EFEKTIVITAS BOARD GAME BUSINESS CRAFT UNTUK MENINGKATKAN INTENSI BERWIRAUSAHA SISWA SMK

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

Item Type: Thesis (S1)
Call Number CD: FP/PSI. 24 001
Call Number: SP/61/24/001
NIM/NIDN Creators: 46119120015
Uncontrolled Keywords: Business craft, Wirausaha, Siswa, Eksperimen
Subjects: 300 Social Science/Ilmu-ilmu Sosial > 370 Education/Pendidikan > 371 Educational Institutions, Schools and Their Activities/Institusi Pendidikan, Sekolah dan Aktifitasnya > 371.8 Students/Siswa, Murid, Pelajar
600 Technology/Teknologi > 650 Management, Public Relations, Business and Auxiliary Service/Manajemen, Hubungan Masyarakat, Bisnis dan Ilmu yang Berkaitan > 650.1-650.9 Standard Subdivisions of Management, Public Relations, Business and Auxiliary Service/Subdivisi Standar Dari Manajemen, Hubungan Masyarakat, Bisnis dan Ilmu yang Berkaitan
600 Technology/Teknologi > 650 Management, Public Relations, Business and Auxiliary Service/Manajemen, Hubungan Masyarakat, Bisnis dan Ilmu yang Berkaitan > 658 General Management/Manajemen Umum > 658.01-658.09 [Management of Enterprises of Specific Sizes, Scopes, Forms; Data Processing]/[Pengelolaan Usaha dengan Ukuran, Lingkup, Bentuk Tertentu; Pengolahan Data] > 658.02 Management of Enterprises of Specific Sizes and Scopes/Pengelolaan Usaha dengan Ukuran dan Lingkup Tertentu
600 Technology/Teknologi > 650 Management, Public Relations, Business and Auxiliary Service/Manajemen, Hubungan Masyarakat, Bisnis dan Ilmu yang Berkaitan > 658 General Management/Manajemen Umum > 658.01-658.09 [Management of Enterprises of Specific Sizes, Scopes, Forms; Data Processing]/[Pengelolaan Usaha dengan Ukuran, Lingkup, Bentuk Tertentu; Pengolahan Data] > 658.04 Management of Enterprises of Specific Forms/Pengelolaan Usaha dengan Bentuk Tertentu > 658.044 Unincorporated Business Enterprises/Badan Usaha Bukan Usaha
700 Arts/Seni, Seni Rupa, Kesenian > 740 Drawing and Decorative Art/Menggambar dan Seni Dekorasi > 745 Decorative Arts/Seni Dekorasi > 745.5 Handicrafts/Kerajinan Tangan, Keterampilan Tangan, Seni Terampil, Seni Kreatif
Divisions: Fakultas Psikologi > Psikologi
Depositing User: khalimah
Date Deposited: 11 Jan 2024 05:04
Last Modified: 11 Jan 2024 05:04
URI: http://repository.mercubuana.ac.id/id/eprint/85253

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