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OPTIMIZING ENTREPRENEURSHIP PRACTICE THROUGH THE DEVELOPMENT OF A GAME SIMULATOR TO ENHANCE STUDENTS' ENTREPRENEURIAL SKILLS

Journal of School Empowerment and Partnership · Vol. 1 No. 1 (2026) · hlm. 33–40

DOI
10.15294/josepart.v1i1.58149
Terbit
2026-06-30
Penerbit
Journal of School Empowerment and Partnership
Bahasa
eng

Abstrak

The development of Entrepreneurship Skills in Vocational High Schools should be based on the skills possessed by graduates in accordance with their fields. The current problem is, entrepreneurship teachers do not always provide entrepreneurial practices or classroom learning based on the skills being studied by students. This Community Service aims to optimize thematic entrepreneurship learning practices based on student skills in order to more optimally produce vocational high school graduates with an entrepreneurial spirit based on the skills they have. The use of the BMC Simulator Game as a tool for optimizing thematic entrepreneurship learning is an original idea from the Semarang State University Community Service team to assist teachers in solving problems in entrepreneurship learning practices in Vocational High Schools. Community Service will be implemented at SMK Nurul Barki Boarding School. It is hoped that the implementation of this community service will produce output in the form of innovative and creative learning based on the use of interactive game media, as well as the emergence of thematic entrepreneurial initiatives from vocational school students. The targeted outputs are Copyright of the game created by the community service team and BMC Simulator Game user guidebook

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  • State University of Semarang
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  • Organisasi berbeda
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Rekan penulisOrganisasiArtikel bersama
Lola Kurnia PitalokaAfiliasi tidak diketahui4
Kardoyo KardoyoAfiliasi tidak diketahui2
Indri MurniawatyAfiliasi tidak diketahui1
Nurul Aisah Lancar SariAfiliasi tidak diketahui1
Harnanik HarnanikAfiliasi tidak diketahui1
St. Sunarto St. SunartoAfiliasi tidak diketahui1
Suprapti SupraptiAfiliasi tidak diketahui1
Evita Septiana Tyas UtamiAfiliasi tidak diketahui1
Inaya Sari MelatiState University of Semarang1
KusumantoroAfiliasi tidak diketahui1
Asep Purwo Yudi UtomoAfiliasi tidak diketahui1
Siti Hadiati NugrainiAfiliasi tidak diketahui1
Hanum Sa’ada FidaroeniAfiliasi tidak diketahui1
Salsabila Budi UtamiAfiliasi tidak diketahui1
Widya PranantaAfiliasi tidak diketahui1
Dorojatun PrihandonoAfiliasi tidak diketahui1
Bogy FebriatmokoAfiliasi tidak diketahui1
Nanang Dwi PraatmanaAfiliasi tidak diketahui1
Tubagus FahmiAfiliasi tidak diketahui1
kris Brantas AbiprayuAfiliasi tidak diketahui1
Ascariena RafindaAfiliasi tidak diketahui1

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Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/josepart/oai, pertama di-harvest 6 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">OPTIMIZING ENTREPRENEURSHIP PRACTICE THROUGH THE DEVELOPMENT OF A GAME SIMULATOR TO ENHANCE STUDENTS' ENTREPRENEURIAL SKILLS</dc:title>
	<dc:creator xml:lang="en">Feriady, Muhammad</dc:creator>
	<dc:creator xml:lang="en">Nina Farliana</dc:creator>
	<dc:creator xml:lang="en">Bayu Wiratama</dc:creator>
	<dc:subject xml:lang="en">Game Simulator</dc:subject>
	<dc:subject xml:lang="en">Vocational High School</dc:subject>
	<dc:subject xml:lang="en">Creativity</dc:subject>
	<dc:subject xml:lang="en">Entrepreneurship Education</dc:subject>
	<dc:description xml:lang="en">The development of Entrepreneurship Skills in Vocational High Schools should be based on the skills possessed by graduates in accordance with their fields. The current problem is, entrepreneurship teachers do not always provide entrepreneurial practices or classroom learning based on the skills being studied by students. This Community Service aims to optimize thematic entrepreneurship learning practices based on student skills in order to more optimally produce vocational high school graduates with an entrepreneurial spirit based on the skills they have. The use of the BMC Simulator Game as a tool for optimizing thematic entrepreneurship learning is an original idea from the Semarang State University Community Service team to assist teachers in solving problems in entrepreneurship learning practices in Vocational High Schools. Community Service will be implemented at SMK Nurul Barki Boarding School. It is hoped that the implementation of this community service will produce output in the form of innovative and creative learning based on the use of interactive game media, as well as the emergence of thematic entrepreneurial initiatives from vocational school students. The targeted outputs are  Copyright of the game created by the community service team and BMC Simulator Game user guidebook</dc:description>
	<dc:publisher xml:lang="en">Journal of School Empowerment and Partnership</dc:publisher>
	<dc:date>2026-06-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/journals/josepart/article/view/58149</dc:identifier>
	<dc:identifier>10.15294/josepart.v1i1.58149</dc:identifier>
	<dc:source xml:lang="en">Journal of School Empowerment and Partnership; Vol. 1 No. 1 (2026): Josepart; 33-40</dc:source>
	<dc:source>10.15294/josepart.v1i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/journals/josepart/article/view/58149/10497</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2026 Journal of School Empowerment and Partnership</dc:rights>
</oai_dc:dc>