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Advancing Sustainability Education through Narrative Digital Media: A Structural Model of Student Acceptance Deli, Deli; William, William; Audelia, Clara; Syahputra, Bayu
Jurnal Pendidikan Informatika (EDUMATIC) Vol 10 No 1 (2026): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v10i1.34135

Abstract

While teaching the 17 Sustainable Development Goals (SDGs) is important, many schools struggle to keep students interested, often leading to boredom or confusion. This research evaluates a 2D visual novel, Liora Island, for enhancing engagement and reducing cognitive complexity when teaching the SDGs. Using a quantitative associative design and the Technology Acceptance Model (TAM), five variables Perceived Ease of Use (PEOU), Perceived Usefulness (PU), Attitude Toward Using (ATU), Behavioral Intention (BI), and Actual Use (AU) were examined among 139 students at Mondial Senior High School, Batam. Data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). Findings reveal high student acceptance across all TAM constructs. Perceived ease of use emerged as the primary driver of adoption, strongly influencing perceived usefulness and attitude. Attitude toward using significantly predicted behavioral intention, which in turn strongly determined actual use. Perceived usefulness showed smaller but significant effects on attitude and behavioral intention, indicating that usability outweighs instructional value during initial acceptance. This study contributes to sustainability pedagogy by identifying usability as key in reducing "sustainability fatigue." Practically, the results indicate that user friendly, narrative driven media are superior to traditional text heavy methods for communicating complex global challenges in secondary education.
Education Gamification and Student Motivation: A Case Study of Chinese Language Education Chandra, Tasya; Deli, Deli
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 2 (2023): IJIE (Indonesian Journal of Informatics Education) - December
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i2.80108

Abstract

A new generation of pupils has grown up with a strong familiarity with technology in the context of Industry 4.0. This technological revolution has made learning a foreign language more critical. However, learning a foreign language can only be accessible with that crucial component- motivation. The purpose of this study was to find out how students' motivation to learn Mandarin was affected by gamification. A gamification application was designed with the Game Development Document (GDD) as a foundational guide, utilizing the Mechanics, Dynamics, and Aesthetics (MDA) architecture. Two schools participated in the experimental research project, with 56 and 58 students divided into control and experimental groups. A questionnaire gathered data, and SPSS was used to compute Cronbach's Alpha. The results showed that gamification increased students' enthusiasm to study Mandarin well. When employing gamification as a teaching strategy, students with different levels of Mandarin proficiency saw varied results. Therefore, gamification can tailor Mandarin language instruction to each student's needs and skill level.