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Systematic Literature Review: Tren Gamifikasi dalam Mobile-Assisted Language Learning Muhammad Rakha Naufal; Arista Pratama; Anita Wulansari
MDP Student Conference Vol 5 No 2 (2026): The 5th MDP Student Conference 2026
Publisher : Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/mdp-sc.v5i2.15428

Abstract

This study investigates the impact of gamification trends in Mobile-Assisted Language Learning (MALL) through a Systematic Literature Review (SLR). The study aims to identify dominant gamification elements and examine their contribution to language learning effectiveness. The review was conducted using the PRISMA protocol, supported by clear inclusion–exclusion criteria and quality assessment to ensure methodological rigor. Fifteen journal articles published between 2022 and 2026 were analyzed. The findings indicate that points/XP, feedback, and leaderboards are the most frequently applied gamification elements in MALL. Overall, gamification demonstrates a positive impact on language learning by enhancing learners’ motivation, engagement, learning consistency, and vocabulary retention. These results confirm that gamification serves as an effective pedagogical strategy in supporting mobile-based language learning when implemented with appropriate instructional design.
Systematic Literature Review: Penerimaan Pengguna Terhadap Aplikasi Fintech Berdasarkan Model UTAUT2 Muhammad Rafi Irsyadhie; Arista Pratama; Siti Mukaromah
MDP Student Conference Vol 5 No 2 (2026): The 5th MDP Student Conference 2026
Publisher : Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/mdp-sc.v5i2.15433

Abstract

The rapid development of fintech has increased the importance of understanding user acceptance of fintech applications. This study aims to analyze user acceptance of fintech applications using a Systematic Literature Review approach. The review focuses on the application of the UTAUT2 model as a framework for explaining technology acceptance and factors influencing the adoption of fintech applications. This study examines scientific articles published between 2020 and 2025 that are relevant to the topic of fintech user acceptance. The findings indicate that UTAUT2 variables such as performance expectancy, effort expectancy, and facilitating conditions are frequently used to explain user acceptance. In addition, several studies incorporate external variables to address fintech characteristics, such as trust and perceived risk. This study also provides a comprehensive overview of significant variables and research trends related to fintech applications.
Systematic Literature Review : Tren Penerapan Elemen Gamifikasi dalam Platform E- Commerce Filda Dwi Meirina; Arista Pratama; Siti Mukaromah
MDP Student Conference Vol 5 No 2 (2026): The 5th MDP Student Conference 2026
Publisher : Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/mdp-sc.v5i2.15435

Abstract

The implementation of gamification elements on e-commerce platforms has continued to expand, however comprehensive mapping of dominant elements, implementation trends, and user impacts remains limited. Therefore, this study aims to identify the most frequently used gamification elements, analyze implementation trends, and examine their impacts on e-commerce users. This study employs a Systematic Literature Review of empirical articles published between 2021 and 2026, retrieved from Scopus, ScienceDirect, SpringerLink, Emerald Insight, and Google Scholar, resulting in 25 selected articles. The synthesis results indicate that points/coins and rewards are the most dominant elements, supported by leaderboards and challenges, while immersive elements remain relatively underutilized. Furthermore, customer engagement emerges as the most frequently examined outcome, while customer loyalty and repurchase intention are also reported as important outcomes in previous studies. These findings suggest that current e-commerce gamification primarily focuses on enhancing user engagement rather than developing sustainable user experiences.
Analisis Tren Penggunaan Aplikasi Kebugaran: Tinjauan Literatur Sistematis Fidyah Salsabila Putri Sillehu; Arista Pratama; Asif Asif Faroqi
MDP Student Conference Vol 5 No 1 (2026): The 5th MDP Student Conference 2026
Publisher : Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/mdp-sc.v5i1.15437

Abstract

This study aims to analyze research trends related to the intention to use fitness applications through a Systematic Literature Review (SLR). The review was conducted by identifying, selecting, and evaluating relevant studies published between 2021 and 2025 using Google Scholar, Scopus, and SINTA databases. A total of 17 articles met the inclusion and quality assessment criteria. The results indicate that the UTAUT2 model is the most frequently used model in studies on fitness application usage intention. Several UTAUT2 variables, including Performance Expectancy, Hedonic Motivation, and Habit, are identified as the most dominant factors influencing usage intention. In addition, PLS-SEM is the most commonly applied data analysis method. This study is expected to serve as a reference in determining relevant models, variables, and research methods for future studies.
Analisis Penggunaan Platform Digital sebagai Informasi Lokasi Destinasi Wisata: Tinjauan Literatur Sistematis Cynthia Widya Lestari; Arista Pratama; Asif Faroqi
MDP Student Conference Vol 5 No 2 (2026): The 5th MDP Student Conference 2026
Publisher : Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/mdp-sc.v5i2.15439

