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ANALISIS PENERIMAAN E-LEARNING MENGGUNAKAN TECHNOLOGY ACCEPTANCE MODEL (TAM) DIPINTI FECIRA; TENGKU MOHD. KHAIRAL ABDULLAH
JURNAL EKONOMI, SOSIAL & HUMANIORA Vol 2 No 04 (2020): JINTELEKTIVA : JURNAL EKONOMI,SOSIAL & HUMANIORA (EDISI NOVEMBER 2020)
Publisher : KULTURA DIGITAL MEDIA ( Research and Academic Publication Consulting )

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

Abstract

Penelitian ini bertujuan untuk mengetahui faktor model Technology Acceptance Model (TAM), yaitu Perceived Ease of Use (PEOU), Perceived Usefulness (PU), Attitude Towards Using (ATU), serta Perceived Enjoyment (PE) terhadap Intention to Use (ITU) dari penerimaan sistem E-learning. Metode penelitian yang digunakan adalah analisis deskriptif dan verifikatif. Populasi penelitian ini adalah mahasiswa Universitas Bina Nusantara Jakarta yang pernah mengikuti sistem kuliah melalui metode pembelajaran online (E-learning). Metode penelitian sampel menggunakan convenience sampling dengan total 101 responden. Analisis data dilakukan dengan SEM (Structural Equation Model). Hasil penelitian menunjukkan bahwa Perceived Ease of Use (PEOU) berpengaruh positif terhadap Perceived Usefulness (PU). Perceived Usefulness (PU) dan Attitude Towards Using (ATU) berpengaruh positif terhadap Intention to Use (ITU). Perceived Usefulness (PU) berpengaruh positif terhadap Attitude Towards Using (ATU). Perceived Ease of Use (PEOU) tidak berpengaruh terhadap Attitude Towards Using (ATU). Perceived Enjoyment (PE) juga ditemukan tidak berpengaruh terhadap Intention to Use (ITU). Perceived Enjoyment (PE) berpengaruh positif terhadap Attitude Towards Using (ATU).
Investigasi Behavioral Intention pada Sistem Pembayaran QRIS di Merchant UMKM Bobby Setiawan; Marwah Khairani; Tadila Fadil; Tengku Mohd. Khairal Abdullah
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 9 No 4 (2022): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v9i4.3364

Abstract

In this era of digitalization, technological developments are growing rapidly. One form of development is the emergence of the convenience of non-cash transactions such as payments using cards and mobile payments at MSME merchants or micro, small and medium enterprises. Bank Indonesia as the payment system regulator in Indonesia in collaboration with other institutions launched QRIS as a new payment system. This study aims to increase the number of payment transactions and simultaneously increase the profitability of PJSP by identifying changes in behavioral intentions on several independent variables including Social Influence, Perceived Usefulness, Perceived Ease of Use, and Attitude Toward Behavior Intention. Then Perceived Usefulness of Behavior Intention with Attitude Toward as a mediation of Behavior Intention. The results of the research conducted are that there are research variables that are influential and not influential. Perceived usefulness affects attitude towards to use of the QRIS Payment System, and attitude towards using QRIS (full mediating) but does not affect behavioral intention. Perceived ease of use affects attitude towards using QRIS Payment System, and attitude towards using QRIS (full mediating) but does not affect behavioral intention. Attitude towards using QRIS Payment System affects behavioral intention. And Social influence is influenced by behavioral intention and not influenced by attitude towards using QRIS Payment System.
An Analysis of Gamification in Boosting Training Effectiveness: The Mediating Role of Engagement Paula Lukita; Edwin Ibnu Margani; Vitriawaty; Tengku Mohd. Khairal Abdullah
International Journal of Business Studies Vol. 10 No. 1 (2026): International Journal of Business Studies
Publisher : Sekolah Tinggi Manajemen IPMI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32924/ijbs.v10i1.421

Abstract

This study explores how gamification influences the effectiveness of training in a corporate middle management program. Based on Social Cognitive Theory (SCT), it aims to fill the mechanistic gap by proposing and empirically testing a mediation model to understand how gamification works, focusing on whether its impact is mediated through participant engagement. The study used a quantitative, explanatory survey design. Data was gathered from 214 participants in the "Leading and Empowering Your Team" module, a key part of the Astra Middle Management Program (AMMP). The proposed mediation model was evaluated using Partial Least Squares Structural Equation Modeling (PLS-SEM) with SmartPLS 4. The model exhibited excellent predictive accuracy, accounting for 68.6% of the variance in Training Effectiveness and 56.4% in Engagement. Path analysis verified that all hypothesized relationships were strong and statistically significant. Gamification had a significant impact on training effectiveness ( β = 0.599, p < 0.001). Additionally, a notable indirect effect was observed (β = 0.209, p = 0.006), indicating that Engagement mediates this relationship (β for GAM -> ENG = 0.751; β for ENG -> TEF = 0.278). This study offers solid empirical evidence for the two main ways gamification functions. It shows that gamification is not merely a gimmick for "fun" (engagement), but also serves as a strong cognitive instrument that enhances learning directly. The research highlights Engagement as a crucial mechanism, providing T&D practitioners with a clearer understanding of how their gamified strategies accomplish their goals.