Hasil Pencarian  ::  Simpan CSV :: Kembali

Hasil Pencarian

Ditemukan 181052 dokumen yang sesuai dengan query
cover
Situmeang, Suyanti Welvyna
"Kehadiran fitur gamifikasi dalam suatu platform memainkan peran krusial dalam meningkatkan keterlibatan pengguna. Gamifikasi telah menunjukkan kemampuannya untuk memupuk niat berinteraksi dan membentuk sikap merek yang positif di antara pengguna. Penulis ingin membuktikan hal tersebut khusus di pasar media streaming video on demand (SVoD) Indonesia yang tumbuh dari pasar media, di mana secara global sedang mengalami lonjakan angka pemasukan pada platform streaming digital. Penelitian ini pun memanfaatkan perluasan model Technology Acceptance Model (TAM), yang mencakup dimensi perceived usefulness, perceived ease of use, perceived social influence, dan perceived enjoyment, untuk mengukur sejauh mana penerimaan pengguna terhadap gamifikasi dan bagaimana gamifikasi tersebut berdampak pada intention of engagement dan brand attitude pengguna. Penelitian ini menggunakan pendekatan kuantitatif melalui penyebaran kuesioner menggunakan teknik purposive sampling terhadap pengguna Vidio Arcade di aplikasi Vidio. Data yang diperoleh dari penelitian ini sejumlah 121 responden dan dianalisis menggunakan analisis data SEM-PLS (Structural Equation Modelling – Partial Least Square) menggunakan aplikasi SmartPLS 4. Hasil dari penelitian ini menunjukkan bahwa brand attitude dipengaruhi oleh dimensi perceived usefulness dan variabel intention of engagement, kemudian intention of engagement dipengaruhi oleh dimensi perceived social influence dan perceived enjoyment. Dimensi perceived ease of use menjadi prediktor terlemah terhadap variabel brand attitude dan intention of engagement, diikutii oleh dimensi perceived usefulness yang tidak memengaruhi intention of engagement, serta dimensi perceived social influence dan perceived enjoyment yang tidak memengaruhi brand attitude pengguna.

The presence of gamification features in a technology platform plays a crucial role in increasing user engagement. Gamification has demonstrated its ability to foster engagement intentions and shape positive brand attitudes among users. This study aims to prove this case specifically in the Indonesian streaming video on demand (SVoD) which is growing from the media market, where globally there is a surge in revenue figures on digital streaming platforms. This research utilizes an extension of the Technology Acceptance Model (TAM), which includes the dimensions of perceived usefulness, perceived ease of use, perceived social influence, and perceived enjoyment, to measure the extent of user acceptance of gamification and how gamification impacts on intention of engagement and brand user attitude. This research uses a quantitative approach by distributing questionnaires using purposive sampling techniques to Vidio Arcade users. The data obtained from this research was 121 respondents and analyzed using SEM-PLS (Structural Equation Modeling - Partial Least Square) data analysis. Data processing uses the SmartPLS 4 application. The results of this research show that brand attitude is influenced by the dimensions of perceived usefulness and the intention of engagement variable, then the intention of engagement is influenced by the dimensions of perceived social influence and perceived enjoyment. The perceived ease of use dimension is the weakest predictor of the brand attitude and intention of engagement variables, followed by the perceived usefulness dimension which does not influence the intention of engagement, as well as perceived social influence and perceived enjoyment dimensions which do not influence the user's brand attitude."
Depok: Fakultas Ilmu Administrasi Universitas Indonesia, 2024
S-pdf
UI - Skripsi Membership  Universitas Indonesia Library
cover
Abialam Koesnandy
"The successful of developing and implementation of information sistem is depend on the user acceptance. SIPADU-STIS is an academic information system that support academic's bisnis process. Technology acceptance model (TAM) will be employed for analysing of SIPADU-STIS system. Validation of TAM model will estimate using structural equation model (SEM). The model shows that SIPADU- STIS has a high user's acceptance."
