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Kekuatan Persepsi: Ekplorasi Citra Negara, Kualitas, Nilai, dan Niat Membeli Kembali Merek Ponsel Cerdas Tiongkok Firmansyah*, Yayan; Hardiyanto, Nugroho; Rafdinal, Wahyu; Juniarti, Cahaya
JURISMA : Jurnal Riset Bisnis & Manajemen Vol. 14 No. 1: April 2024
Publisher : Program Studi Manajemen, Fakultas Ekonomi dan Bisnis, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/jurisma.v14i1.12496

Abstract

The role of a country's image in changing consumer views can encourage consumers to repurchase products from that country. This study focuses on the effect of a country's image on repurchase intentions with the additional influence of perceived value and perceived quality. This research method uses an explanatory method with a quantitative approach. The sampling technique used is purposive sampling technique with smart phone users and has purchased Chinese brand smart phones more than twice as a sample. The results obtained show that country image has a significant effect on repurchase intention, besides that other constructs such as perceived value and perceived quality also have a significant effect on repurchase intention. Keywords: Country Image; Perceived Quality; Perceived Value; Repurchase Intention; Smartphone
Gamification Adoption in Higher Education: TechFit Acceptance Model Lasambau, Carolina Magdalena; Juniarti, Cahaya; Nuryati, Neneng; Yuliyawati, Sri Nur; Milanti, Ajeng Ayu
Media Komunikasi FPIPS Vol. 24 No. 1 (2025)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mkfis.v24i1.92309

Abstract

This study explores the factors influencing individuals' intention to continue using gamification applications in learning, utilizing the Technology Acceptance Model (TAM) and Technology-Task Fit (TTF). Data were collected through a survey of 304 respondents using gamified learning in Indonesia. Structural Equation Modeling-Partial Least Square (SEM-PLS) was conducted to analyze the relationships between variables and test a series of hypotheses. Then, it was analyzed using Importance-Performance Map Analysis (IPMA). Using SEM-PLS and IPMA, the findings revealed that TTF constructs influence perceived usefulness (PU) and perceived ease of use (PEOU), except for technology characteristics, which do not significantly impact PEOU. Additionally, attitude is influenced by the two main TAM variables: PU and PEOU. The continuance intention to adopt gamification is influenced by attitude. This study will assist educators, educational institutions, gamification application developers, policymakers, and others concerned with the future development of education in designing effective strategies to enhance the adoption of gamification in learning. This study is the first to empirically employ the TAM and TTF to analyze the adoption of gamification applications in higher education.
Is smart tourism technology important in predicting visiting tourism destination? Lessons from West Java, Indonesia Rafdinal, Wahyu; Susanto, Eko; Novianti, Syifaa; Juniarti, Cahaya
Journal of Tourism Sustainability Vol. 1 No. 2 (2021): Volume 1 Number 2 (2021)
Publisher : Politeknik Negeri Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35313/jtos.v1i2.20

Abstract

This study analyzes tourist behavior in visiting tourism destinations influenced by smart tourism technology and uses the technology acceptance model (TAM) as a model for acceptance of smart tourism technology. This study used a sample of 324 tourists in West Java Province, Indonesia. Partial least square is applied to assess the relationship between smart tourism technology, perceived usefulness, perceived ease-of-use, travel intention, and visiting tourism destinations. The results of this study have revealed that the integration of TAM and smart tourism technology provides a complete explanation of the adoption of smart tourism technology. The results showed that smart tourism technology had a significant effect on perceived ease of use and perceived usefulness, and then had an effect on attitude. Travel intention was found to be directly influenced by attitude. Then, visiting tourism destinations is influenced by travel intention. By identifying smart tourism technology, various stakeholders such as the Government, tourism service providers and tourists can optimize a more comprehensive travel experience through the use of smart tourism technology. This research has developed TAM and integrated it with smart tourism technology to assess the attitudes and behavior of tourists in visiting tourism destinations.
Next-Gen Learning: Implementing Cooperative Game-Based Learning to Enhance Learning Effectiveness Juniarti, Cahaya; Putra, Tarekh Febriana; Gufron, Hilman
Media Komunikasi FPIPS Vol. 24 No. 2 (2025)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mkfis.v24i2.102434

Abstract

This study aims to evaluate the effectiveness of CGBL in enhancing learning outcomes. The integration of GBL with the TGT model was applied to combine interactivity, collaboration, and structured educational competition. Learning effectiveness was assessed using the ARCS model (Attention, Relevance, Confidence, Satisfaction), combined with additional indicators of AS and PIS. A quasi-experimental method with a non-equivalent control group design was employed, involving two D4-level student classes at Politeknik Negeri Bandung, assigned as the experimental group (CGBL) and the control group (conventional instruction). Data were collected through pretest and posttest to measure cognitive achievement, as well as a motivation questionnaire based on the ARCS model. Data were analyzed using t-tests and Mann–Whitney U tests to examine differences in learning outcomes, and Partial Least Squares–Structural Equation Modeling (PLS-SEM) was used to assess the validity and influence of motivational constructs. The findings show that the implementation of CGBL significantly improves students’ cognitive achievement, motivation, and participation compared to conventional methods (p < 0.05). The relevance construct was found to be the primary trigger for attention, confidence, and satisfaction, which in turn positively influenced both AS and PIS. These results confirm that integrating CGBL not only enhances learning engagement and satisfaction but also contributes to the development of students’ analytical and participatory competencies. This study offers theoretical contributions through the development of a motivation-based instructional model and provides practical solutions for innovative teaching strategies in higher education in the digital era.