Journal
Entrepreneurial BMC Game: Developing High School Students' Numeracy Literacy Mastery
Dinamika Pendidikan · Vol. 20 No. 1 (2025) · pp. 136–147
ISSN 2502-5074, 1907-3720
Published 2025-08-02
Publisher Economics Education Department Universitas Negeri Semarang
Language eng
Abstract
This study aims to test the effectiveness of the Entrepreneurial Business Model Canvas (BMC) Game in improving the numeracy literacy skills of high school students in red-ranked schools in Kediri City. Using a pseudo-experimental method with a one-group pre-test-post-test design on a small-scale trial (20 students of Sultan Agung High School) and a post-test-only design with a non-equivalent group on a large-scale trial (39 students of Al Anwar High School), the research applied a game that integrates entrepreneurial concepts with numeracy literacy. Data analysis using Paired t-test for small scale and independent t-test for large scale showed significant improvement in students' numeracy and literacy skills (p<0.05). On a small scale, the average score increased from 77.10 to 79.25, while on a large scale, the experimental group achieved an average of 79.38 compared to 77.00 for the control group. The Entrepreneurial BMC Game is proven effective in helping students develop their numeracy-based financial data analysis, business projection, and decision-making skills through collaborative and contextual learning. It offers an interesting and applicable alternative numeracy learning solution. Pedagogically, the game fosters active student engagement and enhances higher-order thinking by linking abstract numeracy concepts with real-world entrepreneurial contexts.
Collaboration network of the authors
7 authors ·
12 co-authorship links
· 1 across different organisations
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Universitas Nusantara PGRI Kediri State University of Malang Affiliation unknown
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Metadata source: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/DP/oai, first harvested 5 Nov 2026, last seen 8 Nov 2026.
Original metadata (oai_dc)
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<dc:title xml:lang="en">Entrepreneurial BMC Game: Developing High School Students' Numeracy Literacy Mastery</dc:title>
<dc:creator xml:lang="en">Prastyaningtyas, Efa Wahyu </dc:creator>
<dc:creator xml:lang="en">Wulansari, Widi </dc:creator>
<dc:creator xml:lang="en">Irmayanti, Elis </dc:creator>
<dc:subject xml:lang="en">Business Model Canvas</dc:subject>
<dc:subject xml:lang="en">Digital Pedagogy</dc:subject>
<dc:subject xml:lang="en">Educational Game</dc:subject>
<dc:subject xml:lang="en">Entrepreneurship </dc:subject>
<dc:subject xml:lang="en">Game-based Learning</dc:subject>
<dc:subject xml:lang="en">Numeracy Literacy</dc:subject>
<dc:description xml:lang="en">This study aims to test the effectiveness of the Entrepreneurial Business Model Canvas (BMC) Game in improving the numeracy literacy skills of high school students in red-ranked schools in Kediri City. Using a pseudo-experimental method with a one-group pre-test-post-test design on a small-scale trial (20 students of Sultan Agung High School) and a post-test-only design with a non-equivalent group on a large-scale trial (39 students of Al Anwar High School), the research applied a game that integrates entrepreneurial concepts with numeracy literacy. Data analysis using Paired t-test for small scale and independent t-test for large scale showed significant improvement in students' numeracy and literacy skills (p&lt;0.05). On a small scale, the average score increased from 77.10 to 79.25, while on a large scale, the experimental group achieved an average of 79.38 compared to 77.00 for the control group. The Entrepreneurial BMC Game is proven effective in helping students develop their numeracy-based financial data analysis, business projection, and decision-making skills through collaborative and contextual learning. It offers an interesting and applicable alternative numeracy learning solution. Pedagogically, the game fosters active student engagement and enhances higher-order thinking by linking abstract numeracy concepts with real-world entrepreneurial contexts.</dc:description>
<dc:publisher xml:lang="en">Economics Education Department Universitas Negeri Semarang</dc:publisher>
<dc:date>2025-08-02</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/DP/article/view/24326</dc:identifier>
<dc:identifier>10.15294/dp.v20i1.24326</dc:identifier>
<dc:source xml:lang="en">Dinamika Pendidikan; Vol. 20 No. 1 (2025); 136-147</dc:source>
<dc:source>2502-5074</dc:source>
<dc:source>1907-3720</dc:source>
<dc:source>10.15294/dp.v20i1</dc:source>
<dc:language>eng</dc:language>
<dc:relation>https://journal.unnes.ac.id/journals/DP/article/view/24326/5434</dc:relation>
<dc:rights xml:lang="en">Copyright (c) 2025 Dinamika Pendidikan</dc:rights>
</oai_dc:dc>
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Cite this article
APA 7
Prastyaningtyas, E. W., Wulansari, W., & Irmayanti, E. (2025). Entrepreneurial BMC Game: Developing High School Students' Numeracy Literacy Mastery. Dinamika Pendidikan, 20(1), 136–147. https://doi.org/10.15294/dp.v20i1.24326
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IEEE
E. W. Prastyaningtyas, W. Wulansari, and E. Irmayanti, “Entrepreneurial BMC Game: Developing High School Students' Numeracy Literacy Mastery,” Dinamika Pendidikan, vol. 20, no. 1, pp. 136–147, 2025, doi: 10.15294/dp.v20i1.24326.
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