Jakarta: Sekolah Tinggi Ilmu Statistik (STIS-Statistics Institute Jakarta, 2015
600 JASKS 7:1 (2015)
Artikel Jurnal  Universitas Indonesia Library
cover
Deo Agung Sembada
"ABSTRAK
􀀬􀀾􀁇􀀾􀁅􀁂􀁍􀁂􀀺􀁇􀀁􀁂􀁇􀁂􀀁􀀻􀀾􀁋􀁍􀁎􀁃􀁎􀀺􀁇􀀁􀁎􀁇􀁍􀁎􀁄 􀁆􀀾􀁇􀁀􀀾􀁍􀀺􀁁􀁎􀁂􀀁􀁉􀀾􀁇􀀾􀁋􀁂􀁆􀀺􀀺􀁇􀀁􀁉􀀾􀁇􀁀􀁀􀁎􀁇􀀺􀀁􀀽􀀺􀁋􀁂􀀁􀁉􀀾􀁇􀁀􀁀􀁎􀁇􀀺􀀺􀁇
􀀓􀀵􀀴􀀺􀀫􀀴􀀺􀀁 􀀜􀀧􀀴􀀧􀀴􀀭􀀫􀀳􀀫􀀴􀀺􀀁 􀀡􀀿􀀹􀀺􀀫􀀳􀀆􀀟􀀩􀀯􀀇􀀁 􀁎􀁇􀁍􀁎􀁄􀀁 􀀯􀁂􀁌􀁍􀀾􀁆􀀁 􀀥􀁇􀀿􀁈􀁋􀁆􀀺􀁌􀁂􀀁 􀀬􀀾􀁋􀁉􀁎􀁌􀁍􀀺􀁄􀀺􀀺􀁇􀀁 􀀽􀁂
􀀬􀀾􀁋􀁉􀁎􀁌􀁍􀀺􀁄􀀺􀀺􀁇􀀁 􀀡􀁆􀁂􀁅􀀁 􀀯􀀺􀁅􀁂􀁆 􀀽􀀾􀁇􀁀􀀺􀁇􀀁 􀁆􀀾􀁇􀁀􀁀􀁎􀁇􀀺􀁄􀀺􀁇 􀀢􀀫􀀩􀀮􀀴􀀵􀀲􀀵􀀭􀀿􀀁 􀀑􀀩􀀩􀀫􀀶􀀺􀀧􀀴􀀩􀀫􀀁 􀀜􀀵􀀪􀀫􀀲
􀀆􀀰􀀝􀀩􀀇􀀋􀀬􀀾􀁇􀀾􀁅􀁂􀁍􀁂􀀺􀁇􀀁􀁂􀁇􀁂􀀁􀀺􀀽􀀺􀁅􀀺􀁁􀀁􀁉􀀾􀁇􀀾􀁅􀁂􀁍􀁂􀀺􀁇􀀁􀁄􀁎􀀺􀁇􀁍􀁂􀁍􀀺􀁍􀁂􀀿􀀁􀀽􀀾􀁇􀁀􀀺􀁇􀀁􀁆􀀾􀁍􀁈􀀽􀀾􀀁􀁉􀀾􀁇􀀾􀁅􀁂􀁍􀁂􀀺􀁇􀀁􀁌􀁍􀁎􀀽􀁂
􀁄􀀺􀁌􀁎􀁌􀀋􀀁􀀲􀀺􀁋􀁂􀀺􀀻􀀾􀁅􀀁􀁉􀀾􀁇􀀾􀁅􀁂􀁍􀁂􀀺􀁇􀀁􀁂􀁇􀁂􀀁􀁍􀀾􀁋􀀽􀁂􀁋􀁂􀀁􀀽􀀺􀁋􀁂􀀁􀀐􀀁􀁏􀀺􀁋􀁂􀀺􀀻􀀾􀁅􀀁􀀻􀀾􀀻􀀺􀁌􀀁􀁒􀀺􀁂􀁍􀁎􀀁􀁉􀀾􀁋􀁌􀀾􀁉􀁌􀁂􀀁􀁄􀀾􀁀􀁎􀁇􀀺􀀺􀁇􀀉
􀁉􀀾􀁋􀁌􀀾􀁉􀁌􀁂􀀁 􀁄􀀾􀁆􀁎􀀽􀀺􀁁􀀺􀁇􀀉􀀁 􀀽􀀺􀁇􀀁 􀀿􀀺􀁄􀁍􀁈􀁋􀀊􀀿􀀺􀁄􀁍􀁈􀁋􀀁 􀁌􀁈􀁌􀁂􀀺􀁅􀀁 􀁌􀀾􀁋􀁍􀀺􀀁 􀀎􀀁 􀁏􀀺􀁋􀁂􀀺􀀻􀀾􀁅 􀁍􀀾􀁋􀁂􀁄􀀺􀁍􀀁 􀁒􀀺􀁂􀁍􀁎
􀁉􀀾􀁇􀀾􀁋􀁂􀁆􀀺􀀺􀁇􀀁 􀁉􀀾􀁇􀁀􀁀􀁎􀁇􀀺􀀋 􀀤􀀺􀁌􀁂􀁅􀀁 􀁉􀀾􀁇􀀾􀁅􀁂􀁍􀁂􀀺􀁇 􀁂􀁇􀁂􀀁 􀁆􀀾􀁇􀁎􀁇􀁃􀁎􀁄􀀺􀁇􀀁 􀀻􀀺􀁁􀁐􀀺􀀁 􀁉􀀾􀁇􀁀􀁀􀁎􀁇􀀺􀀺􀁇
􀀓􀀵􀀴􀀺􀀫􀀴􀀺􀀁 􀀜􀀧􀀴􀀧􀀴􀀭􀀫􀀳􀀫􀀴􀀺􀀁 􀀡􀀿􀀹􀀺􀀫􀀳􀀆􀀟􀀩􀀯􀀇􀁌􀁎􀀽􀀺􀁁 􀀻􀀺􀁂􀁄􀀁 􀀺􀁍􀀺􀁎􀀁 􀁂􀀽􀀾􀀺􀁅􀀁 􀀽􀁂􀁀􀁎􀁇􀀺􀁄􀀺􀁇􀀁 􀁎􀁇􀁍􀁎􀁄
􀀯􀁂􀁌􀁍􀀾􀁆􀀁 􀀥􀁇􀀿􀁈􀁋􀁆􀀺􀁌􀁂􀀁 􀀬􀀾􀁋􀁉􀁎􀁌􀁍􀀺􀁄􀀺􀀺􀁇􀀁 􀀻􀀾􀁋􀀻􀀺􀁌􀁂􀁌􀀁 􀁐􀀾􀀻􀀁 􀁆􀁂􀁅􀁂􀁄􀀁 􀀬􀀾􀁋􀁉􀁎􀁌􀁍􀀺􀁄􀀺􀀺􀁇􀀁 􀀡􀁆􀁂􀁅􀀁 􀀯􀀺􀁅􀁂􀁆
􀁄􀀺􀁋􀀾􀁇􀀺 􀀽􀁂􀁍􀀾􀁋􀁂􀁆􀀺􀀁 􀁈􀁅􀀾􀁁􀀁 􀁉􀀾􀁇􀁀􀁀􀁎􀁇􀀺 􀁉􀀾􀁋􀁉􀁎􀁌􀁍􀀺􀁄􀀺􀀺􀁇􀀋􀀁 􀀯􀀾􀁅􀀺􀁂􀁇􀀁 􀁂􀁍􀁎􀀉􀀁 􀀽􀁂􀁄􀀾􀁍􀀺􀁁􀁎􀁂􀀁 􀁃􀁎􀁀􀀺􀀁 􀀻􀀺􀁁􀁐􀀺
