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Daniel Putra Tama Simarmata
"Salah satu inovasi yang semakin berkembang dalam dunia rekrutmen adalah penggunaan serious game sebagai alat untuk meningkatkan efisiensi dan efektivitas. Namun, pencari kerja sering menunjukkan skeptisisme terhadap pendekatan ini. Penelitian ini bertujuan untuk menganalisis faktor-faktor yang memengaruhi motivasi intrinsik dan ekstrinsik pencari kerja terhadap serious game serta pengaruhnya terhadap sikap dan niat mereka untuk menggunakan teknologi ini dalam proses rekrutmen. Model penelitian yang digunakan mencakup variabel motivasi intrinsik dan ekstrinsik yang dipengaruhi oleh perceived enjoyment, perceived usefulness, dan perceived fairness. Selain itu, sikap pencari kerja (attitude toward using) terhadap serious game dianalisis sebagai mediator antara motivasi dan use intention, dengan skeptisisme teknologi sebagai variabel moderasi. Penelitian ini menggunakan metode kuantitatif dengan analisis terhadap 342 data bebas outlier. Data dianalisis menggunakan pendekatan Partial Least Square Structural Equation Modelling (PLS - SEM) dengan bantuan SmartPLS4. Hasil penelitian menunjukkan bahwa faktor perceived enjoyment, perceived usefulness dan perceived fairness secara signifikan memengaruhi motivasi intrinsik dan ekstrinsik. Motivasi intrinsik dan ekstrinsik juga berpengaruh secara positif dengan sikap pencari kerja terhadap serious game. Selain itu, hubungan antara sikap terhadap serious game dan niat penggunaan menunjukkan pengaruh yang kuat dan signifikan.

One of the emerging innovations in the recruitment domain is the use of serious games as a tool to enhance efficiency and effectiveness. However, job seekers often exhibit skepticism toward this approach. This study aims to analyze the factors influencing job seekers intrinsic and extrinsic motivation toward serious games and their impact on attitudes and intentions to adopt this technology in the recruitment process. The research model incorporates intrinsic and extrinsic motivation variables influenced by perceived enjoyment, perceived usefulness, and perceived fairness. Furthermore, job seekers attitudes toward using serious games are examined as a mediator between motivation and use intention, with technology skepticism serving as a moderating variable. This study employs a quantitative method, analyzing 342 datasets free of outliers. The data were analyzed using Partial Least Square Structural Equation Modeling (PLS-SEM) with the assistance of SmartPLS4. The findings reveal that perceived enjoyment, perceived usefulness, and perceived fairness significantly influence both intrinsic and extrinsic motivation. Moreover, intrinsic and extrinsic motivation positively correlate with job seekers' attitudes toward serious games. Additionally, the relationship between attitudes toward serious games and the intention to use them demonstrates a strong and significant effect."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2025
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UI - Skripsi Membership  Universitas Indonesia Library
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Martin, Scott M.
"Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are increasingly integrating serious games, machine-learning artificial intelligence models, and adaptive technologies. Game-based education provides rare data for measuring, assessing, and evaluating not just a game’s effectiveness but the acquisition of information and knowledge that a student may gain through playing a learning game. This book synthesizes contemporary research, frameworks, and models centered on the design and delivery of serious games that truly personalize the learning experience. Scholars of educational technology, instructional design, human performance, and more will find a comprehensive guide to the history, practical implications, and data-collection potential inherent to these fast-evolving tools."
New York: Routledge, 2021
e20559626
eBooks  Universitas Indonesia Library
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Fauzia
"ABSTRAK
Berkembangnya tekonologi membuat munculnya banyak mobile application salah satunya aplikasi kesehatan XYZ. Aplikasi XYZ memediasi konsultasi kesehatan dan pembelian obat sehingga dapat dilakukan secara online. Penelitian ini membahas tentang intension to use aplikasi kesehatan XYZ dengan mengadopsi Integreated Theori Trust-TAM. Penelitian ini menggunakan metode kuantitatif dengan objek penelitian Komunitas X. Dari hasil penelitian terbukti bahwa aplikasi XYZ mampu untuk membentuk kepercayaan antara dokter dan pasien tanpa harus bertemu tatap muka dalam menjalin
komunikasi digital dan terdapat hubungan pengaruh antara perceived usefulness, perceived ease of use dan trust terhadap intention to use aplikasi kesehatan berbasis online XYZ. Trust menjadi faktor utama dalam penentuan intention to use.

