Sofyan, Vina Annisa
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Affecting Student Satisfaction with AI Tools in Higher Education: A Structural Equation Modeling Approach Dahniar; Linggi, Cantika Randa; Sofyan, Vina Annisa; M. Miftach Fakhri; Pramudya Asoka Syukur
Jurnal MediaTIK Volume 8 Issue 3, September (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

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Abstract

Artificial Intelligence (AI) has increasingly become a central concern in the digital era, particularly within the context of higher education. This study aims to analyze the influence of AI tool usage on student satisfaction in the learning process. The research design employed is cross-sectional, with a sample of students from various departments at Universitas Negeri Makassar. Data were collected using a Likert-scale-based questionnaire and analyzed descriptively. The findings reveal that although students’ awareness of the potential of AI tools is relatively high, their actual experience in using them remains limited. Students acknowledged the positive benefits of AI tools in enhancing learning quality and information accessibility, yet only a small proportion actively utilized them. These results highlight the necessity for increased education and institutional support to encourage the adoption of AI tools on campus, enabling students to be better prepared to integrate them into their studies. This research contributes to the creation of a more adaptive learning environment and supports the development of student competencies in the digital era.
Analysis of Gamification Implementation in E-Learning Models on the Psychology of Engineering Major Students Putri Fariza; Sofyan, Vina Annisa; Rosidah; Andi Dio Nurul Awalia; Annajmi Rauf; Elma Nurjannah
Jurnal MEKOM (Media Komunikasi Pendidikan Kejuruan) Volume 12, Issue 2, August 2025
Publisher : Fakultas Teknik, Universitas Negeri Makassar

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Gamification is one of the learning strategies in education that can increase students’ interest and motivation in the learning process. The application of gamification is implemented in the E-learning model. In general, students do not enjoy repetitive tasks over long periods of time, yet they are willing to spend a considerable amount of time playing games. This study aims to understand the psychology of students regarding the implementation of gamification across all Engineering Departments at Universitas Negeri Makassar. This descriptive research model was conducted to examine students’ responses after its implementation. Students from Universitas Negeri Makassar in all Engineering Departments participated using a Google Form questionnaire with 15 statements as the data collection method. Data were obtained through a Likert Scale and analyzed using qualitative descriptive statistics. This analysis was intended to describe the characteristics of each variable. The results of this study indicate that the implementation of gamification in E-learning can enhance students’ active learning performance and has a significant impact on the psychology of each student.