􀁉􀀾􀁇􀀾􀁋􀁂􀁆􀀺􀀺􀁇􀀁 􀁉􀀾􀁇􀁀􀁀􀁎􀁇􀀺􀀁 􀁍􀀾􀁋􀁌􀀾􀀻􀁎􀁍􀀁 􀀽􀁂􀁉􀀾􀁇􀁀􀀺􀁋􀁎􀁁􀁂􀀁 􀁈􀁅􀀾􀁁􀀁 􀁉􀀾􀁋􀁌􀀾􀁉􀁌􀁂􀀁 􀁄􀀾􀁀􀁎􀁇􀀺􀀺􀁇􀀉􀀁 􀁉􀀾􀁋􀁌􀀾􀁉􀁌􀁂
􀁄􀀾􀁆􀁎􀀽􀀺􀁁􀀺􀁇􀀉􀀁􀀽􀀺􀁇􀀁􀀿􀀺􀁄􀁍􀁈􀁋􀀊􀀿􀀺􀁄􀁍􀁈􀁋􀀁􀁌􀁈􀁌􀁂􀀺􀁅􀀋􀀬􀀾􀁇􀁀􀁈􀁅􀀺􀁁􀀺􀁇􀀁􀀽􀀺􀁇􀀁􀀺􀁇􀀺􀁅􀁂􀁌􀁂􀁌􀀁􀀽􀀺􀁍􀀺􀀁􀁉􀀺􀀽􀀺􀀁􀁉􀀾􀁇􀀾􀁅􀁂􀁍􀁂􀀺􀁇
􀁂􀁇􀁂􀀁 􀁆􀀾􀁇􀁀􀁀􀁎􀁇􀀺􀁄􀀺􀁇􀀁 􀁍􀀾􀁄􀁇􀁂􀁄􀀁 􀀺􀁇􀀺􀁅􀁂􀁌􀁂􀁌􀀁 􀁋􀀾􀁀􀁋􀀾􀁌􀁂􀀁 􀁅􀁂􀁇􀁂􀀾􀁋􀀁 􀀻􀀾􀁋􀁀􀀺􀁇􀀽􀀺􀀁 􀀽􀀾􀁇􀁀􀀺􀁇􀀁 􀁆􀀾􀁇􀁀􀁀􀁎􀁇􀀺􀁄􀀺􀁇
􀀺􀁉􀁅􀁂􀁄􀀺􀁌􀁂􀀁􀀯􀀬􀀯􀀯 􀁏􀀾􀁋􀁌􀁂 􀀎􀀕􀀋

Abstract
􀀰􀁁􀀾􀀁 􀁉􀁎􀁋􀁉􀁈􀁌􀀾􀀁 􀁈􀀿􀀁 􀁍􀁁􀁂􀁌􀀁 􀁋􀀾􀁌􀀾􀀺􀁋􀀼􀁁􀀁 􀁂􀁌􀀁 􀁍􀁈􀀁 􀁎􀁇􀀽􀀾􀁋􀁌􀁍􀀺􀁇􀀽􀀁 􀁎􀁌􀀾􀁋􀀁 􀀺􀀼􀀼􀀾􀁉􀁍􀀺􀁇􀀼􀀾􀀁 􀁈􀀿􀀁 􀁍􀁁􀀾􀀁 􀁎􀁌􀀾􀀁 􀁈􀀿
􀀟􀁈􀁇􀁍􀀾􀁇􀁍􀀩􀀺􀁇􀀺􀁇􀁀􀀾􀁆􀀾􀁇􀁍􀀁 􀀯􀁒􀁌􀁍􀀾􀁆􀀁 􀀆􀀟􀀩􀀯􀀇􀀁 􀀿􀁈􀁋􀀁 􀁅􀁂􀀻􀁋􀀺􀁋􀁒􀀁 􀁂􀁇􀀿􀁈􀁋􀁆􀀺􀁍􀁂􀁈􀁇􀀁 􀁌􀁒􀁌􀁍􀀾􀁆􀁌􀀁 􀁂􀁇􀀁 􀀡􀁆􀁂􀁅
􀀯􀀺􀁅􀁂􀁆􀀁 􀀨􀁂􀀻􀁋􀀺􀁋􀁒 􀁐􀁂􀁍􀁁 􀀰􀀾􀀼􀁁􀁇􀁈􀁅􀁈􀁀􀁒􀀁 􀀝􀀼􀀼􀀾􀁉􀁍􀀺􀁇􀀼􀀾􀀁 􀀩􀁈􀀽􀀾􀁅􀀁 􀀆􀀰􀀝􀀩􀀇􀀋􀀁 􀀰􀁁􀁂􀁌􀀁 􀁋􀀾􀁌􀀾􀀺􀁋􀀼􀁁􀀁 􀁂􀁌
􀁊􀁎􀀺􀁇􀁍􀁂􀁍􀀺􀁍􀁂􀁏􀀾􀀁 􀁐􀁂􀁍􀁁􀀁 􀁍􀁁􀀾􀀁 􀀼􀀺􀁌􀀾􀀁 􀁌􀁍􀁎􀀽􀁒􀀁 􀁆􀀾􀁍􀁁􀁈􀀽􀀋􀀁 􀀰􀁁􀀾􀀁 􀁏􀀺􀁋􀁂􀀺􀀻􀁅􀀾􀁌􀀁 􀀼􀁈􀁇􀁌􀁂􀁌􀁍􀁌􀀁 􀁈􀀿􀀁 􀀐􀀁 􀁂􀁇􀀽􀀾􀁉􀀾􀁇􀀽􀀾􀁇􀁍
􀁏􀀺􀁋􀁂􀀺􀀻􀁅􀀾􀁌􀀁 􀀆􀁉􀀾􀁋􀀼􀀾􀁂􀁏􀀾􀀽􀀁 􀁎􀁌􀀾􀀿􀁎􀁅􀁇􀀾􀁌􀁌􀀉􀀁 􀁉􀀾􀁋􀀼􀀾􀁂􀁏􀀾􀀽􀀁 􀀁 􀀾􀀺􀁌􀀾􀀁 􀁈􀀿􀀁 􀁎􀁌􀀾􀀉􀀁 􀁌􀁈􀀼􀁂􀀺􀁅􀀁 􀀿􀀺􀀼􀁍􀁈􀁋􀁌􀀇􀀁 􀀺􀁇􀀽􀀁 􀀎
􀀽􀀾􀁉􀀾􀁇􀀽􀀾􀁇􀁍􀀁􀁏􀀺􀁋􀁂􀀺􀀻􀁅􀀾􀀁􀀆􀁎􀁌􀀾􀁋􀀁􀀺􀀼􀀼􀀾􀁉􀁍􀀺􀁇􀀼􀀾􀀇􀀋􀀁􀀰􀁁􀀾􀀁􀁋􀀾􀁌􀁎􀁅􀁍􀁌􀀁􀁈􀀿􀀁􀁍􀁁􀁂􀁌􀀁􀁋􀀾􀁌􀀾􀀺􀁋􀀼􀁁􀀁􀁂􀁇􀀽􀁂􀀼􀀺􀁍􀀾􀀁􀁍􀁁􀀺􀁍􀀁􀁎􀁌􀀾
􀁈􀀿􀀁 􀁍􀁁􀀾􀀁 􀀟􀁈􀁇􀁍􀀾􀁇􀁍􀀁 􀀩􀀺􀁇􀀺􀁇􀁀􀀾􀁆􀀾􀁇􀁍􀀁 􀀯􀁒􀁌􀁍􀀾􀁆􀀁 􀀆􀀟􀀩􀀯􀀇􀀁 􀁁􀀺􀁌􀀁 􀀻􀀾􀀾􀁇􀀁 􀁀􀁈􀁈􀀽􀀁 􀀾􀁇􀁈􀁎􀁀􀁁􀀁 􀁈􀁋􀀁 􀁂􀀽􀀾􀀺􀁅􀀁 􀀿􀁈􀁋
􀁐􀀾􀀻􀀊􀀻􀀺􀁌􀀾􀀽􀀁􀁅􀁂􀀻􀁋􀀺􀁋􀁒􀀁􀁂􀁇􀀿􀁈􀁋􀁆􀀺􀁍􀁂􀁈􀁇􀀁􀁌􀁒􀁌􀁍􀀾􀁆􀀁􀀡􀁆􀁂􀁅􀀁􀀯􀀺􀁅􀁂􀁆􀀅􀁌􀀁􀁅􀁂􀀻􀁋􀀺􀁋􀁒􀀁􀀻􀀾􀀼􀀺􀁎􀁌􀀾􀀁􀁂􀁍􀀁􀁂􀁌􀀁􀀺􀀼􀀼􀀾􀁉􀁍􀀺􀀻􀁅􀀾