ABSTRACT
The development of technology makes the emergence of many mobile applications, one of which is XYZ health applications. The XYZ application mediates health consultations and drugs purchases so that it can be done online. This study discusses the intention to use XYZ health applications by adopting an Integrated Theory Trust-TAM. This study uses quantitative methods with the object of research is Community X. From the results of the research, it is proven that XYZ application is able to form trust between doctors and patients without having to meet face to face in establishing digital communication and there is a relationship of influence between Perceived Usefulness, Perceived Ease of Use and Trust has an influence on intention to use XYZ online based health applications. Trust is a major factor in determining intention to use."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia , 2020
T-Pdf
UI - Tesis Membership  Universitas Indonesia Library
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Jahns Michael
"Berbagai penelitian menyatakan bahwa pelajar mengalami kesulitan untuk mempelajari konsep dasar pemrograman dikarenakan motivasi yang rendah maupun persepsi yang kurang tepat terhadap pemrograman sebelum menekuni bidang teknologi informasi. Beberapa penelitian mencoba menjawab masalah tersebut dengan melibatkan video game ke dalam pembelajaran. Walaupun penelitian-penelitian tersebut menyimpulkan bahwa pembelajaran berbasis game memiliki kontribusi terhadap motivasi belajar dan pemahaman siswa, belum ada penelitian yang mengembangkan game yang secara khusus merupakan penerapan dari teori belajar seperti teknik scaffolding yang sudah diterapkan pada pembelajaran konvensional. Berangkat dari isu tersebut, di dalam penelitian ini dikembangkan Scaffcode INC., sebuah game pembelajaran untuk memperkenalkan konsep dasar pemrograman kepada pelajar sekolah menengah yang dikembangkan dengan menerapkan teknik scaffolding di dalam elemen-elemennya. Scaffcode INC. kemudian dievaluasi dengan metode playtesting dengan model evaluasi MEEGA+. Dari hasil evaluasi tersebut disimpulkan Scaffcode INC. merupakan game yang cukup baik untuk memperkenalkan konsep pemrograman kepada pelajar, namun masih dapat dikembangkan lebih lanjut dari sisi tampilan antarmuka dan tingkat kesulitan tantangan untuk meningkatkan pengalaman belajar dan bermain serta pemahaman yang lebih mendalam.

Various studies state that students have difficulties to learn the basic concepts of programming due to low motivation and inaccurate perceptions of programming before pursuing the field of information technology. Several studies have tried to answer this problem by involving video games in learning. Although these studies conclude that game-based learning has a contribution to students' learning motivation and understanding, there has been no research that has developed games that specifically are the application of learning theories such as scaffolding techniques that have been applied to conventional learning. Based on this issue, in this research, Scaffcode INC. was developed, a learning game to introduce the basic concepts of programming to high school students which was developed by applying scaffolding techniques in its elements. Scaffcode INC. then evaluated by the playtesting method with the MEEGA+ evaluation model. From the evaluation results, it was concluded that Scaffcode INC. is a game that is good enough to introduce programming concepts to students, but can still be developed further in terms of the interface and the difficulty level of the challenge to improve the learning and playing experience as well as a deeper understanding."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2022
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UI - Skripsi Membership  Universitas Indonesia Library
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Khafri Ramadhan
"Semakin pesatnya perkembangan mobile device di era digitalisasi ini membuat mobile application seperti mobile games ikut berkembang pula. Perkembangan ini mendorong pasar dari mobile games semakin kompetitif. Hal ini mengakibatkan hanya ada beberapa games saja yang dapat bertahan. Dengan melimpahnya mobile games yang ada pada platform pengunduhan mobile application seperti Google Play Store dan iOS Play Store, pengguna dari mobile games ini akan menghapus games yang diunduhnya apabila tidak memberikan pengalaman bermain yang menyenangkan pada percobaan pertamanya. Padahal, persepsi kesenangan ini sering dianggap sebagai faktor penting yang mempengaruhi niat pengguna untuk melanjutkan bermain mobile games tersebut.
Oleh karena itu, penelitian ini bertujuan untuk mengetahui faktor-faktor apa saja yang mempengaruhi persepsi kesenangan dan mengetahui apakah persepsi kesenangan ini mempengaruhi niat pengguna untuk melanjutkan bermain mobile games. Adapun model penelitian ini mengadopsi variabel laten seperti persepsi kemudahan pemakaian, interaktivitas, tantangan, variasi, orisinalitas, desain estetis, interaksi sosial dan identitas bersama untuk mengukur persepsi kesenangan dan efeknya terhadap niat pengguna untuk melanjutkan bermain mobile game. Model ini diuji dengan menggunakan metode Partial Least Square Structural Equation Modeling PLS-SEM dengan jumlah sampel 205 responden dan dianalisis hasilnya.
Hasilnya ditemukan bahwa persepsi kemudahan pemakaian, tantangan, orisinalitas, desain estetis dan interaksi sosial berpengaruh terhadap persepsi kesenangan dan niat pengguna untuk melanjutkan bermain mobile game didorong oleh persepsi kesenangan. Analisis siklus hidup adopsi teknologi dan matriks kesetiaan digunakan untuk mempertajam analisis penelitian ini yang bertujuan menghasilkan strategi yang dapat diterapkan oleh pengembang mobile games.

