scholarly journals Entrepreneurship Game Apps to Enhancement Student Skill Thinking Analytic in Class Online

Author(s):  
Heri Pratikto ◽  
Rizal Hanafiya ◽  
Muhammad Ashar ◽  
Muhammad Iqbal Akbar ◽  
Yudi Tri Harsono

The use of educational entrepreneurship game apps as a medium for an online class for students to improve analytical skills regarding business processes. Learning that is only through gamification in game learning. This learning is carried out on a number of students who have the ability to play games well. There is also a desire to study business without using entrepreneurship textbooks as the object of this study. Game-based mobile apps development using entrepreneurial learning materials such as laundry and beverage sales is designed using the Design Thinking Process method. With a game prototype made according to the real market location and market potential which is quite profitable. Determination of initial capital is very important in this educational game to successfully play the game until the final level. (there are 5 trial levels). The results obtained from this gameplay show an increase in entrepreneurial analysis in students with the ability to answer post-test questions well with an average of 88.2 percent with an average game time of 42.8 minutes per level

2021 ◽  
Vol 11 (4) ◽  
pp. 72-89
Author(s):  
Mirela Gutica ◽  
Stephen Petrina

Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an animated monkey. Fifteen students (seven boys and eight girls) from grades six and seven participated in this quasi-experimental study (pretest, intervention, post-test, followed by post-questionnaire and interview). This research presents a detailed analysis of students' subjective reactions with respect to Heroes of Math Island and to the underlying mathematics content, their learning gains and emotions triggered during gameplay, and design issues resulting from the evaluation of the game and of its emotional agent. The findings from this study inform how ALTs and educational games can be designed in order to be effective and provide emotional engagement, enjoyment, and learning.


2020 ◽  
Vol 1 (1) ◽  
pp. 82-86
Author(s):  
Arif Sugiono

SMK Industri Kreatif (Dahulu SMKN 5 Bandar Lampung), setiap tahunnya meluluskan tenaga terampil di bidang industri kreatif, khususnya sub sektor kriya. Namun, pada umumnya, setelah lulus para lulusannya masih berorientasi pada job seeker, dan mengalami kegagalan pada saat memulai sebuah usaha. Di sisi lain, jumlah start up entrepreneur di bidang Industri Kreatif di Indonesia pada umumnya, dan Kota Bandar Lampung pada khususnya masih kekurangan. Berangkat dari kondisi tersebut, maka pelatihan tentang start up entrepreneur dan design thinking dalam memulai bisnis menjadi penting dan relevan untuk dilakukan di SMK Industri Kreatif, khususnya siswa kelas XII. Metode yang digunakan adalah diskusi, ceramah dan membahas kasus-kasus yang menarik, tentang start up entrepreneur. Dengan diadakannya pelatihan ini, diharapkan akan terbentuk motivasi yang kuat untuk menjadi seorang yang merintis sebuah bisnis baru / startup entrepreneur; pemahaman design thinking yang baik dan benar tentang bagaimana mendirikan dan menjadi start up entrepreneur di industri kreatif dan mendesain model bisnis start up yang baik. Setelah dilakukan kegiatan pengabdian dengan metode diatas, hasil pre-test dan post-test menunjukkan adanya peningkatan pemahaman peserta pelatihan tentang materi pelatihan.


2017 ◽  
Vol 2 (1) ◽  
pp. 93
Author(s):  
Dhia Ayu Sabrina Soewandi

Implementation of business education in the world of education is very important. However, many theories and teaching monotonous nature led to the knowledge of the business is difficult to be well understood. Thus, to introduce supply chain management as the business processes of an enterprise, it takes a learning method that is more innovative and creative as well as promoting business practices. One method of teaching that can address these problems is with education game business simulation genre. Chocorillo: The Lost Recipes is an educational game that teaches the business of business learning, especially concerning supply chain management which is packed with gameplay that is fun and exciting game story. This game there are 29 characters that the player can interact with them, doing quests from them, and resolve social problems that occur. The creation of this work is expected to generate business educational game that can provide learning effects without compromising the beauty aspect of the graphics so players do not get bored easily in use.Keywords: Android, game edukasi, bisnis, unity, supply chain management. AbstrakPenerapan pendidikan bisnis dalam dunia pendidikan merupakan hal yang sangat penting. Akan tetapi, banyaknya teori dan sifat pengajaran yang monoton menyebabkan pengetahuan akan bisnis sulit untuk dipahami dengan baik. Dengan demikian, untuk memperkenalkan supply chain management sebagai proses bisnis suatu perusahaan, dibutuhkan sebuah metode pembelajaran yang lebih inovatif dan kreatif serta mengedepankan praktik dalam bisnis. Salah satu metode pengajaran yang dapat menjawab permasalahan tersebut adalah dengan game edukasi bisnis bergenre simulasi. Chocorillo: The Lost Recipes merupakan game edukasi bisnis yang mengajarkan pembelajaran bisnis khususnya tentang supply chain management yang dikemas dengan gameplay yang menyenangkan dan game story yang menarik. Game ini terdapat 29 karakter yang pemain dapat berinteraksi dengan mereka, mengerjakan quest dari mereka, dan menyelesaikan permasalahan sosial yang terjadi. Penciptaan karya ini diharapkan dapat menghasilkan game edukasi bisnis yang dapat memberikan efek pembelajaran tanpa mengurangi aspek keindahan grafis sehingga pemain tidak mudah bosan dalam menggunakannya.Kata kunci: Android, game edukasi, bisnis, unity, supply chain management 


