Jurnal Teknologi Informasi dan Ilmu Komputer
Vol 6 No 2: April 2019

Penilaian Penerimaan Teknologi E-Learning Pemrograman berbasis Gamification dengan Metode Technology Acceptance Model (TAM)

Fajar Pradana (Universitas Brawijaya)
Fitra Abdurrachman Bachtiar (Universitas Brawijaya)
Bayu Priyambadha (Universitas Brawijaya)



Article Info

Publish Date
25 Feb 2019

Abstract

E-learning telah berkembang tidak hanya sekedar berbagi materi pembelajaran melalui internet, namun telah berevolusi menjadi tempat untuk kolaborasi, sosialisasi, project based learning, reflective practise, dan pembelajaran dengan simulasi. Untuk mewujudkan hal tersebut telah dikembangkan sebuah sistem e-learning gamification khusus bidang pemrograman. Penelitian ini menerapkan Technology Acceptance Model (TAM) untuk memeriksa faktor-faktor apa saja yang berpengaruh terhadap penerimaan sebuah teknologi baru yang diperkenalkan atau digunakan. Faktor-faktor yang digunakan dalam penelitian ini adalah Perceived Usefullness (PU), Perceived Ease of Use (PEU), Perceived Social Influence (PSI), Perceived Enjoyment (PE), Intention of Engagement (IoE), dan Elearning Gamification Attitude (EGA). Model TAM didasarkan beberapa hipotesis dan faktor yang berpengaruh. Hasil menunjukan bahwa TAM dapat digunakan untuk memeriksa penerimaan teknologi e-learning gamification bidang pemrograman. Perceived Social Influence (PSI) dan Perceived Enjoyment (PE) berkontribusi terhadap Intention of Engagement (IOE). Selain itu Perceived Usefullnes (PU), Perceived Social Influence (PSI), Perceived Enjoyment (PE), dan Intention of Engagement (IOE) berkontribusi terhadap Elearning Gamification Attitude (EGA).Abstract E-learning has evolved not only to share learning materials over the internet, but has evolved into a place for collaboration, socialization, project based learning, reflective practice, and simulated learning. To realize this has been developed a special e-learning gamification system in the field of programming. This study applies Technology Acceptance Model (TAM) to examine what factors influence the acceptance of a new technology introduced or used. The factors used in this study are Perceived Usefullness (PU), Perceived Ease of Use (PEU), Perceived Social Influence (PSI), Perceived Enjoyment (PE), Intention of Engagement (IoE), and Elearning Gamification Attitude (EGA) . The TAM model is based on several hypotheses and influencing factors. The results show that TAM can be used to check the acceptance of e-learning gamification technology in the field of programming. Perceived Social Influence (PSI) and Perceived Enjoyment (PE) contribute to the Intention of Engagement (IOE). In addition Perceived Usefullnes (PU), Perceived Social Influence (PSI), Perceived Enjoyment (PE), and Intention of Engagement (IOE) contribute to Elearning Gamification Attitude (EGA).

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Journal Info

Abbrev

JTIIK

Publisher

Subject

Computer Science & IT Engineering

Description

Jurnal Teknologi Informasi dan Ilmu Komputer (JTIIK) merupakan jurnal nasional yang diterbitkan oleh Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya (UB), Malang sejak tahun 2014. JTIIK memuat artikel hasil-hasil penelitian di bidang Teknologi Informasi dan Ilmu Komputer. JTIIK berkomitmen ...