The rapid development of mobile devices in digitalization era makes mobile applications such as mobile games are growing. This development pushed mobile games market more competitively. This resulted only a few games can survive in market. With the abundance of mobile games on the mobile application download platform like the Google Play Store and iOS Play Store, users of these mobile games will remove the downloaded mobile games if they don rsquo t provide enjoyment of game experience on their first try. In fact, the perceived enjoyment is often considered as an important factor that affects the user 39 s intention to continue playing the games.
Therefore, this study aims to determine what factors affect the perceived enjoyment itself and find out whether this perceived enjoyment affects the user 39 s intention to continue playing mobile games. The research model adopts latent variables such as perception of ease of use, interactivity, challenge, variety, originality, aesthetic design, social interaction and shared identity to measure the perceived enjoyment and its effect on customer continuance intention for playing mobile games. This model was tested using Partial Least Square Structural Equation Modeling PLS SEM method with 205 respondents and be analyzed.
The results found that the perception of ease of use, challenge, originality, aesthetic design and social interaction affect the perceived enjoyment and customer continuance intention to plays mobile games driven by perceived enjoyment. The technology adoption lifecycle analysis and loyalty matrix are used to deepen the analysis of this study that aimed at generating strategies that can be applied by developers of mobile games.
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Depok: Fakultas Teknik Universitas Indonesia, 2018
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UI - Skripsi Membership  Universitas Indonesia Library
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Gultom, Richard Boloni
"Mobile commerce atau biasa disebut m-commerce merupakan cabang dari ecommerce yang memungkinkan konsumen untuk melakukan kegiatan e-commerce dengan lebih fleksibel, dimanapun dan kapanpun, didukung dengan perkembangan teknologi terkini seperti smartphone, tablet, dan mobile gadget lainnya. Berbagai jenis online shop yang ada di Indonesia memanfaatkan kesempatan ini untuk membuat aplikasi dan mobile version dari online shop mereka. Penelitian ini dilakukan untuk menganalisis pengaruh dimensi Technology Acceptance Model (TAM) oleh Davis (1989) yang terdiri dari perceived usefulness, perceived enjoyment, dan perceived ease of use terhadap satisfaction serta intention to use (purchase intentions) konsumen terhadap aplikasi mobile purchasing dengan menggunakan studi kasus Lazada yang merupakan jenis e-commerce B2C. Responden dari penelitian ini adalah orang-orang yang sudah pernah menggunakan situs Lazada Indonesia dalam kurun waktu satu tahun terakhir. Metode pengolahan data yang digunakan adalah Structural Equation Modelling (SEM). Hasil dari penelitian menunjukkan bahwa perceived usefulness, dan perceived enjoyment memiliki pengaruh positif langsung terhadap intention to use. Sedangkan perceived ease of use berpengaruh positif terhadap intention to use secara tidak langsung dengan mediasi satisfaction, perceived usefulness, dan perceived enjoyment. Selain itu, perceived usefulness, dan perceived enjoyment memiliki pengaruh positif langsung terhadap saticfaction.

