akurat. PT. Nawala Gama Education.
- Novita, M. (2025). Integrasi Service Learning (SL) dan Pemberdayaan Komunitas untuk Akselerasi SDGS: Model Partisipatif dari Perguruan Tinggi Islam di Indonesia. Bakti Tunas Husada Conference Series, 3(1), 327–334. https://www.ejurnal.universitas-bth.ac.id/index.php/conference/article/view/1859
- Rebele, J. E., & St. Pierre, E. K. (2019). A commentary on learning objectives for accounting education programs: The importance of soft skills and technical knowledge. Journal of Accounting Education, 48, 71–79. https://doi.org/https://doi.org/10.1016/j.jaccedu.2019.07.002
- Reeve, J. M., Warren, C. S., Duchac, J. E., Wahyuni, E. T., Soepriyanto, G., Jusuf, A. A., & Djakman, C. D. (2009). Pengantar Akuntansi Adaptasi Indonesia. Jakarta: Salemba Empat.
- Rinaldi, M., Rahayu, R., Ilham, I., & Harfiani, H. (2024). Pengantar Akuntansi: Pendekatan Siklus Akuntansi. PT. Sonpedia Publishing Indonesia.
- Sartika, S. B., Suyidno, & Akbar Wiguna. (2024). The Analysis of Students Needed in Digital Teaching Media. JTP - Jurnal Teknologi Pendidikan, 26(1), 44–62. https://doi.org/10.21009/jtp.v26i1.40737
- Sawitri, J. I., Sekali, T. N. B. K., Barus, C. M. B., Sahara, R. A., & Budi, V. C. (2024). Meningkatkan kualitas pembelajaran dengan menggunakan media pembelajaran interaktif. POTENSI: Jurnal Pengabdian Kepada Masyarakat, 1(4), 96–102. https://doi.org/10.61689/potensi.v1i4.17
- Srimuliyani, S. (2023). Menggunakan teknik gamifikasi untuk meningkatkan pembelajaran dan keterlibatan siswa di kelas. EDUCARE: Jurnal Pendidikan Dan Kesehatan, 1(1), 29–35. https://doi.org/10.70437/jedu.v1i1.2
- Staneviciene, E., & Žekienė, G. (2025). The Use of Multimedia in the Teaching and Learning Process of Higher Education: A Systematic Review. Sustainability, 17(19), 8859. https://doi.org/10.3390/su17198859
- Sun, L., Kangas, M., Ruokamo, H., & Siklander, S. (2023). A systematic literature review of teacher scaffolding in game-based learning in primary education. Educational Research Review, 40, 100546. https://doi.org/https://doi.org/10.1016/j.edurev.2023.100546
- Sun, L., Ruokamo, H., Siklander, P., Li, B., & Devlin, K. (2021). Primary school students’ perceptions of scaffolding in digital game-based learning in mathematics. Learning, Culture and Social Interaction, 28, 100457. https://doi.org/https://doi.org/10.1016/j.lcsi.2020.100457
- Triantafyllou, S. A., Georgiadis, C., & Sapounidis, T. (2025). Gamification in education and training: A literature review. International Review of Education, 71(3), 483–517. https://doi.org/10.1007/s11159-024-10111-8
- Vázquez-Parra, J. C., Amézquita-Zamora, J. A., & Ramírez-Montoya, M. S. (2021). Student perception of their knowledge of social entrepreneurship: gender gap and disciplinary analysis of an Ashoka Changemaker campus in Latin America. Journal of Applied Research in Higher Education, 14(3), 1224–1241. https://doi.org/10.1108/JARHE-02-2021-0067
- Weygandt, J. J., Kimmel, P. D., & Kieso, D. E. (2019). Financial accounting. John Wiley & Sons.
- Zubaidah, S., Fatmawati, A., Mahanal, S., & Sutopo, S. (2023). Representation skills of students with different ability levels when learning using the LCMR model. Pegem Journal of Education and Instruction, 13(1), 177–192. https://doi.org/10.47750/pegegog.13.01.20
References
Abdullah, M. N., & Tussadia, N. H. (2025). Analisis Penggunaan Multimedia Berbasis Game Edukatif terhadap Peningkatan Keterlibatan dan Motivasi Belajar Siswa di Sekolah Dasar. At-Tasyrih: Jurnal Pendidikan Dan Hukum Islam, 11(2), 328–338.
Aghni, R. I. (2018). Fungsi dan jenis media pembelajaran dalam pembelajaran akuntansi. Jurnal Pendidikan Akuntansi Indonesia, 16(1), 98–107. https://doi.org/10.21831/jpai.v16i1.20173
Agung, I., Budiartha, P. G., & Jayanti, N. (2023). Pelatihan Bahasa Inggris dengan Metode Gamifikasi di SD Sathya Sai Denpasar. Martabe: Jurnal Pengabdian Kepada Masyarakat, 6(12), 4536–4542. https://doi.org/10.31604/jpm.v6i12.4536-4542
Amutuhaire, T. (2023). Higher education and social responsibility: a proposal for internationalization of university—community engagements; perspectives from Uganda. SN Social Sciences, 3(9), 161. https://doi.org/10.1007/s43545-023-00751-2
Atrill, P., & McLaney, E. J. (2006). Accounting and finance for non-specialists. Pearson Education.
