Chau Kien Tsong
Center for Instructional Technology and Multimedia, Universitas Sains Malaysia

Published : 1 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 1 Documents
Search

GAME BASED ENTREPRENEURSHIP LEARNING FOR VOCATIONAL HIGH SCHOOL STUDENTS IN FACING 4.0 INDUSTRY Indra Febrianto; Heny Kusdiyanti; Chau Kien Tsong
Journal of Disruptive Learning Innovation (JODLI) Vol 2, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (409.129 KB) | DOI: 10.17977/um072v2i22021p55-71

Abstract

This study aims to analyze game-based entrepreneurship learning conducted on vocational high school students in facing Industry 4.0. This research used a literature review method with descriptive analysis through the provision of clear, factual, logical, and systematic discussion. This research used content analysis. The results of this study suggest that technology implementation is unquestionably required in the entrepreneurship learning process for the attainment of students' competences in the 4.0 Industry. Those competencies include social skills, one of the cross-functional skills, in the 4.0 Industry era that can be implemented through social entrepreneurship. In addition, game-based learning is effective to be applied to offer new different learning experiences. Those experiences are 1) learning by doing, 2) reflective learning, 3) situated learning, and 4) learning from crises. This learning is an alternative solution to prepare vocational high school students to encounter the 4.0 Industry.