Development of Entrepreneurial BMC (Business Model Canvas) Game to Improve Numeracy Literacy of High School Students

This research is motivated by several high school level schools in Kediri city there are still those who get a red report card, based on data from the Kediri City Education Office in 2024 SMA Sultan Agung and SMA Al Anwar is one of them. The purpose of this study was to determine the feasibility of entrepreneurial BMC games to improve literacy and numeracy in students. The research method used is development research (Research and Development / R&D), with the Borg and Gall model. Where the development stages carried out are Information Gathering, Planning, Model Development, Limited Group Trial, Product Revision, and Finalization. The results showed that the BMC game was effective in deepening students' understanding of entrepreneurship and improving their numeracy literacy. Students responded positively to the use of the game as a learning method, felt more interested and motivated to learn entrepreneurship, and were able to apply the concepts learned in a real-world context. In addition, the game also helps develop students' skills in decision-making, problem-solving and collaboration. Overall, the development of this BMC game contributes significantly to improving students' numeracy literacy in high school and can be an innovative and fun learning alternative in entrepreneurship education. Keywords: BMC Game; Entrepreneurship; Literacy; Numeracy

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Publication Details

Journal
International Journal of Research and Review
Published
2025-03-27
DOI
https://doi.org/10.52403/ijrr.20250333
Primary Topic
Mathematics Education and Pedagogy
Type
article
Field-Weighted Citation Impact
0.00
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article

Development of Entrepreneurial BMC (Business Model Canvas) Game to Improve Numeracy Literacy of High School Students

Efa Wahyu Prastyaningtyas, Widi Wulansari, Sendy Rizki Yoga Pratama, Zainal Arifin et al.
International Journal of Research and Review
Mathematics Education and Pedagogy
article

Development of Entrepreneurial BMC (Business Model Canvas) Game to Improve Numeracy Literacy of High School Students

Efa Wahyu Prastyaningtyas, Widi Wulansari, Sendy Rizki Yoga Pratama, Zainal Arifin, Riska Dwi Rohmatika
article en

Abstract

This research is motivated by several high school level schools in Kediri city there are still those who get a red report card, based on data from the Kediri City Education Office in 2024 SMA Sultan Agung and SMA Al Anwar is one of them. The purpose of this study was to determine the feasibility of entrepreneurial BMC games to improve literacy and numeracy in students. The research method used is development research (Research and Development / R&D), with the Borg and Gall model. Where the development stages carried out are Information Gathering, Planning, Model Development, Limited Group Trial, Product Revision, and Finalization. The results showed that the BMC game was effective in deepening students' understanding of entrepreneurship and improving their numeracy literacy. Students responded positively to the use of the game as a learning method, felt more interested and motivated to learn entrepreneurship, and were able to apply the concepts learned in a real-world context. In addition, the game also helps develop students' skills in decision-making, problem-solving and collaboration. Overall, the development of this BMC game contributes significantly to improving students' numeracy literacy in high school and can be an innovative and fun learning alternative in entrepreneurship education. Keywords: BMC Game; Entrepreneurship; Literacy; Numeracy

International Journal of Research and ReviewVol. 12(3)
Universitas PGRI Semarang (ID)
Openalex Percentile: Top 91%
Mathematics Education and Pedagogy
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