Game-Based Learning for Entrepreneurship in Vocational Education to Face 4.0 Industry Revolution
Published 21-10-2024
Keywords
- Entrepreneurship Education; ,
- Fourth Industrial Revolution,
- Game-Based Learning,
- Vocational Students
Copyright (c) 2024 Robby Wijaya, Eddy Sudaji, Widiyanti, Indra Febrianto
This work is licensed under a Creative Commons Attribution 4.0 International License.
Abstract
Vocational High Schools in Indonesia have the highest unemployment rate among educational levels. Therefore, this education level implements PKK course within their curriculum. However, the current PKK learning process has not yet produced students with ability to create their own job opportunities. This article aims to provide innovative policy directions for vocational high school graduates who have traditionally been trained and designed to become skilled laborers for industries. The writing method employed is a literature review with content analysis as an analysis technique. The findings indicate that the integration of technology is essential in the entrepreneurship learning process to achieve student competencies in the era of the Fourth Industrial Revolution. These competencies also include social skills, which are part of the cross-functional skills necessary for the Fourth Industrial Revolution and can be implemented through social entrepreneurship. Game-based learning is also effective in providing various new experiences during the learning process. These experiences include: 1) learning by doing, 2) reflective learning, 3) situated learning, and 4) learning from crises. This approach serves as an alternative solution to prepare vocational students for the challenges of the Fourth Industrial Revolution.