Abstract

Digital platforms have become a primary source of location-based information for tourism destinations and play a significant role in shaping tourists’ decision-making processes. This study aims to identify research trends, types of digital platforms, theoretical models, and key variables influencing the use of destination location information through a Systematic Literature Review (SLR). The literature search was conducted using Scopus, ScienceDirect, Sinta, and Google Scholar, covering articles published between 2021 and 2025, with 20 studies meeting the inclusion and quality assessment criteria. The findings indicate that social media and travel applications are the most dominant digital platforms used. Theoretical model frequently applied include UTAUT2, TAM, TPB, and hybrid models, with UTAUT2 emerging as the most comprehensive framework for explaining user behavior. Significant influencing variables include performance expectancy, effort expectancy, social influence, hedonic motivation, habit, facilitating conditions, and perceived trust, while price value tends to have a limited effect. This study systematically maps theoretical models, variables, and empirical findings related to the use of destination location information on digital platforms, providing a structured conceptual foundation for future research on tourist behavior.
Systematic Literature Review: Penerimaan Game-Based Learning Dalam Pendidikan Menggunakan TAM Septiono Raka Wahyu Sasongko; Arista Pratama; Asif Faroqi
MDP Student Conference Vol 5 No 2 (2026): The 5th MDP Student Conference 2026
Publisher : Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/mdp-sc.v5i2.15486

Abstract

This study aims to analyze the application of the Technology Acceptance Model (TAM) in the context of game-based learning technologies using a Systematic Literature Review (SLR) approach. The SLR process involved several stages, including the formulation of research questions, article searching, article selection based on inclusion and exclusion criteria, and quality assessment. A total of 18 articles were identified and analyzed to examine the implementation of TAM, the external variables incorporated, and the relationships among variables within the model.The findings indicate that perceived ease of use and perceived usefulness consistently serve as the core internal variables influencing the intention to use game-based learning technologies. Furthermore, most studies employed modified versions of TAM by integrating external variables aligned with the characteristics of educational games, such as enjoyment, social influence, self-efficacy, and motivation. The relationships among variables demonstrate consistency with TAM’s fundamental constructs, particularly perceived ease of use and perceived usefulness. These results confirm that TAM is an appropriate and relevant model for analyzing the acceptance of game-based learning technologies in the field of education.
EVALUASI KEBERHASILAN IMPLEMENTASI LEARNING MANAGEMENT SYSTEM SEKOLAH MENGGUNAKAN MODEL DELONE DAN MCLEAN Widya Pratiwi; Arista Pratama; Anita Wulansari
JOISIE (Journal Of Information Systems And Informatics Engineering) Vol. 9 No. 1 (2025)
Publisher : Institut Bisnis dan Teknologi Pelita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35145/joisie.v9i1.5055

Abstract

Perkembangan pada teknologi yang menghubungan antara satu dengan lainnya telah memberikan berbagai manfaat kepada masyarakat. Bidang pendidikan memanfaatkan teknologi dengan meluncurkan invosi untuk membantu kegiatan belajar mengajar dalam bentuk e-learning. Hal tersebut telah diimplementasikan oleh SMAN 14 Surabaya dengan menghadurkan Learning Management System (LMS) menggunakan framework moodle. Namun dalam penerapnnya masih ditemukan berbagai kendala, salah satunya adalah kegagalan ketika siswa mengumpulkan tugas. Dengan demikian perlu dilakukan evaluasi dalam penerapan LMS di SMAN 14 Surabaya dengan tujuan untuk mengetahui faktor yang mempengaruhi dalam kesuksesan implementasi tersebut. Responden dalam penelitian ini meliputi 932 siswa-siswi tahun 2024/2025 dimana sampel ditentukan menggunakan metode proportionate stratified random sampling. Berdasarkan hasil analisis SEM-PLS ditemukan dari 9 hipotesis yang diajukan hanya 8 hipotesis diterima dan 1 hipotesis yang ditolak. Hasil pengujian hipotesis menunjukkan bahwa system quality berpengaruh positif-signifikan terhadap user satisfaction, information quality dan service quality berpnegaruh positif-signifikan terhadap use dan user satisfaction, use berpengaruh positif-signifikan terhadap user satisfaction dan net benefits, dan user satisfaction berpnegaruh positif-signifikan terhadap net benefits.