Puzzle Wira : Sarana Edupreneurship Berbasis Mobile Multimedia Untuk Generasi Alpha di Era Disrupsi Teknologi

Kevin Joan, Tantut Wahyu Setyoko, Habibi Habibi

Abstract


This study aims to offer an interactive entrepreneurship learning model based mobile multimedia for alpha generation. This paper is presented on a conceptual basis from literature study so that there are no statistical tests and empirical studies in its research methods. Data and information obtained from various secondary literature such as government websites, national and international journals, books and proceedings. Then, the data and information obtained are presented descriptively accompanied by an analysis of the results of group discussions with the Multimedia Development Life Cycle (MDLC) as a reference for model development in order to provide scientific studies that can be further developed. The conclusion of this paper is: puzzle wira can support government policy to be able to immediately converge conventional edupreneurship into interactive edupreneurship as early as possible so that the concept of entrepreneurship becomes familiar to the society so that it can spur society to become entrepreneurs as early as possible.

Keywords


Pendidikan Kewirausahaan; Mobile Multimedia; Generasi Alpha; Bonus Demografi

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DOI: http://dx.doi.org/10.29300/ijsse.v2i1.2734

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Indonesian Journal of Social Science Education (IJSSE)
Lantai 2 Fakultas Tarbiyah dan Tadris
Institut Agama Islam Negeri Bengkulu
Jl. Raden Fatah Kel. Pagar Dewa Kec. Selebar Kota Bengkulu

P-ISSN 2655-6588
E-ISSN 2655-6278

jurnal_jpipsi@iainbengkulu.ac.id

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.