Elementary school students in general are still learning traditionally. Especially elementary school students learn entrepreneurship to train to create value innovations that are valuable independently. However, in this 4.0 era, many elementary students still run entrepreneurship in the traditional way by producing physical works, this is certainly because elementary school students do not experience development with the interference of technology. What should be elementary school students should have started to know technology early on. So, the purpose of this research is to empirically discuss how elementary school students are able to learn entrepreneurship digitally from an early age. With the iLearning method elementary school students are able to develop with a blend of technology 4.0 to create innovative results visually. The presence of the SEP (School Enrichment Program) system which is a bridge for elementary school students in learning entrepreneurship through learning so that they can improve their quality early on. In addition, the gamification techniques that exist in the system make elementary school students significantly more motivated in entrepreneurial learning. The sample data test results show that Cronbach's Alpha 0.702> 0.6 on the SEP system is significantly reliable.
Facing the industrial revolution 4.0 and the challenges of competition that is so swift from within and outside the country such as the MEA (ASEAN Economic Community) requires that the Indonesian generation has the skills in life that must be fostered from an early age, one of which can be through education in schools. So much effort in building students' life skills through the cultivation of character values and entrepreneurial values as an effort to shape the nation's competitiveness and character through learning. This study aims to describe the internalization of entrepreneurial values through the "Market Day" school program in elementary schools as one of the actual conditions of entrepreneurship learning in elementary schools. This research is a qualitative descriptive design with observation, documentation and interviews as research instruments. The subjects of the study were 4A grade students of SDIT Darojatul Ulum Depok. This program is integrated with several subjects including IPS, English and Mathematics. Based on research results, this program is one way to internalize entrepreneurial values that aims to help students have attitudes, knowledge, and skills to act in line with entrepreneurial values. In this program hone students' ability to be independent, creative, risk-taking, action-oriented, leadership, and hard work.
Selama abad terakhir, cara hidup manusia telah mulai melampaui batas-batas biofisik Bumi dengan cara yang mengkhawatirkan. Pengaruh biofisik bumi lebih dramatis dan tahan lama daripada sebelumnya. Banyak peneliti yang berpendapat bahwa umat manusia sudah menciptakan zaman geologi baru, yang mereka sebut Antroposen. Pendidikan, bahkan pada anak usia dini, sering dihadirkan sebagai obat untuk masalah yang kompleks ini. Namun, bagaimana orang bisa mempersiapkan anak kecil untuk menghadapinya dengan perubahan yang luar biasa seperti itu. Tujuan utama dari penelitian ini adalah untuk mendefinisikan dan menguraikan misi pendidikan anak usia dini di zaman Antroposen. Metode penelitian ini menggunakan tinjauan literatur yang komprehensif, yang telah mencoba menemukan jawaban tentang bagaimana Antroposen dapat ditangani di pendidikan anak usia dini. Kami telah mencari jawaban dalam literatur ilmu alam, dokumen kebijakan, artikel penelitian pendidikan dan filsafat, dan mendiskusikan berbagai sudut pandang yang telah kami identifikasi. Kami berpendapat bahwa Antroposen menuntut pendidikan baru yang lebih otentik; perubahan menuju pendekatan yang lebih holistik, transformatif, dan berorientasi pada keberlanjutan. Pada saat yang sama, anak-anak seperti biasa memiliki hak atas masa kanak-kanak yang aman, positif, dan membesarkan hati.
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