Bekoe, R. A., Owusu, G. M. Y., Ofori, C. G., Essel-Anderson, A., & Welbeck, E. E. (2018). Attitudes towards accounting and intention to major in accounting: a logistic regression analysis. Journal of Accounting in Emerging Economies, 8(4), 459–475. https://doi.org/10.1108/JAEE-01-2018-0006
Bergdahl, N., Bond, M., Sjöberg, J., Dougherty, M., & Oxley, E. (2024). Unpacking student engagement in higher education learning analytics: a systematic review. International Journal of Educational Technology in Higher Education, 21(1), 63. https://doi.org/10.1186/s41239-024-00493-y
Carlon, S., McAlpine, R., Lee, C., Mitrione, L., Bayne, L., Kirk, N., & Wong, L. (2025). Financial accounting: Reporting, analysis and decision making. John Wiley & Sons.
Damodaran, A. (2024). The little book of valuation: How to value a company, pick a stock, and profit. John Wiley & Sons.
Dehghanzadeh, H., Farrokhnia, M., Dehghanzadeh, H., Taghipour, K., & Noroozi, O. (2024). Using gamification to support learning in K‐12 education: A systematic literature review. British Journal of Educational Technology, 55(1), 34–70. https://doi.org/10.1111/bjet.13335
Désiron, J. C., Schmitz, M.-L., & Petko, D. (2025). Teachers as Creators of Digital Multimedia Learning Materials: Are they Aligned with Multimedia Learning Principles. Technology, Knowledge and Learning, 30(2), 637–653. https://doi.org/10.1007/s10758-024-09770-1
Dewi, R. M., Kurnianingtyas, C. D., & Putri, I. S. (2024). Gamifikasi Gamifikasi dalam Pendampingan Belajar Mata Pelajaran Matematika:-. Prosiding Seminar Nasional Penelitian Dan Pengabdian Kepada Masyarakat, 2(1), 252–257. https://doi.org/10.24002/senapas.v2i1.9285
Etyarisky, V., & Marsigit, M. (2022). The effectiveness of interactive learning multimedia with a contextual approach to student’s understanding mathematical concepts. Al-Ishlah: Jurnal Pendidikan, 14(3), 3101–3110. https://doi.org/10.35445/alishlah.v14i3.941
Hao, T., Winn, J. G., & Qiang, Q. (2024). Unlocking potential: Systematic review the use of gamification in leadership curriculum. Education and Information Technologies, 29(10), 12305–12346. https://doi.org/10.1007/s10639-023-12332-0
Hong, Y., Saab, N., & Admiraal, W. (2024). Approaches and game elements used to tailor digital gamification for learning: A systematic literature review. Computers & Education, 212, 105000. https://doi.org/https://doi.org/10.1016/j.compedu.2024.105000
Ikhtiari, K., Muslim, M., & Nurfadila, N. (2024). Improving MSME Accounting Financial Recording Skills Based on Android Applications. Advances in Community Services Research, 2(2 SE-Articles), 62–73. https://doi.org/10.60079/acsr.v2i2.137
Khaldi, A., Bouzidi, R., & Nader, F. (2023). Gamification of e-learning in higher education: a systematic literature review. Smart Learning Environments, 10(1), 10. https://doi.org/10.1186/s40561-023-00227-z
Kieso, D. E., Weygandt, J. J., Warfield, T. D., Wiecek, I. M., & McConomy, B. J. (2019). Intermediate Accounting, Volume 2. John wiley & sons.
Kristianti, T., Oktaviansyah, A. R., & Putri, F. A. (2023). Implementation of Service-Learning Method As the Impactful Learning Strategy in Basic Education. As-Sidanah: Jurnal Pengabdian Masyarakat, 5(2), 328–341. https://doi.org/10.35316/assidanah.v5i2.328-341
Lestari, M., & Wijoyo, A. (2025). Penerapan Gamifikasi Sebagai Inovasi Pembelajaran untuk Materi Pengenalan Akuntansi dalam Implementasi Program MBKM: Asistensi Mengajar di SMA Budi Mulia Bogor. Jurnal Pengabdian Masyarakat Bangsa, 3(10), 5268–5274. https://doi.org/10.59837/jpmba.v3i10.3508
Mansyur, A., Aminah, S., & Nurcaya, N. (2024). Beyond Traditional Teaching: The Role of Digital Media in Modern Education. Proceeding of International Conference on Educational Governance, Policy, and Leadership (ICEGPL), 1(1), 92–99. https://journal.umkendari.ac.id/ICEGPL/article/view/666
Mthembu, Z., Mogaka, J. J. O., & Chimbari, M. J. (2023). Community engagement processes in low- and middle-income countries health research settings: a systematic review of the literature. BMC Health Services Research, 23(1), 457. https://doi.org/10.1186/s12913-023-09466-9
Muslim, M., Sonjaya, Y., & Prasetianingrum, S. (2025). Community Accounting School: Basic accounting training for administrators of cooperatives, foundations and community organizations. Advances in Community Services Research, 3(2 SE-Articles), 50–62. https://doi.org/10.60079/acsr.v3i2.628
Nekky Rahmiyati, M. M. (2025). Siklus Akuntansi: Menyusun Neraca Saldo Dan Laporan Keuangan Dengan Akurat. PT. Nawala Gama Education.