􀁍􀁈􀀁􀁍􀁁􀀾􀀁􀁎􀁌􀀾􀁋 􀁅􀁂􀀻􀁋􀀺􀁋􀁒􀀋􀀁􀀰􀁁􀀾􀀁􀁋􀀾􀁌􀁎􀁅􀁍􀁌􀀁􀀺􀁅􀁌􀁈􀀁􀀿􀁈􀁎􀁇􀀽 􀁍􀁁􀀺􀁍􀀁􀁍􀁁􀀾􀀁􀁎􀁌􀀾􀁋􀀁􀀺􀀼􀀼􀀾􀁉􀁍􀀺􀁇􀀼􀀾􀀁􀁂􀁌􀀁􀁂􀁇􀀿􀁅􀁎􀀾􀁇􀀼􀀾􀀽􀀁􀀻􀁒
􀁉􀀾􀁋􀀼􀀾􀁂􀁏􀀾􀀽􀀁 􀁎􀁌􀀾􀀿􀁎􀁅􀁇􀀾􀁌􀁌􀀉􀀁 􀁉􀀾􀁋􀀼􀀾􀁂􀁏􀀾􀀽􀀁 􀀁 􀀾􀀺􀁌􀀾􀀁 􀁈􀀿􀀁 􀁎􀁌􀀾􀀉􀀁 􀀺􀁇􀀽􀀁 􀁌􀁈􀀼􀁂􀀺􀁅􀀁 􀀿􀀺􀀼􀁍􀁈􀁋􀁌􀀋􀀁 􀀬􀁋􀁈􀀼􀀾􀁌􀁌􀁂􀁇􀁀􀀁 􀀺􀁇􀀽
􀀽􀀺􀁍􀀺􀀁􀀺􀁇􀀺􀁅􀁒􀁌􀁂􀁌􀀁􀁐􀁂􀁍􀁁􀀁􀁆􀁎􀁅􀁍􀁂􀁉􀁅􀀾􀀁􀁅􀁂􀁇􀀾􀀺􀁋􀀁􀁋􀀾􀁀􀁋􀀾􀁌􀁌􀁂􀁈􀁇􀀁􀀺􀁇􀀺􀁅􀁒􀁌􀁂􀁌􀀁􀁍􀀾􀀼􀁁􀁇􀁂􀁊􀁎􀀾􀁌􀀁􀁎􀁌􀁂􀁇􀁀􀀁􀀯􀀬􀀯􀀯􀀁􀀎􀀕􀀋"
Fakultas Ilmu Pengetahuan dan Budaya Universitas Indonesia, 2012
S43165
UI - Skripsi Open  Universitas Indonesia Library
cover
Caroline Felita
"Dewasa ini, persaingan antar e-commerce di Indonesia berlangsung sangat ketat. Persaingan e-commerce Indonesia dilatarbelakangi oleh ambisinya untuk memiliki tingkat keterlibatan pengguna yang tinggi. Guna meningkatkan engagement dan mengupayakan tumbuhnya brand attitude pengguna yang positif, saat ini beberapa e-commerce di Indonesia telah menggunakan gamification sebagai bagian dari open innovation, termasuk Shopee. Penelitian ini bertujuan untuk menganalisis pengaruh gamification terhadap intention of engagement dan brand attitude. Penelitian ini juga bertujuan untuk mengidentifikasi dan menganalisis keterlibatan pengguna pada aktivitas gamification sebagai proses open innovation dibidang pemasaran. Metode penelitian adalah kuantitatif. Kuesioner disebarkan kepada 170 responden dan dianalisa menggunakan SEM-PLS. Hasil dari penelitian ini adalah dimensi perceived enjoyment berpengaruh positif dan signifikan terhadap intention of engagement dan brand attitude. Dimensi perceived usefulness dan perceived social influence hanya berpengaruh pada brand attitude. Adapun perceived ease of use tidak berpengaruh signifikan terhadap intention of engagement dan brand attitude. Pada konteks partisipasi pengguna dalam open innovation, kolaborasi antara pengguna dan Shopee tampaknya belum memiliki tingkat keterlibatan yang kuat. Pada dimensi protection, semua game yang dihadirkan di Shopee Games telah memenuhi unsur perlindungan atas kekayaan intelektual, yang mengindikasikan adanya unsur keunikan ideation sebagai bagian dari keberlangsungan praktik open innovation.

