Studi Eksplanasi Metode Gamifikasi Berbasis Experiential Learning di Young Entrepreneur Academy

Robby Wijaya, Widiyanti Widiyanti, Didik Nurhadi

Abstract


Abstract: Young Entrepreneur Academy is one of the non-formal institutions that has succeeded in providing entrepreneurship education and training in Indonesia up to 41 generations since 2007. This study aims to identify and reveal the success, learning experiences and impacts of implementing entrepreneurial learning at YEA using the YEA method. gamification based on experiential learning. This research is descriptive qualitative research with data collection techniques are observation, interviews, and documentation. The results showed that the success of the implementation of learning at YEA was influenced by 3 aspects, namely planning, implementation, and evaluation. In addition, student experience is measured from 3 aspects, namely cognitive, affective, and psychomotor and the impact of alumni consisting of character, social, and economic.

Abstrak: Young Entrepreneur Academy menjadi salah satu Lembaga non formal yang berhasil menyelenggarakan pendidikan dan pelatihan kewiraushaan di Indonesia hingga 41 angkatan sejak tahun 2007. Penelitian ini bertujuan untuk mengetahui dan mengungkap keberhasilan, pengalaman belajar dan dampak dari pelaksanaan pembelajaran kewirausahaan di YEA yang menggunakan metode gamifikasi berbasis experiential learning. Penlitian ini termasuk kedalam penelitian deskriptif kualitatif dengan teknik pengumpulan data adalah observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa keberhasilan penyelenggaran pembelajaran di YEA dipengaruhi oleh tiga aspek, yaitu perencanaan, pelaksanaan, dan evaluasi. Selain itu, pengalaman siswa diukur dari tiga aspek, yaitu kognitif, afektif, dan psikomotorik dan dampak alumni yang terdiri dari karakter, sosial, dan ekonomi.

Keywords


explanatory studies; gamification; experiential learning; studi eksplanasi; gamifikasi; experiential learning

Full Text:

PDF

References


Alma, B. (2011). Kewirausahaan untuk Mahasiswa Umum. Bandung: Alfabeta.

Basri, I. Y., Faiza, D., Nasir, M., & Nasrun, N. (2019). Implementasi Pembelajaran Berbasis Produk Dalam Rangka Menyiapkan Lulusan SMK Menjadi Wirausahawan Muda. INVOTEK: Jurnal Inovasi Vokasional dan Teknologi, 19(1), 43–52. https://doi.org/10.24036/invotek.v19i1.433

Boulven, M. A., Abdullah, S., Bahari, A., Ramli, A. J., Hussin, N. S., Jamaluddin, J., & Ahmad, Z. (2018). Model of Islamic Social Entrepreneurship: A Study on Successful Muslim Social Entrepreneur in Malaysia. MATEC Web of Conferences, 150, 10–13. https://doi.org/10.1051/matecconf/201815005093

Dhahri, S., & Omri, A. (2018). Entrepreneurship Contribution to the Three Pillars of Sustainable Development: What Does The Evidence Really Say? World Development, 106(2018), 64–77. https://doi.org/10.1016/j.worlddev.2018.01.008

Dora, Y. M. (2016). Peran Strategi Pembelajaran Kewirausahaan Dalam Membentuk Jiwa Wirausaha Mahasiswa. Studi pada Mahasiswa Universitas Widyatama Bandung. Proceeding Roundtable for Indonesian Entrepreneurship Education, 1, 330–339.

El-Awad, Z., Gabrielsson, J., & Politis, D. (2017). Entrepreneurial Learning and Innovation: The Critical Role of Team-Level Learning for the Evolution of Innovation Capabilities in Technology-Based Ventures. International Journal of Entrepreneurial Behaviour and Research, 23(3), 381–405. https://doi.org/10.1108/IJEBR-06-2016-0177

Febrianto, I., Kusdiyanti, H., Tsong, C. K., Malang, U. N., & Malang, U. N. (2021). Game Based Entrepreneurship Learning for Vocational High School Students in Facing 4 . 0 Industry. 2(August 2019), 55–71.

Fellnhofer, K. (2018). Game-based Entrepreneurship Education: Impact on Attitudes, Behaviours and Intentions. World Review of Entrepreneurship, Management and Sustainable Development, 14(1–2), 205–228. https://doi.org/10.1504/-WREMSD.¬2018.089066

Fitrianti, L. (2018). Prinsip Kontinuitas dalam Evaluasi Proses Pembelajaran. Jurnal Pendidikan, 10(1), 89–102.

