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Instructors’ Acceptance of Roblox Studio for Informatics Education: An Extended TAM with Perceived Risk Ayu Permata Sari; Rizki Hikmawan
Journal of Informatics and Vocational Education Vol. 9 No. 2 (2026): Journal of Informatics and Vocational Education - July
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v9i2.3349

Abstract

The increasing integration of immersive digital platforms in education has created new opportunities for game-based learning; however, tutors’ acceptance of game development platforms remains insufficiently explored in empirical research. This study investigates the factors influencing tutors’ intention to adopt Roblox Studio as a learning platform in informatics education by applying an Extended Technology Acceptance Model (TAM) integrated with perceived risk. Data were collected from 125 informatics tutors in Indonesia using a structured questionnaire and analyzed using Covariance-Based Structural Equation Modeling (CB-SEM) with a Robust Maximum Likelihood estimator. The results indicate that the proposed model explains 84.3% of the variance in behavioral intention to use Roblox Studio. Perceived Ease of Use significantly influences Perceived Usefulness, while Attitude Toward Using emerges as the strongest predictor of tutors’ adoption intention. Interestingly, Perceived Ease of Use and Perceived Usefulness do not significantly affect tutors’ attitudes, suggesting that pedagogical considerations may play a more dominant role than purely technical factors in technology adoption decisions. Furthermore, perceived risk does not significantly reduce adoption intention, indicating that tutors tend to prioritize the pedagogical benefits of immersive platforms over potential technological concerns. This study contributes to the literature by extending the Technology Acceptance Model within the context of game-development platforms and providing empirical insights into tutor perspectives in game-based learning adoption. The findings offer practical implications for educators and institutions seeking to integrate immersive digital platforms into informatics education.
Evaluasi Penerimaan Generasi Z terhadap Chatbot Islami NURRA Menggunakan Technology Acceptance Model (TAM) Salwa Aulia; Rizki Hikmawan; Raisyal Dimas Prayoga
Computer Journal Vol. 4 No. 2 (2026): August
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/cj.v4i2.491

Abstract

This study evaluates the acceptance of the Islamic learning chatbot NURRA among Generation Z using the Technology Acceptance Model (TAM). It is motivated by the increasing consumption of digital religious information, which is not always accompanied by substantive understanding, thereby requiring interactive and adaptive learning media. A quantitative survey design was employed involving 30 Generation Z university students who had used NURRA for at least two weeks. Data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM) with SmartPLS 4. The results show that perceived ease of use (PEOU), perceived usefulness (PU), and attitude toward use (ATU) were at high levels, with mean values of 4.342, 4.356, and 4.295, respectively. Structural analysis indicates that PEOU had a significant effect on PU (β = 0.751; p < 0.001) and ATU (β = 0.658; p = 0.003), whereas PU did not significantly affect ATU (β = 0.185; p = 0.420). These findings suggest that ease of use is the dominant factor in shaping user acceptance, while perceived usefulness is not yet strong enough to independently influence attitude toward use. Thus, the initial adoption of NURRA is driven more by ease of interaction than by perceived functional benefits. The findings imply the need to improve content quality so that NURRA becomes more credible and contextual for sustained use.