Business Game Card Sebagai Inovasi Pembelajaran Kewirausahaan Berbasis Simulasi Bagi Siswa SMA
DOI:
https://doi.org/10.36526/tekiba.v6i3.9483Keywords:
Entrepreneurship, Business Simulation, Game Card, Risk Management, Experential LearningAbstract
Entrepreneurship education at the senior high school (SMA) level has generally remained confined to theoretical instruction combined with product-selling practices such as school selling days or bazaars, leaving students with limited exposure to the uncertainty and risk dynamics that lie at the core of real-world business decision-making. This community service activity aims to introduce a business game card simulation as an alternative learning medium for twelfth-grade students at SMA Dian Harapan, Tangerang. The implementation method comprised initial coordination with the school, development of game scenarios and materials, delivery of training across three progressive sessions (business launch, market shock and pivot, and AI-assisted pitch deck visualization), and post-activity reflective evaluation. The results indicate that this card-based simulation approach helped students understand how to identify and mitigate business risk when confronted with unforeseen events, while also training adaptive thinking (pivoting) and strategic decision-making under resource constraints. This activity produced a more contextual, experience-based entrepreneurship learning model compared with conventional approaches, and holds potential for replication and further development as a sustainable extracurricular activity at the partner school and beyond.
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