Adopsi Gamifikasi Pada Mobile Learning Menggunakan Extended Technology Acceptance Model (TAM)
Abstract
Pembelajaran konvensional saat ini mulai bergeser dengan pembelajaran digital atau mobile learning karena dianggap lebih efektif dan interaktif. Gamification memiliki potensi yang besar dalam pembelajaran sebagai pembelajaran yang mengadaptasi permainan (game based learning). Tujuan penelitian ini adalah untuk mengidentifikasi dan mengetahui faktor-faktor yang mempengaruhi seseorang untuk mengadopsi gamifikasi pada mobile learning. Selain itu analisis pada faktor moderasi juga diteliti. Penelitian ini dilakukan pada mahasiswa di perguruan tinggi yang pernah menggunakan gamification pada mobile learning dengan rentang usia 17-25 tahun dengan jumlah responden pada penelitian ini adalah 402 responden. Pada tahap awal penelitian dilakukan pengembangan model teoritis dan penyusunan kuisioner, kemudian prosedur selanjutnya melakukan pemrosesan data dimulai dengan faktor analisis, uji validitas, dan uji reliabilitas. Selanjutnya dilakukan penggambaran model penelitian dengan AMOS dan dilakukan analisis SEM dari model TAM yang diberikan sehingga mendapatkan nilai standardize dan nilai magnitude of effect. Hasil dari penelitian ini terdapat 9 hipotesis yang diterima dan 1 hipotesis yang ditolak. Hipotesis yang ditolak adalah Social Influence terhadap Perceived Usefulness. Dalam pengujian efek moderasi, hasil nilai Pairwise Parameter Comparisons menunjukkan bahwa usia memberikan efek moderasi Perceived Ease of Use, Social Influence dan Perceived Usefulness terhadap hubungannya dengan Intention to Use.
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