Development and Implementation of an Interactive, Project-Based Business Model Canvas (BMC) Learning Medium for the Digital Entrepreneurship Course

Authors

  • Dwi Ringga Edwid Dian Negara Program Studi Pendidikan Ekonomi, Universitas Negeri Jakarta, Jakarta, Indonesia Author
  • Alifah Kusumaningrum Program Studi Pendidikan Ekonomi, Universitas Negeri Jakarta, Jakarta, Indonesia Author
  • Lathiefah Rabbanyah Program Studi Pendidikan Ekonomi, Universitas Negeri Jakarta, Jakarta, Indonesia Author
  • Yeti Lastuti Program Studi Pendidikan Ekonomi, Universitas Negeri Jakarta, Jakarta, Indonesia Author
  • Hanif Afif Naufal Program Studi Pendidikan Ekonomi, Universitas Negeri Jakarta, Jakarta, Indonesia Author
  • Aulia Deva Salsabilla Program Studi Pendidikan Ekonomi, Universitas Negeri Jakarta, Jakarta, Indonesia Author
  • Mutia Hafis Program Studi Pendidikan Ekonomi, Universitas Negeri Jakarta, Jakarta, Indonesia Author

DOI:

https://doi.org/10.70184/r0t7rh97

Keywords:

Business Model Canvas; SMART BMC; digital entrepreneurship; project-based learning; learning media

Abstract

The Business Model Canvas (BMC) is widely used in entrepreneurship education to help students map the nine components of a business model. However, its use remains static and does not fully support the evaluation and improvement of business models. This study aims to develop an interactive, project-based BMC learning medium, namely SMART BMC, for the Digital Entrepreneurship course. The study employs a Research and Development approach by adapting the ADDIE model. The first year focuses on the Analysis, Design, and Development stages. Data were collected through a review of the course syllabus, classroom observations, and a needs assessment questionnaire involving 98 students, and analyzed descriptively. The results showed that 94.9% of students needed a medium to validate their business ideas before completing the BMC, while 93.9% needed a medium that connects theory with real business practices. Based on these needs, SMART BMC was developed by integrating card-based BMC, project scenarios, QR codes, and scoring and feedback mechanisms across the nine BMC elements. This development demonstrates BMC’s potential as an interactive learning medium to support the evaluation and improvement of business models. Implementation and effectiveness testing in the second year are needed to examine its impact on students’ digital entrepreneurship competencies.

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Published

2026-09-03

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