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Journal : Dinamika Pendidikan

Increasing Students' Entrepreneurial Intentions Through Experiential Learning-Based Entrepreneurship Textbook Development Prastyaningtyas, Efa Wahyu; Wulansari, Widi; Irmayanti, Elis; Sardanto, Rino
Dinamika Pendidikan Vol. 19 No. 2 (2024): Dinamika Pendidikan
Publisher : Economics Education Department Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/dp.v19i2.4707

Abstract

Implementing entrepreneurship learning requires direct experience, not only theoretical, but must also be integrated with learning in the field. Many methods are used in learning, one of which is the experiential learning method. This research produces a product in the form of an entrepreneurship textbook based on experiential learning. The aim of this research is to develop an entrepreneurship textbook based on experiential learning to increase students' entrepreneurial intentions. The type of research used is RnD (Research and Development) with the ADDIE model. The subjects of this research were Economic Education students at Nusantara University PGRI Kediri. Data analysis uses designs including One group pretest posttest design. The results of this research indicate that textbooks are suitable for use so that they can be used by students in learning entrepreneurship, and the use of books among students provides positive and significant results in increasing entrepreneurial intentions.
Entrepreneurial BMC Game: Developing High School Students' Numeracy Literacy Mastery Prastyaningtyas, Efa Wahyu; Wulansari, Widi; Irmayanti, Elis
Dinamika Pendidikan Vol. 20 No. 1 (2025): Dinamika Pendidikan
Publisher : Economics Education Department Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/dp.v20i1.24326

Abstract

This study aims to test the effectiveness of the Entrepreneurial Business Model Canvas (BMC) Game in improving the numeracy literacy skills of high school students in red-ranked schools in Kediri City. Using a pseudo-experimental method with a one-group pre-test-post-test design on a small-scale trial (20 students of Sultan Agung High School) and a post-test-only design with a non-equivalent group on a large-scale trial (39 students of Al Anwar High School), the research applied a game that integrates entrepreneurial concepts with numeracy literacy. Data analysis using Paired t-test for small scale and independent t-test for large scale showed significant improvement in students' numeracy and literacy skills (p<0.05). On a small scale, the average score increased from 77.10 to 79.25, while on a large scale, the experimental group achieved an average of 79.38 compared to 77.00 for the control group. The Entrepreneurial BMC Game is proven effective in helping students develop their numeracy-based financial data analysis, business projection, and decision-making skills through collaborative and contextual learning. It offers an interesting and applicable alternative numeracy learning solution. Pedagogically, the game fosters active student engagement and enhances higher-order thinking by linking abstract numeracy concepts with real-world entrepreneurial contexts.