Nowadays, e-commerce in Indonesia faces an intense competition. The Indonesian e-commerce competition is motivated by its ambition to have a high level of user engagement. To increase engagement and strive for the growth of a positive user brand attitude, several e-commerce companies in Indonesia have used gamification as part of open innovation, including Shopee. This study aims to analyze the effect of gamification on the intention of engagement and brand attitude. This study also aims to analyze gamification as an open innovation process in the marketing sector. The research method is quantitative. The questionnaire was distributed to 170 respondents and analyzed using SEM-PLS. This study indicates that perceived enjoyment has a positive and significant effect on the intention of engagement and brand attitude. Perceived usefulness and perceived social influence only affect brand attitude. Meanwhile, perceived ease of use does not significantly affect intention of engagement and brand attitude. As for the context of the user's participation in open innovation, the collaboration between users and Shopee does not appear to be strong. In the protection dimension, all games presented at Shopee Games have fulfilled the intellectual property element, indicating the uniqueness of the ideation in the open innovation process."
Depok: Fakultas Ilmu Administrasi Universitas Indonesia, 2021
S-pdf
UI - Skripsi Membership  Universitas Indonesia Library
cover
Rizki Yustisia Sari
"ABSTRAK
E-budgeting merupakan sistem informasi penyusunan penganggaran yang dikembangkan oleh Biro PAKLN Kementerian Pekerjaan Umum dan Perumahan Rakyat PUPR yang dibuat untuk mematuhi Undang-Undang Nomor 14 Tahun 2008 tentang keterbukaan informasi publik. e-budgeting saat ini sudah digunakan pada seluruh satuan kerja di lingkungan pusat Kementerian PUPR, tetapi belum pernah dilakukan evaluasi terhadap penerimaan e-budgeting apakah sudah sesuai dengan kebutuhan pengguna dalam melakukan penyusunan anggaran dan penelitian serta review RKA-K/L. Tujuan dari penelitian ini adalah untuk mengetahui faktor-faktor apa saja yang memengaruhi niat pengguna untuk menggunakan e-budgeting di Kementerian Pekerjaan Umum dan Perumahan Rakyat PUPR . Penelitian ini mengintegrasikan kerangka kerja Technology Acceptance Model dengan Task-Technology Fit dan IS Success Model Delone Mclean sebagai variabel eksternalnya. Penelitian ini menggunakan pendekatan kuantitatif dengan menyebarkan kuesioner secara daring kepada pengguna e-budgeting di lingkungan pusat Kementerian PUPR. Metode pengolahan data dilakukan dengan menggunakan Partial Least Square PLS-SEM dan smartPLS. Terdapat 9 variabel yang diuji dengan melibatkan 221 responden yang memenuhi kriteria penelitian. Hasil dari penelitian ini adalah karakteristik tugas dan karakteristik teknologi memengaruhi kesesuaian tugas dan teknologi, kesesuaian tugas dan teknologi memengaruhi persepsi manfaat penggunaan dan kemudahan penggunaan, kemudian persepsi manfaat penggunaan dan kemudahan penggunaan memengaruhi niat pengguna untuk menggunakan e-budgeting.

ABSTRACT
E-budgeting is a budgeting information system developed by the Bureau of Budget Planning and Foreign Cooperation of the Ministry of Public Works and Public Housing which was created to fulfill the Constitution of the Republic of Indonesia No. 14 of 2008 about public information disclosure. Nowadays organizational unit in central environment of Ministry Public Works and Housing is using e-budgeting, unfortunately e-budgeting utilization for fulfill users need hasn rsquo;t been evaluated . The purpose of this research is to find out what factors influence users intention to use e-budgeting at the Ministry of Public Works and Public Housing. This study combine Technology Acceptance Model with Task-Technology Fit and IS Success Model Delone Mclean as external variables. This research uses quantitative approach by distributing online questionnaire to e-budgeting users. Partial Least Square PLS-SEM and smartPLS is used to process data. There are 9 variables used with 221 respondents who meet the study criteria. The results of this study are task characterstic and technology characteristic influence task technology fit, task technology fit influences perceived of usefulness and perceived ease of use, then perceived of usefulness and perceived ease of use influence users intention to use e-budgeting."