Novita, M. (2025). Integrasi Service Learning (SL) dan Pemberdayaan Komunitas untuk Akselerasi SDGS: Model Partisipatif dari Perguruan Tinggi Islam di Indonesia. Bakti Tunas Husada Conference Series, 3(1), 327–334. https://www.ejurnal.universitas-bth.ac.id/index.php/conference/article/view/1859
Rebele, J. E., & St. Pierre, E. K. (2019). A commentary on learning objectives for accounting education programs: The importance of soft skills and technical knowledge. Journal of Accounting Education, 48, 71–79. https://doi.org/https://doi.org/10.1016/j.jaccedu.2019.07.002
Reeve, J. M., Warren, C. S., Duchac, J. E., Wahyuni, E. T., Soepriyanto, G., Jusuf, A. A., & Djakman, C. D. (2009). Pengantar Akuntansi Adaptasi Indonesia. Jakarta: Salemba Empat.
Rinaldi, M., Rahayu, R., Ilham, I., & Harfiani, H. (2024). Pengantar Akuntansi: Pendekatan Siklus Akuntansi. PT. Sonpedia Publishing Indonesia.
Sartika, S. B., Suyidno, & Akbar Wiguna. (2024). The Analysis of Students Needed in Digital Teaching Media. JTP - Jurnal Teknologi Pendidikan, 26(1), 44–62. https://doi.org/10.21009/jtp.v26i1.40737
Sawitri, J. I., Sekali, T. N. B. K., Barus, C. M. B., Sahara, R. A., & Budi, V. C. (2024). Meningkatkan kualitas pembelajaran dengan menggunakan media pembelajaran interaktif. POTENSI: Jurnal Pengabdian Kepada Masyarakat, 1(4), 96–102. https://doi.org/10.61689/potensi.v1i4.17
Srimuliyani, S. (2023). Menggunakan teknik gamifikasi untuk meningkatkan pembelajaran dan keterlibatan siswa di kelas. EDUCARE: Jurnal Pendidikan Dan Kesehatan, 1(1), 29–35. https://doi.org/10.70437/jedu.v1i1.2
Staneviciene, E., & Žekienė, G. (2025). The Use of Multimedia in the Teaching and Learning Process of Higher Education: A Systematic Review. Sustainability, 17(19), 8859. https://doi.org/10.3390/su17198859
Sun, L., Kangas, M., Ruokamo, H., & Siklander, S. (2023). A systematic literature review of teacher scaffolding in game-based learning in primary education. Educational Research Review, 40, 100546. https://doi.org/https://doi.org/10.1016/j.edurev.2023.100546
Sun, L., Ruokamo, H., Siklander, P., Li, B., & Devlin, K. (2021). Primary school students’ perceptions of scaffolding in digital game-based learning in mathematics. Learning, Culture and Social Interaction, 28, 100457. https://doi.org/https://doi.org/10.1016/j.lcsi.2020.100457
Triantafyllou, S. A., Georgiadis, C., & Sapounidis, T. (2025). Gamification in education and training: A literature review. International Review of Education, 71(3), 483–517. https://doi.org/10.1007/s11159-024-10111-8
Vázquez-Parra, J. C., Amézquita-Zamora, J. A., & Ramírez-Montoya, M. S. (2021). Student perception of their knowledge of social entrepreneurship: gender gap and disciplinary analysis of an Ashoka Changemaker campus in Latin America. Journal of Applied Research in Higher Education, 14(3), 1224–1241. https://doi.org/10.1108/JARHE-02-2021-0067
Weygandt, J. J., Kimmel, P. D., & Kieso, D. E. (2019). Financial accounting. John Wiley & Sons.
Zubaidah, S., Fatmawati, A., Mahanal, S., & Sutopo, S. (2023). Representation skills of students with different ability levels when learning using the LCMR model. Pegem Journal of Education and Instruction, 13(1), 177–192. https://doi.org/10.47750/pegegog.13.01.20