Melola Discovery

← Melola Discovery

Jurnal SINTA 2

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

Jurnal Teknologi Informasi dan Ilmu Komputer (JTIIK) · Vol. 6 No. 2 (2019) · pp. 163–168

DOI
10.25126/jtiik.2019621288
ISSN
2528-6579, 2355-7699
Published
2019-02-25
Publisher
Fakultas Ilmu Komputer, Universitas Brawijaya
Language
id

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).

Collaboration network of the authors

40 authors · 68 co-authorship links · 3 across different organisations · showing the 40 most connected

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • University of Brawijaya
  • Institut Teknologi Sepuluh Nopember
  • Akademi Komunitas Negeri Putra Sang Fajar Blitar
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Retno Indah RokhmawatiUniversity of Brawijaya5
Fitri UtaminingrumUniversity of Brawijaya3
Satrio Agung WicaksonoUniversity of Brawijaya2
Achmad BasukiUniversity of Brawijaya2
Imam CholissodinUniversity of Brawijaya2
Muhammad WafiUniversity of Brawijaya2
Novanto YudistiraUniversity of Brawijaya2
Herman TolleUniversity of Brawijaya2
Aisyah AwalinaUniversity of Brawijaya2
Aditya RachmadiUniversity of Brawijaya2
Mochammad AdhyUniversity of Brawijaya2
Elke Cahya PutriUniversity of Brawijaya2
Mochammad Dearifaldi Al IkhsanUniversity of Brawijaya2
Rona SalsabilaUniversity of Brawijaya2
Muhammad ZulfikarrahmanUniversity of Brawijaya2
Diva Fardiana RisaUniversity of Brawijaya2
Intan Yusuf HabibieUniversity of Brawijaya2
Joseph Ananda SugihdharmaUniversity of Brawijaya1
Rizal Setya PerdanaUniversity of Brawijaya1
Nathanael Victor DarenohUniversity of Brawijaya1
Siti RochimahInstitut Teknologi Sepuluh Nopember1
Riyanarto SarnoInstitut Teknologi Sepuluh Nopember1
Barlian Henryranu P.Affiliation unknown1
Wijaya KurniawanUniversity of Brawijaya1
Ripto Mukti WibowoAkademi Komunitas Negeri Putra Sang Fajar Blitar1
Aulia Akhrian SyahidiUniversity of Brawijaya1
Fajerin BiabdillahUniversity of Brawijaya1
Nanang Yudi SetiawanUniversity of Brawijaya1
Iqbal Taufiq Ahmad NurUniversity of Brawijaya1
Indra SyahputraUniversity of Brawijaya1
Bayu SutawijayaUniversity of Brawijaya1
Sulandri SulandriUniversity of Brawijaya1
Aisyatul MaulidahUniversity of Brawijaya1
Adam Syarif HidayatullahUniversity of Brawijaya1
Ovy RochmawantiUniversity of Brawijaya1
Budi Darma SetiawanUniversity of Brawijaya1
Muhammad Nugraha Delta RevanzaAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://jtiik.ub.ac.id/index.php/jtiik/en/oai, first harvested 27 Okt 2026, last seen 27 Okt 2026.
Original metadata (oai_dc)
<oai_dc:dc xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/  http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="id">Penilaian Penerimaan Teknologi E-Learning Pemrograman berbasis Gamification dengan Metode Technology Acceptance Model (TAM)</dc:title>
	<dc:creator xml:lang="id">Pradana, Fajar</dc:creator>
	<dc:creator xml:lang="id">Bachtiar, Fitra Abdurrachman</dc:creator>
	<dc:creator xml:lang="id">Priyambadha, Bayu</dc:creator>
	<dc:description xml:lang="id">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).</dc:description>
	<dc:publisher xml:lang="en">Fakultas Ilmu Komputer, Universitas Brawijaya</dc:publisher>
	<dc:date>2019-02-25</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jtiik.ub.ac.id/index.php/jtiik/article/view/1288</dc:identifier>
	<dc:identifier>10.25126/jtiik.2019621288</dc:identifier>
	<dc:source xml:lang="id">Jurnal Teknologi Informasi dan Ilmu Komputer; Vol 6 No 2: April 2019; 163-168</dc:source>
	<dc:source xml:lang="en">Jurnal Teknologi Informasi dan Ilmu Komputer; Vol. 6 No. 2: April 2019; 163-168</dc:source>
	<dc:source>2528-6579</dc:source>
	<dc:source>2355-7699</dc:source>
	<dc:source>10.25126/jtiik.201962</dc:source>
	<dc:language>id</dc:language>
	<dc:relation>https://jtiik.ub.ac.id/index.php/jtiik/article/view/1288/pdf</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2019 Jurnal Teknologi Informasi dan Ilmu Komputer</dc:rights>
</oai_dc:dc>