From Question Bank to PEKA Cards: Developing an Educational Game to Train Vocational Students’ Business-Opportunity Sensitivity

Authors

  • Anugrah Sabila Pratiwi Program Studi Pendidikan Kesejahteraan Keluarga, Universitas Negeri Semarang, Semarang, Indonesia, Indonesia Author
  • Sania Dwi Andini Program Studi Pendidikan Kesejahteraan Keluarga, Universitas Negeri Semarang, Semarang, Indonesia, Indonesia Author
  • Diana Pangestututi Program Studi Pendidikan Kesejahteraan Keluarga, Universitas Negeri Semarang, Semarang, Indonesia, Indonesia Author
  • Nabila Husnannisa Program Studi Pendidikan Kesejahteraan Keluarga, Universitas Negeri Semarang, Semarang, Indonesia, Indonesia Author
  • Sita Nurmasitah Program Studi Pendidikan Kesejahteraan Keluarga, Universitas Negeri Semarang, Semarang, Indonesia, Indonesia Author
  • Rina Rachmawati Program Studi Pendidikan Kesejahteraan Keluarga, Universitas Negeri Semarang, Semarang, Indonesia, Indonesia Author
  • Nanik Yulianis SMK Negeri 9 Semarang, Semarang, Indonesia, Indonesia Author
  • Fajar Setyowati SMK Negeri 9 Semarang, Semarang, Indonesia, Indonesia Author

DOI:

https://doi.org/10.15294/jcs.v9i3s.64641

Abstract

PEKA Cards are an educational card-game teaching aid developed as an output of the Lantip (Teacher Professional Practice) program at SMK Negeri 9 Semarang. The media emerged from an evaluation of a previous output, a question bank that was considered static and insufficient for training students to respond sensitively to authentic business situations. Through discussions with the supervising teacher, the question bank was transformed into a case-based card game covering growth mindset, entrepreneurial character, and business opportunities, and was designed as an alternative format for assessment in the Creativity, Innovation, and Entrepreneurship (KIK) subject at vocational high school level. This article describes the development process, including idea generation, content and game-mechanism design, visual design in Canva, production constraints, and an initial classroom try-out. The try-out focused on playability rather than pre–post effectiveness; it revealed the need for clearer rule briefing, detected an item-writing error that was subsequently revised, and informed reprinting at the correct card size. The discussion connects these findings with recent literature on gamification, educational cards, experiential entrepreneurship education, peer assessment, and growth mindset. PEKA Cards show practical promise as a low-technology, case-based assessment medium, while stronger claims require systematic content validation, scoring-reliability checks, and controlled effectiveness studies.

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Published

2026-11-01

Article ID

64641