2019 ◽  
Vol 7 (1) ◽  
pp. 25
Author(s):  
Sabaruddin Sabaruddin

Mathematical analytics Important, analytical skills When students are able to understand analysis in physics learning, students will be able to answer questions with questions that are different from the examples given by the teacher. The aim of studying the increased thinking of participants in cognitive taxonomy analysis in Newton's law materials was approved using problem solving learning models. Hypothesis testing is done by comparing the average value of the ability of the initial test (pre-test) and the average ability of the final test (post-test) of students. The process of testing the hypothesis will test the normality and homogeneity test as a requirement to use parametric statistics, namely by using the t-test. Based on the results of the study obtained a value of tcount (8.25) and ttable value at dk = 42 with a 95% confidence level obtained at 2.02. This shows that tcount> t table. So can it be concluded that the expansion of students' thinking analysis ideas on cognitive taxonomy in the legal material used uses problem solving learning models.


2021 ◽  
Vol 4 (2) ◽  
pp. 307
Author(s):  
Rina Yuliana Pratama

When explaining the material, the teacher only uses blackboard learning media and is monotonous. This has an impact on student learning outcomes are low. This study aims to analyze the effectiveness of the Quizizz Game learning media in increasing enthusiasm and learning outcomes. This type of research is classroom action research. The research subjects were fourth-grade students with 23 students. The data in this study were obtained through pretest, post-test questions contained in the Quizizz Game application from observations and documentation. The instruments used to collect data are questionnaires and tests. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results of the study were that students obtained a percentage of learning completeness of 43.47%. After being given action I, the average score was 72, with a learning completeness percentage of 60.86% in Cycle I. In Cycle II, the average score increased to 85 with a learning completeness percentage of 95.65%. From the analysis above, it can be concluded that the application of the Quizizz Game learning media can increase students' interest and learning achievement. This research implies that teachers can use the application of the Quizizz Game learning media to increase student interest and learning outcomes.


Author(s):  
Duygu Mutlu-Bayraktar ◽  
Ozgur Yilmaz

The aim of this study was to investigate the effects of kinesthetic educational game on students' mental computation speed and achievement. The participants were 63 students. The working group was divided into two separate groups as experimental and control groups. The pre-test developed by the researchers was applied to measure prior knowledge of the students in the beginning of the experimental process. In the following eight weeks, computer-based and kinesthetic educational games were applied to the experimental and control group. During playing the games, number of correct answers and completion time were recorded and the post-test was applied. According to results, the mathematical performance and mental computation speed of the experimental group is higher than the performance and speed of the control group. When the findings about the game completion time of experimental group evaluated, the time of the first game is longer than the time of the last game. And also, the scores of the last game is higher than the scores of the first game.


2017 ◽  
Vol 23 (3) ◽  
pp. 645-670 ◽  
Author(s):  
Sune Dueholm Müller ◽  
Preben Jensen

Purpose The development within storage and processing technologies combined with the growing collection of data has created opportunities for companies to create value through the application of big data. The purpose of this paper is to focus on how small and medium-sized companies in Denmark are using big data to create value. Design/methodology/approach The research is based on a literature review and on data collected from 457 Danish companies through an online survey. The paper looks at big data from the perspective of SMEs in order to answer the following research question: to what extent does the application of big data create value for small and medium-sized companies. Findings The findings show clear links between the application of big data and value creation. The analysis also shows that the value created through big data does not arise from data or technology alone but is dependent on the organizational context and managerial action. A holistic perspective on big data is advocated, not only focusing on the capture, storage, and analysis of data, but also leadership through goal setting and alignment of business strategies and goals, IT capabilities, and analytical skills. Managers are advised to communicate the business value of big data, adapt business processes to data-driven business opportunities, and in general act on the basis of data. Originality/value The paper provides researchers and practitioners with empirically based insights into how the application of big data creates value for SMEs.


Author(s):  
Andy Rachman ◽  
Mochamad Yuliadi Purwanto ◽  
Hendro Nugroho

Indonesia is one of the developing countries with the world's most abundant fruit and vegetable production. Indonesia is supported by geographical conditions that have two seasons, namely summer and rainy season. This condition causes fruits and vegetables to flourish in Indonesia. Fruit is a healthy food source for humans. Fruit is very beneficial for humans and contains lots of vitamins. The introduction of fruit benefits must be started early on from children. From the results of the pre-test, it found that there were still 32% of elementary school students who knew of the vitamins contained in the fruit. To overcome this, researchers made an educational game application for the introduction of fruit and vitamins based on Android. From the results of the post-test, 72% of students understood the type of vitamin on the fruit. From the results of this post-test, the application developed can help improve children's abilities by 39% from the prior state. In terms of application usability, get an average rating of 82%. Appraisal of application the five factors: understandability, learnability, operability, attractiveness, and usability compliance with the percentage values of 81%, 77%, 76%, 84%, and 93% respectively.


RENOTE ◽  
2018 ◽  
Vol 15 (2) ◽  
Author(s):  
Gabriela Trindade Perry ◽  
Marcelo Leandro Eichler

This paper presents the results of a comparison study of the learning outcomes of two versions of the same educational game about periodic properties of chemical elements, called Xe nubi. Our aim was to test C lark's "method- not- media" hypothesis, which predicts there will be no difference in student performance if the method of instruction is the same, regardless of media types. This study took place in a public technical school in southern Brazil and sought differences in pre-test and post-test scores between groups that played Xenubi as printed cards or on the computer. The results point to no significant difference between the two groups, although there was difference in the pre and post-test, indicating the game was effective. This is a confirmation of C lark's hypothesis.


Sign in / Sign up

Export Citation Format

Share Document