ENTREPRENEURSHIP EDUCATION GAME FOR HIGH SCHOOL STUDENTS BASED ON INDONESIAN NATIONAL WORK COMPETENCY STANDARDS: THE SCENARIO DEVELOPMENT

  • Widyat Nurcahyo, Basuki Wibawa, R Rusmono

Abstract

Entrepreneurship has long been a worldwide concern, as an effort to increase economic and social growth. In 2018 Global Entrepreneurship Development Index (GEDI) data, Indonesia ranked 94th in the world. GEDI measured entrepreneurial scores based on 14 pillars. One of the pillars where Indonesia gets low score was human capital. Education plays a central role in increasing human capital. One of the approaches in entrepreneurship education is to use games. This research aims to develop an entrepreneurship education game for high school students. The game was not intended to generate new ventures, but focused on building students’ entrepreneurial interest and introducing entrepreneurship concept based on 27 industrial entrepreneurship competency units of the Indonesian National Work Competency Standards (SKKNI). The game will be narrative-based, in the form of interactive story with branching paths. This article discussed the initial stage of the game development, specifically scenario development. Narrative inquiry methodology was used through three phases: narrative collection, narrative analysis, and scenario building. Since the initial scenario, it has been revised twice through reviews by participants. The final scenario contains of 22 choices, 61 branches, and 10 endings. This scenario would be used to develop dialogs and scenes in the entrepreneurship game.

Published
2020-03-19
How to Cite
R Rusmono, W. N. B. W. (2020). ENTREPRENEURSHIP EDUCATION GAME FOR HIGH SCHOOL STUDENTS BASED ON INDONESIAN NATIONAL WORK COMPETENCY STANDARDS: THE SCENARIO DEVELOPMENT. International Journal of Advanced Science and Technology, 29(4s), 1589 - 1600. Retrieved from http://sersc.org/journals/index.php/IJAST/article/view/6940