Vina Annisa Sofyan
Universitas Negeri Makassar

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Self-Efficacy over Trust: Rethinking Sustainable AI Use among University Students Vina Annisa Sofyan; Mustari S. Lamada; Sanatang; Shabrina Syntha Dewi; Muh. Akbar
Journal of Vocational, Informatics and Computer Education Vol 4, No 2 (2026): June 2026
Publisher : Academic Bright Collaboration

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66053/voice.v4i1.402

Abstract

Purpose – Artificial intelligence (AI) is increasingly embedded in higher education, yet sustained use remains insufficiently explained by adoption-centered models that primarily emphasize direct effects.This study examines continuous AI use among university students by integrating perceived enjoyment, effort expectancy, trust in artificial intelligence, and AI self-efficacy within a parallel-mediation framework. Methods – A quantitative cross-sectional design was employed involving 247 undergraduate students who reported varying levels of AI use in academic contexts. Data were collected through an online questionnaire and analyzed using partial least squares structural equation modeling (PLS-SEM) to assess direct and indirect relationships. Findings – Perceived enjoyment (β = 0.386) and effort expectancy (β = 0.363) significantly predicted continuous AI use, with perceived enjoyment showing the stronger direct effect. AI self-efficacy significantly mediated both relationships, particularly the effect of effort expectancy (β = 0.297). By contrast, trust significantly mediated only the perceived enjoyment pathway (β = 0.196), while its mediating role in the effort expectancy pathway was not supported under the conventional significance criterion. Research Implications -The study suggests that higher education institutions should strengthen students’ AI self-efficacy while designing AI-supported learning environments that are both intuitive and engaging. Originality - The study contributes to post-adoption AI research by clarifying the relative mediating roles of self-efficacy and trust, highlighting that AI self-efficacy is a more robust mechanism than trust in sustaining AI use among university students.
Design of Website-Based Bugis Waterpark Adventure Tourism Information System Using Agile Method: BugisGo Vina Annisa Sofyan; Muhammad Iqram; Nur Amalia Ramadhan; Izzaturrahman; Pramudya Asoka Syukur
Indonesian Technology and Education Journal Vol 3 No 2 (2025) : August
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Bugis Waterpark Adventure in Makassar faces challenges in promotional outreach and information accessibility due to the absence of a professionally designed web-based information system. This research aims to design and develop a web-based tourist information system, BugisGo, to improve accessibility and visitor experience. The system was developed using the Agile method, which involves the stages of system planning, requirements analysis, system design, implementation, and iterative testing. BugisGo successfully implemented key features such as online ticket booking, payment system, and visitor feedback. Black-box and white-box testing showed that the system functions properly and securely. The Agile development process allows for flexibility and continuous improvement based on user feedback, increasing visitor satisfaction and operational efficiency. The BugisGo system successfully improved accessibility and visitor experience, but further research is needed for performance testing under high load conditions and mobile application integration.
Fear of Cyberattacks and Measure Efficacy among Students in Higher Education: The Sequential Roles of Perceived Severity and Perceived Vulnerability Vina Annisa Sofyan; Khaira Ummah; Mushaf
Information Technology Education Journal Vol. 5, No. 1, February (2026)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/vgpe6v78

Abstract

Purpose – This study examines the effect of fear of cyberattacks on measure efficacy among students in higher education and investigates the sequential roles of perceived severity and perceived vulnerability. Design/methods/approach – A quantitative approach was employed using an online survey of 203 university students selected through purposive sampling. Data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). Findings – The results show that fear of cyberattacks significantly influences perceived severity (β = 0.754, t = 13.487, p < 0.001), perceived severity significantly influences perceived vulnerability (β = 0.295, t = 4.374, p < 0.001), and perceived vulnerability significantly influences measure efficacy (β = 0.310, t = 4.613, p < 0.001). In addition, perceived vulnerability significantly mediates the relationship between perceived severity and measure efficacy (β = 0.091, t = 2.469, p = 0.014), while perceived severity and perceived vulnerability jointly mediate the relationship between fear of cyberattacks and measure efficacy (β = 0.069, t = 2.189, p = 0.029). Research implications/limitations – The study is limited by its cross-sectional design, self-reported responses, and focus on university students. However, the findings suggest that cybersecurity education in higher education should strengthen students’ understanding of threat severity and personal vulnerability to improve protective efficacy. Originality/value – This study contributes to information technology education by extending Protection Motivation Theory to explain how emotional and cognitive processes shape students’ protective efficacy in digital environments.
Analysis of Gamification Implementation in E-Learning Models on the Psychology of Engineering Major Students Putri Fariza; Vina Annisa Sofyan; Rosidah; Andi Dio Nurul Awalia; Annajmi Rauf; Elma Nurjannah
Jurnal MEKOM (Media Komunikasi Pendidikan Kejuruan) Volume 12, Issue 2, August 2025
Publisher : Fakultas Teknik, Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/mkpk.v12i2.9897

Abstract

Gamification is one of the learning strategies in education that can increase students’ interest and motivation in the learning process. The application of gamification is implemented in the E-learning model. In general, students do not enjoy repetitive tasks over long periods of time, yet they are willing to spend a considerable amount of time playing games. This study aims to understand the psychology of students regarding the implementation of gamification across all Engineering Departments at Universitas Negeri Makassar. This descriptive research model was conducted to examine students’ responses after its implementation. Students from Universitas Negeri Makassar in all Engineering Departments participated using a Google Form questionnaire with 15 statements as the data collection method. Data were obtained through a Likert Scale and analyzed using qualitative descriptive statistics. This analysis was intended to describe the characteristics of each variable. The results of this study indicate that the implementation of gamification in E-learning can enhance students’ active learning performance and has a significant impact on the psychology of each student.