Fox, J., Pittaway, L., & Uzuegbunam, I. (2018). Simulations in Entrepreneurship Education: Serious Games and Learning Through Play. Entrepreneurship Education and Pedagogy, 1(1), 61–89. https://doi.org/10.1177/2515127417737285

Guzmán-Simón, F., García-Jiménez, E., & López-Cobo, I. (2017). Undergraduate students’ perspectives on digital competence and academic literacy in a Spanish University. Computers in Human Behavior, 74, 196–204. https://doi.org/10.¬1016/j.-chb.2017.04.040

Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging Games Help Students Learn: An Empirical Study on Engagement, Flow and Immersion in Game-Based Learning. Computers in Human Behavior, 54, 170–179. https://doi.org/10.1016/j.chb.2015.07.045

Huizenga, J. C., ten Dam, G. T. M., Voogt, J. M., & Admiraal, W. F. (2017). Teacher Perceptions of the Value of Game-Based Learning in Secondary Education. Computers and Education, 110, 105–115. https://doi.org/10.1016/j.compedu.2017.03.008

Kasenda, L. M., Sentinuwo, S., & Tulenan, V. (2016). Sistem Monitoring Kognitif, Afektif dan Psikomotorik Siswa Berbasis Android. Jurnal Teknik Informatika, 9(1). https://doi.org/10.35793/jti.9.1.2016.14808

Kurowska-Pysz, J. (2016). Opportunities for Cross-Border Entrepreneurship Development in a Cluster Model Exemplified by the Polish-Czech Border Region. Sustainability (Switzerland), 8(3). https://doi.org/10.3390/su8030230

Kusdiyanti, H., Putra, K. S., Sopingi, F. I. P., Febrianto, I., & Wijaya, R. (2021, November). Pengembangan Edukit Pendidikan Kewirausahaan Berbasis Gamification untuk Menumbuhkan Jiwa Entrepreneurship Peserta Didik SMA. In Prosiding Seminar Nasional KBK (Vol. 1, No. 4).

Nalyanyal, C., Ndemo, B. and Gathungu, J. (2015). The Significance of Faith Based Enterprises in the Dual Roles of Social Good and Economic Development in Kenya. Management Review International Conference, Pp. 143-155.

Nurseto, T. (2010). Pendidikan Berbasis Entrepreneur. Jurnal Pendidikan Akuntansi Indonesia, 1(4), 53–60.

Palomo-Duarte, M., Berns, A., Cejas, A., Dodero, J. M., Caballero, J. A., & Ruiz-Rube, I. (2016). Assessing Foreign Language Learning through Mobile Game-Based Learning Environments. International Journal of Human Capital and Information Technology Professionals, 7(2), 53–67. https://doi.org/10.4018/IJHCITP.2016040104

Pathak, R. R., Poudel, B. R., & Acharya, P. E. (2018). Social Enterprise and Social Entrepreneurship: Conceptual Clarity and Implication in Nepalese Context. NCC Journal, 3(1), 143–152. https://doi.org/10.3126/nccj.v3i1.20256

Priyambodo, T. K. (2015). Kewirausahaan Technopreneurship untuk Mahasiswa Ilmu-Ilmu Eksakta. Jakarta: Penerbit ANDI.

Wanidison, E., Hatimah, I., & Pramuda, J. R. (2019). A Training Based on Experiential Learning to Create the Entrepreneur-Characterized Youth. Budapest International Research and Critics Institute (BIRCI-Journal) : Humanities and Social Sciences, 2(3), 306–311. https://doi.org/10.33258/birci.v2i3.431

Wijayanti, D. A. (2012). Eksperimentasi Pembelajaran Matematika dengan Strategi Jigsaw dan TAI (Team Assisted Individualization) Ditinjau dari Kemampuan Prasyarat Siswa SMP Negeri 1 Tangen Tahun Ajaran 2011/2012. Disertasi tidak diterbitkan. Universitas Muhammadiyah Surakarta.

Wulansari, R., Rusnayati, H., Saepuzaman, D., Karim, S., & Feranie, S. A. (2019). The Influence of Scientific Creativity and Critical Worksheets (SCCW) on Creative Thinking Skills and Critical Scientific as Well as Students’ Cognitive Abilities on Project-Based Learning Work and Energy Concepts. Journal of Physics: Conference Series, 1280(5). https://doi.org/10.-1088/¬1742-6596/1280/5/052039




DOI: http://dx.doi.org/10.17977/jptpp.v6i7.14933

Refbacks

  • There are currently no refbacks.


Copyright (c) 2022 Robby Wijaya, Widiyanti Widiyanti, Didik Nurhadi

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


JPtpp is accredited “Rank 3” as a scientific journal under the decree of the Directorate General of Research Enhancement and Development, Ministry of Research, Technology, and Higher Education, dated December 7, 2022, No: 225/E/KPT/2022, effective for five years from Volume 7 Issue 8, 2022 until Volume 12 Issue 7, 2027. Link to download


Jurnal Pendidikan: Teori, Penelitian, & Pengembangan

Journal of Education: Theory, Research, and Development

Graduate School Of Universitas Negeri Malang

Lisensi Creative Commons

JPtpp is licensed under Creative Commons Attribution-ShareAlike 4.0 International License