Learning achievement towards teaching with simulation games in the subject of innovation and business entrepreneurship
Keywords:
learning achievement, simulation games, innovation and business entrepreneurshipAbstract
The objective of the research was to compare students' academic achievement and satisfaction with teaching using simulation games and lectures in the subjects of innovation and business entrepreneurship. It is research in a laboratory with a predetermined experimenter. The sample group was second-year students in the Faculty of Management Science, Management major. The sample consisted of 15 control groups and 15 experimental groups, with one group learning in lectures and the other group using simulation games. Data were analyzed using descriptive statistics, including mean and standard deviation, and inferential statistics, including comparing means (Paired t-test) and comparing the differences between the two groups (Independent Sample t-test).
The results of the research found that using simulation games in teaching innovation and business entrepreneurship subjects helped students have better learning achievement than lectures at the significance level of 0.05, and the students were satisfied with the teaching by simulation games rather than lectures.
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