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Gen Z's Interest in Online Travel Agencies in Indonesia: A Modified UTAUT2 Jevin Leon; Fredian Simanjuntak; Muhamad Dody Firmansyah
G-Tech: Jurnal Teknologi Terapan Vol 9 No 1 (2025): G-Tech, Vol. 9 No. 1 January 2025
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/gtech.v9i1.6191

Abstract

The rapid evolution of digital technology has transformed the travel and tourism industry, making Online Travel Agencies (OTAs) a preferred medium for trip planning and booking. OTAs offer seamless access to flights, accommodations, and other travel services, catering to Indonesia's mobile-first population and digitally savvy Gen Z users. This study examines factors influencing behavioral intention (BI) and use behavior (UB) toward OTAs, extending the UTAUT2 model with trust, website quality, and AI integration. Data from 300 respondents were analyzed using Structural Equation Modeling (SEM) via SPSS and AMOS. Results show that performance expectancy, effort expectancy, social influence, hedonic motivation, price value, trust, website quality, and AI integration positively affect BI. Habit negatively influenced BI, while BI, facilitating conditions, and habit positively impacted UB. These findings highlight the need for OTA providers to align user expectations with actual experiences, enhancing satisfaction and long-term adoption among Gen Z users.
Enhancing Computational Thinking through a 2D Block-Coding Game: A Comparative GDLT–TAM Study in Elementary Education Tony Wibowo; Wilson Wilson; Kevin Gernaldi; Fredian Simanjuntak
International Journal of Informatics, Information System and Computer Engineering (INJIISCOM) Vol. 7 No. 2 (2026): INJIISCOM: VOLUME 7, ISSUE 2, DECEMBER 2026 (Online First)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/injiiscom.v7i2.18402

Abstract

This study evaluated a 2D block-coding educational game developed via the Game Development Life Cycle Theory (GDLT) to introduce computational thinking to elementary students. Using the Technology Acceptance Model (TAM), the study compared 122 students from grades 3 and 6 divided into two groups: Group A (with instructional guidance) and Group B (unguided). Data from observations and interviews were analyzed through deductive thematic analysis. Group A demonstrated faster conceptual understanding, fewer level attempts, and higher perceived usefulness and ease of use than Group B. Thus, combining game-based coding with instructional guidance significantly enhances computational thinking development and technology acceptance.