2018
TA-Pdf
UI - Tugas Akhir  Universitas Indonesia Library
cover
"The purpose of this paper is to test gender as moderating variable in technology acceptance model (ATM).TAM describe that perceived usefuliness and perceived ease of use are an important antecedence to explain behavior intention to specific act related information technology such as using internet...."
JUEKBIE
Artikel Jurnal  Universitas Indonesia Library
cover
Deni Rahmatsyah
"Tesis ini menganalisa faktor-faktor yang mempengaruhi minat (intention to use) penggunaan uang elektronik sebagai kategori produk baru untuk alat pembayaran di Indonesia, dengan mengangkat studi kasus kartu Flazz BCA. Penelitian ini mengintegrasikan Theory Acceptance Model (TAM) dan Theory Planned Behavior (TPB). Penelitian ini bersifat penelitian kuantitatif deskriptif dan eksploratif. Pengumpulan data dilakukan pada mahasiswa FEUI 2009/2010 kelas malam dan sudah bekerja. Dalam pengujian hipotesis digunakan Structured Equation Modeling (SEM) untuk mengevaluasi pengaruh hipotesis penelitian. Hasil penelitian ini mendapatkan bahwa minat (intention to use) penggunaan kartu flazz BCA dipengaruhi oleh persepsi manfaat (perceived usefulness), sikap (attittude), persepsi kontrol perilaku (perceived behavior control) dan norma subyektif (subjective norm).

This thesis analyzes the factors that influence intention to use of new products with a case study of electronic money BCA Flazz card which is consider as new product categories of payment tools in Indonesia. This study integrates the Theory of Acceptance Model (TAM) and Theory of Planned Behavior (TPB). This study is descriptive and exploratory quantitative research. Data collected on active students of FEUI 2009/2010; evening classes and working. Structured Equation Modeling (SEM) is used to tes the hypothesis in term of evaluating the effect of the hypothesis research. The results found that the intention to use of BCA Flazz card influenced by the perceived usefulness, attittude, perceived behavior control and subjective norm."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2011
T21758
UI - Tesis Open  Universitas Indonesia Library
cover
Nabbila Dinda Pramesti
"Aplikasi SatuSehat Mobile atau yang sebelumnya dikenal sebagai PeduliLindungi merupakan aplikasi yang diinisiasi oleh pemerintah dalam melakukan pelacakan digital guna menghentikan penyebaran COVID-19. Pemerintah mewajibkan penggunaan aplikasi PeduliLindungi. Sejak tanggal 1 Maret 2023, PeduliLindungi resmi bertransformasi menjadi SatuSehat Mobile.
Penelitian ini bertujuan untuk menganalisis penerimaan aplikasi SatuSehat Mobile oleh masyarakat di DKI Jakarta usia 20-29 tahun. Penelitian ini dilakukan dengan pengaplikasian Technology Acceptance Model (TAM). Jenis penelitian yang digunakan adalah kuantitatif. Penelitian ini dilakukan pada pengguna aplikasi SatuSehat Mobile di DKI Jakarta usia 20-29 tahun, sebanyak 420 responden. Penelitian dilaksanakan selama bulan Mei-Juni 2023. Hasil analisis univariat menunjukkan pandangan yang baik terhadap aplikasi SatuSehat Mobile.
Hasil analisis bivariat menunjukkan bahwa perceived ease of used berpengaruh terhadap perceived usefulness, perceived usefulness berpengaruh terhadap attitude toward using, perceived usefulness berpengaruh terhadap attitude toward using, attitude toward using berpengaruh terhadap behavioral intention to use, dan behavioral intention to use berpengaruh terhadap actual system use.
Pada analisis multivariat terhadap variabel attitude toward using, menunjukkan bahwa perceived ease of used merupakan variabel yang paling berpengaruh yang menentukan sikap pengguna dalam menggunakan aplikasi SatuSehat Mobile. Penerimaan aplikasi SatuSehat Mobile oleh pengguna sudah cukup baik, serta perlu dilanjutkan untuk meningkatkan fitur-fitur, keamanan data, dan maintenance pada aplikasi untuk meminimalisir potensi eror dan meningkatkan penerimaan pada pengguna.

The SatuSehat Mobile application, previously known as PeduliLindungi, is an application initiated by the government to carry out digital tracking to stop the spread of COVID-19. The government requires the use of the PeduliLindungi application. Since March 1st 2023, PeduliLindungi has officially transformed into SatuSehat Mobile.
This research aims to analyze the acceptance of the SatuSehat Mobile application by the people in DKI Jakarta aged 20-29 years. This research was conducted by applying the Technology Acceptance Model (TAM). The type of research used is quantitative. This research was conducted on SatuSehat Mobile application users in DKI Jakarta aged 20-29 years, for total 420 respondents. The research was conducted during May-June 2023.
