ARYADI, MUHAMAD DANI (2024) EFEKTIVITAS BOARD GAME BUSINESS CRAFT UNTUK MENINGKATKAN INTENSI BERWIRAUSAHA SISWA SMK. S1 thesis, Universitas Mercu Buana Jakarta.
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Abstract
This research aims to determine the effectiveness of the Board Game Business Craft in enhancing entrepreneurial intentions among vocational high school students. The study employs an experimental design known as the Pre-test Post-test Control Group Design. Hypothesis testing involves paired sample t-test and independent sample t-test, with data analysis conducted descriptively. Due to research limitations, the control group only underwent pre-test without any intervention, followed by post-test. Based on the results of the paired sample t-test, a significance value of 0.000 < 0.05 was obtained, indicating a significant difference in entrepreneurial intentions within the experimental group before and after playing the Board Game Business Craft. The independent sample t-test yielded a significance value of 0.000 < 0.05, signifying a significant difference in entrepreneurial intentions between the control group, which did not play the Board Game Business Craft, and the experimental group that did. In conclusion, based on the conducted t-test, it can be inferred that the Board Game Business Craft effectively enhances entrepreneurial intentions among vocational high school students. Keywords: Business craft, Entrepreneur, Student, Experiment Penelitian ini bertujuan untuk mengetahui efektivitas board game business craft untuk meningkatkan intensi berwirausaha siswa SMK. Penelitian ini menggunakan desain jenis eksperimental yaitu Pre-test Post-test Control Group Design. Uji hipotesis menggunakan uji paired sample t-test dan uji independent sample t-test. Analisis data dilakukan secara deskriptif. Karena keterbatasan penelitian, kelompok kontrol hanya diberikan pre-test tanpa intervensi dan juga post-test. Berdasarkan hasil uji paired sample t-test diperoleh nilai signifikasi sebesar 0,000 < 0,05 yang berarti terdapat perbedaan yang signifikan terkait intensi berwirausaha kelompok eksperimen sebelum dan sesudah memainkan board game business craft. Berdasarkan uji independent sample t-test diperoleh nilai signifikasi sebesar 0,000 < 0,05 yang berarti terdapat perbedaan yang signifikan terkait intensi berwirausaha kelompok kontrol yang tidak memainkan board game business craft dengan kelompok eksperimen yang memainkan board game business craft. Berdasarkan hasil uji t-test yang telah dilakukan, dapat ditarik kesimpulan bahwa board game business craft efektif meningkatkan intensi berwirausaha siswa SMK. Kata Kunci: Business craft, Wirausaha, Siswa, Eksperimen
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