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The Role Of Sangeh Customary Village Towards The Development Of Sangeh Tourism Attraction Paristha, Ni Putu Tiya; Mirayani, Ni Kadek Sri; Wea, Ernesta; Selamet, I Wayan Agus; Satia Negara, I Made Weda
Journey : Journal of Tourismpreneurship, Culinary, Hospitality, Convention and Event Management Vol 7 No 1 (2024): Journey : Journal of Tourismpreneurship, Culinary, Hospitality, Convention and Ev
Publisher : Politeknik Internasional Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46837/journey.v7i1.197

Abstract

In recent times, customary villages have undergone changes and now serve dynamic functions, not only centered around customs and religion, but also actively participating in the economic sector. One example is the Sangeh Tourist Attraction, managed by the customary village while still prioritizing the preservation of nature and community culture. This research was carried out with the aim of determining the role of customary villages in the development of Sangeh Tourism Attraction. The analysis used in this study was qualitative descriptive. Data were gathered using observation, interviews, and a review of the literature. The outcomes showed that Sangeh tourism attraction has natural, cultural, and spiritual tourism potential that can be developed as a tourist attraction, the role of customary village in the development of Sangeh tourist attraction is very large and becomes a key point. The role of customary villages in the development of Sangeh Tourism Attraction is to prepare tourist facilities, establish cooperation with the Badung Regency Tourism Office, submit income distribution rules for Sangeh Tourism Attraction, preserve Alas Pala, supervise tourism implementation, implement, and fund development and arrange Sangeh Tourism Attraction.
Analisis Penerimaan Pengguna terhadap Gamifikasi Shopee Games dan Dampaknya pada Perilaku Pembelian Online: Perspektif Technology Acceptance Model (TAM) Alfan, Muhammad Bahauddin; Wea, Ernesta
Jurnal Ilmiah Sistem Informasi Vol 5 No 2 (2026): May: Jurnal Ilmiah Sistem Informasi
Publisher : LPPM Universitas Sains dan Teknologi Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/xegbnc57

Abstract

Penelitian ini bertujuan menganalisis penerimaan pengguna terhadap fitur gamifikasi Shopee Games serta dampaknya terhadap perilaku pembelian online menggunakan kerangka Technology Acceptance Model (TAM). Pendekatan kuantitatif dengan metode survei diterapkan pada 100 responden pengguna Shopee Games. Analisis jalur berbasis regresi berganda digunakan untuk menguji hubungan antar konstruk TAM: persepsi kemudahan penggunaan (PEOU), persepsi kegunaan (PU), sikap penggunaan (ATU), niat perilaku (BI), dan penggunaan aktual (AU). Hasil penelitian menunjukkan bahwa PEOU berpengaruh signifikan terhadap PU (β=0,828; p<0,001), PU berpengaruh signifikan terhadap ATU (β=0,831; p<0,001), namun PEOU tidak berpengaruh langsung terhadap ATU (p=0,531). Selanjutnya, ATU dan PU berpengaruh signifikan terhadap BI (masing-masing β=0,322; p=0,001 dan β=0,367; p=0,003), dan BI berpengaruh sangat kuat terhadap AU (β=0,878; p<0,001) dengan kontribusi sebesar 58,5%. Temuan ini mengonfirmasi bahwa manfaat yang dirasakan (reward) lebih dominan dalam membentuk sikap pengguna dibandingkan kemudahan teknis. Penelitian ini memberikan implikasi praktis bagi pengelola platform e-commerce untuk merancang fitur gamifikasi yang berfokus pada nilai reward dan pembentukan kebiasaan pengguna.