The results of the univariate analysis show a good perception of the SatuSehat Mobile. The results of bivariate analysis show that perceived ease of use take effect to perceived usefulness, perceived usefulness take effect to attitude toward using, perceived usefulness take effect to attitude toward using, attitude toward using take effect to behavioral intention to use, and behavioral intention to use take effect to actual system use.
In the multivariate analysis of the attitude toward using variable, show that perceived ease of use is the most take effect variable that determines user attitudes in using the SatuSehat Mobile application. The acceptance of the SatuSehat Mobile application by users is quite good, and it is necessary to continue to improve features, data security, and maintenance of the application to minimize potential errors and increase user acceptance.
"
Depok: Fakultas Kesehatan Masyarakat Universitas Indonesia, 2023
S-Pdf
UI - Skripsi Membership  Universitas Indonesia Library
cover
Frisca Listyaningtyas
"Penelitian ini bertujuan untuk menguji pengaruh dari faktor-faktor yang mempengaruhi tingkat penetimaan e-money card di Jabodetabek. Metode purposive sampling digunakan dalam pemilihan sampel data dan diperoleh sampel sebanyak 300 orang dengan detail 150 untuk responden user dan 150 orang non user e-money card (Flazz BCA, e-Money / E-toll / E-mOney Bank Mandiri, Brizzi BRI, Prepaid Cash Card BNI, Jak Card Bank DKI, Mega Cash Bank Mega).
Penelitian ini mengintegrasikan Theory Acceptance Model (TAM) dan Theory Planned Behavior (TPB). Alat statistik yang digunakan adalah Analisis SEM. Pengolahan data menggunakan software Amos. Hasil dari penelitian ini mengindikasikan bahwa variabel yang mempengaruhi tingkat penerimaan emoney card yang terdiri dari variabel perceive ease of use, perceive usefulness, subjective norm, dan perceive behavioral control.

This study aimed to examine the effect of factors affecting technological acceptance of e-money card in Greater Jakarta. Purposive sampling method used in the selection of data samples and obtained sample 300 peoples with the details 150 sample of user and 150 non-users of e-money card (Flazz BCA, e-Money / Etoll / E-Money Bank Mandiri, BRI Brizzi, Prepaid Cash Card BNI, Bank DKI Jak Card, Mega Casg).
This study integrates Theory Acceptance Model (TAM) and the Theory Planned Behavior (TPB). Statistical tool that is used is SEM analysis and data processing using Amos software. The results of this study indicate that the variables that influence the level of acceptance E-Money cards consisting of variable perceive ease of use, perceive usefulness, subject norm, and perceive behavioral control.
"
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2014
T-Pdf
UI - Tesis Membership  Universitas Indonesia Library
cover
Ichwan
"Penelitian ini bertujuan untuk menganalisis faktor-faktor yang mempengaruhi generasi milenial di DKI Jakarta untuk berinvestasi melalui peer to peer (P2P) lending. Penelitian ini menggunakan pendekatan technology acceptance model (TAM) dan dianalisis menggunakan metode structural equation modeling (SEM) dan regresi logistik untuk melihat pengaruh variabel sosio demografis (gender, agama, status pernikahan, pendidikan, pekerjaan dan pendapatan) terhadap minat berinvestasi melalui peer to peer (P2P) lending. Responden dalam penelitian ini adalah 400 generasi milenial yang berdomisili di DKI Jakarta dan belum pernah berinvestasi melalui teknologi finansial tersebut.
Hasil penelitian ini menunjukan minat berinvestasi di peer to peer (P2P) lending berkorelasi positif dan sangat dipengaruhi oleh variabel sikap, variabel sikap dipengaruhi oleh variabel persepsi kemudahan, pengetahuan, dan kepercayaan. Berdasarkan faktor sosio demografis kelompok yang paling berminat untuk berinvestasi melalui peer to peer (P2P) lending adalah gender laki-laki, belum menikah, bekerja di sektor swasta, memiliki pendidikan tinggi, berpendapatan besar dan mayoritas yang beragama islam.

This study aims to analyze the factors that influence millennials in DKI Jakarta to be lender in peer to peer (P2P) lending. This study used the technology acceptance model (TAM) approach. The study use structural equation modeling (SEM) and logistic regression methods to see the influence of socio-demographic variables (gender, religion, marital status, education, employment, religion and income) on investment intention through peer to peer (P2P) lending. The respondents in this study is 400 millenials who live in DKI Jakarta and have never invested through this financial technology.
The results of this study indicate that intention to invest in peer to peer (P2P) lending is positively correlated and influenced by attitude variables. Attitude variables depend on variables of perceived ease of use, knowledge and trust. Based on the socio-demographic factors of the groups most interested in investing through peer to peer (P2P) lending are male, unmarried, work in the private sector, obtain higher education, obtain large income and Muslim.
"
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2019
T53429
UI - Tesis Membership  Universitas Indonesia Library
<<   1 2 3 4 5 6 7 8 9 10   >>