Claim Missing Document
Check
Articles

Found 3 Documents
Search
Journal : Journal of Applied Data Sciences

Information Technology Readiness and Acceptance Model for Social Media Adoption in Blended Learning: A Case Study in Higher Education Institutions in West Java, Indonesia Yusuf, Fahmi; Rahman, Titik Khawa Abdul; Subiyakto, Aang
Journal of Applied Data Sciences Vol 5, No 2: MAY 2024
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v5i2.195

Abstract

Technological developments, including the internet, and learning opportunities are increasing. This also encourages the development of learning strategies and models. The blended learning model is applied in almost all universities in Indonesia and the world. With so many universities in Indonesia, implementing blended learning is a challenging thing because it requires a lot of technological preparation and human resources. This research aims to identify factors, develop a model, and evaluate the model to see the readiness and acceptance of technology for adopting social media in blended learning among private higher education institutes students in Indonesia. The population of this research is students from private higher education institutes in West Java, Indonesia, who are directly involved in using blended learning and social media. This quantitative research used a research instrument with five-Likert’s scale. The research population was 663,307, with a sample of 384 students spread across West Java. The contribution of this research is to make a significant contribution to the theoretical framework by expanding and refining existing concepts, providing a more comprehensive understanding of the readiness and acceptance factors for the adoption of social media in blended learning so that it has the potential to provide information to learning planners at private higher education institutes in West Java, Indonesia to help make the right decisions and optimize blended learning planning using social media technology. These findings statistically explain that 19 of 31 the hypotheses are the accepted ones. Moreover, nine of 12 variables influenced the readiness and acceptance of social media technology in blended learning based on the student perception among the private higher education institutions. They were the technological literacy factor, perceived validity, perceived trust, and technology readiness factors, namely optimism and Innovativeness, and technology acceptance factors, namely perceived effectiveness, perceived easy to use, intention to use and usage behaviour.
Gamified Digital Intervention to Reduce Online Game Gambling Tendency among Youth: A TAM–SDT Evaluation Yulyanto, Yulyanto; Kurniadi, Erik; Husen, Dede; Yusuf, Fahmi
Journal of Applied Data Sciences Vol 7, No 1: January 2026
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v7i1.1095

Abstract

The rapid growth of online gaming has raised concerns about addictive behaviors among young people, particularly with the emergence of loot boxes that resemble gambling mechanisms. This study aims to examine the effectiveness of a gamification-based application as a preventive intervention for online gambling game addiction and to evaluate user acceptance through an extended Technology Acceptance Model (TAM). The research was conducted in two stages. In the pre-test phase, 588 respondents aged 15–25 completed a questionnaire measuring impulsivity, Internet Gaming Disorder (IGD), and loot box exposure. The results identified 169 individuals (28.7%) with addictive tendencies. In the intervention phase, 86 respondents from this group participated in a gamified stimulation program using a specially designed application. Data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The measurement model met reliability and validity requirements. Structural model analysis confirmed the classic TAM relationships: perceived ease of use significantly influenced perceived usefulness (β = .559, p 0.001), perceived usefulness influenced attitude toward use (β = .385, P= 0.001), and attitude influenced behavioral intention (β = .461, p 0.001). In addition, self-determination theory (SDT) significantly affected both attitude (β = .360, P= 0.003) and behavioral intention (β = .166, P= 0.038). However, affective visual design (AVD) was not significant, and behavioral intention did not reduce addictive behavior (β = -0.109, P= 0.386). The model demonstrated predictive relevance for TAM constructs (Q² 0) but failed to predict addictive behavior (Q² = -0.003). This study contributes theoretically by extending TAM with SDT in the context of digital health interventions and practically by demonstrating the potential of gamification as a preventive tool. However, the short intervention period and limited sample size constrained its effectiveness in reducing addiction. Longer-term interventions and broader contextual factors are recommended for future research.
A Mixed-Methods Design for Analyzing Telemedicine Adoption: An Information Systems Approach Integrating TAM–ISS, Digital Literacy, and Usability Yusuf, Fahmi; Yulyanto, Yulyanto; Priantama, Rio
Journal of Applied Data Sciences Vol 7, No 1: January 2026
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v7i1.1084

Abstract

This research employs a mixed-methods design to analyze telemedicine adoption in rural Indonesia by integrating the Technology Acceptance Model (TAM) and the Information System Success Model (ISS), extended with digital literacy and usability. A quantitative survey of 314 respondents was complemented by in-depth interviews with 50 participants and demographic analysis using chi-square and logistic regression. The quantitative findings reveal that the primary adoption construct is Usability → Perceived Ease of Use (PEOU) → Perceived Usefulness (PU) → Intention to Use (ITU) → Net Benefit (NB). Perceived usefulness emerged as the strongest predictor of both satisfaction and intention. Information Quality significantly influenced satisfaction, whereas System Quality did not, indicating that clear medical information outweighs technical system performance in shaping satisfaction. Similarly, usability directly did not affect PU but indirectly through PEOU, and digital literacy influenced PU but not PEOU. Demographic analysis confirmed that occupation was significant—students and healthcare workers acted as early adopters—while age and prior training were not, suggesting that adoption transcends generational boundaries due to the widespread penetration of the JKN Mobile platform. Qualitative insights enriched these findings by highlighting key barriers and enablers such as inconsistent interfaces, infrastructure limitations, privacy concerns, community-based socialization, and expectations for adaptive features like AI diagnostics and pharmacy integration. Overall, the research confirms that telemedicine adoption in rural Indonesia is shaped by the synergy of usability, digital literacy, information quality, and social context rather than by training or demographic variables alone.