Mobile commerce or m-commerce is commonly called is a branch of e-commerce that allows consumers to conduct e-commerce with more flexible, wherever and whenever, supported by the latest technological developments such as smartphones, tablets, and other mobile gadgets. Different types of online shop in Indonesia take advantage of this opportunity to make an application and a mobile version of their online shop. This study was conducted to analyze the effect of the dimensions of the Technology Acceptance Model (TAM) by Davis (1989), which consists of perceived usefulness, perceived enjoyment and perceived ease of use to the satisfaction and the intention to use (purchase intentions) of consumers to mobile app purchasing by using study Lazada case which is a type of e-commerce B2C. The respondents of this research are people who have been using the site Lazada Indonesia within the past year. Data processing method used is Structural Equation Modelling (SEM). Results from the study showed that perceived usefulness and perceived enjoyment has a direct positive influence on the intention to use. While the perceived ease of use positively affects intention to use indirectly by mediation satisfaction, perceived usefulness and perceived enjoyment. In addition, perceived usefulness and perceived enjoyment has a direct positive influence on saticfaction."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2016
S65642
UI - Skripsi Membership  Universitas Indonesia Library
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Cannon-Bowers, Janis A.
Hershey, PA: Information Science Reference, 2010
794.8 CAM s
Buku Teks SO  Universitas Indonesia Library
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Indra Cahya
"Online game merupakan hiburan teknologi yang semakin maju dan berkembang di era digital saat ini dan sangat digemari masyarakat luas. Di jaman sekarang online game hadir tidak hanya pada komputer saja, tapi sudah menyebar ke segala jenis platform, baik tablet, smartphone, dan game console lainnya. Dengan begitu banyak online game yang hadir, ini menunjukan bahwa tidak hanya teknologi yang berkembang pesat, tetapi juga berkembangnya peluang bisnis yang dapat dilirik para pelaku bisnis yang memiliki keinginan untuk terjun ke dalam industri kreatif.
Permasalahan dalam penelitian ini diajukan untuk mengetahui intention gamers untuk bermain kembali pada online game yang mereka mainkan. Untuk memiliki minat tersebut, sebelumnya gamers harus merasakan enjoyment bermain online game, sehingga untuk melihat hal ini ditinjau dari lima faktor penting yaitu, online game story, online game graphic, online game sound, online game length, dan online game control. Selain itu digunakan dua variabel yang dikembangkan berdasarkan Theory Reasoned of Action, yaitu attitude toward playing online game dan subjective norms untuk mendapatkan gambaran yang lebih jelas terhadap intention to replay online game.
Model teoritis dalam penelitian ini disampaikan dengan enam hipotesis yang akan diuji menggunakan Structural Equation Model. Sampel penelitian ini terdiri dari 180 responden yang pernah bermain online game dalam tiga bulan terakhir. Kuesioner online didesain untuk mengumpulkan informasi dari para gamers se-Indonesia.
Hasil analisis menunjukan bahwa online game graphic dan online game length memberikan pengaruh positif terhadap online gaming enjoyment, namun sangat disayangkan online game story, online game sound, dan online game control tidak memberikan pengaruh terhadap online gaming enjoyment, sehingga dalam penelitian ini online gaming enjoyment tidak memberikan pengaruh terhadap intention to replay online game.

Online game is an entertainment technology and growing in today's digital era and also very popular with the public. In this days, online gaming is present not only on the computer, but has spread to all types of platforms, in tablets, smartphones, and other game consoles. With so many online games are present, this indicates that not only the technology is rapidly evolving, but also the development of business opportunities that can be glimpsed by business people who have a desire to plunge into the creative industries.
Problems in this study proposed are to determine the intention of gamers to replay on an online game that they play. Of course, to have such an interest, they should feel an enjoyment from playing online games first. To see this, it is reviewed from five important factors, namely, online game story, online game graphics, online game sound, online game length, and online game control. Moreover, this study used two variables that were developed based on the Theory of Reasoned Action, attitude toward playing online games and subjective norms to get a clearer picture of the intention to replay online games.
The theoretical model in this study presented with six hypotheses is tested using Structural Equation Model. The study sample consisted of 180 respondents who have ever played online games in the last three months. Online questionnaire designed to collect information from the gamers in Indonesia.
Results of the analysis showed that online game graphic and online game length had a positive influence on online gaming enjoyment, but it is unfortunate online game story, online game sound, and online game control does not give effect to online gaming enjoyment, because there are only two factor that gave the influence to online gaming enjoyment, then this will make the online gaming enjoyment does not give effect to the intention to replay online games.
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Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2015
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UI - Tesis Membership  Universitas Indonesia Library
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Nadya Ananda Rezky Ichwan
"Berkembangnya teknologi membuat munculnya banyak mobile application salah satunya aplikasi e-counselling kesehatan mental ABC. Aplikasi ABC memediasi konsultasi Kesehatan mental dan meditasi yang dapat dilakukan secara online. Karena layanan e- counselling kesehatan mental ini merupakan fenomena yang baru, sehingga belum ada gambaran yang jelas tentang perilaku pasca adopsi yaitu niat penggunaan berkelanjutan. Oleh karena itu, penting untuk mengetahui faktor-faktor penting yang menyebabkan pengguna terus menggunakan aplikasi kesehatan mental, terutama mengingat bahwa sebagian besar penelitian sebelumnya terutama berfokus pada konten, fitur, dan dampak aplikasi kesehatan. Penelitian ini membahas mengenai continuance intention aplikasi Kesehatan mental ABC dengan mengadopsi Integrated Theory Trust – ECM. Penelitian ini menggunakan metode kuantitatif dengan populasi penelitian Komunitas X yang berjumlah 160 responden. Dari hasil penelitian menyatakan bahwa hampir semua hipotesis dapat ditetima terkecuali pada hipotesis Confirmation – Trust dan Trust – Continuance Intention, kemudia hasil penelitian ini ditemukan bahwa aplikasi ABC manfaat pada kegunaan yang dirasakan pada pengguna merupakan indikator terpenting dalam mendorong niat penggunaan kembali pada aplikasi kesehatan mental ABC.

The development of technology has led to the emergence of many mobile applications, one of which is the ABC mental health e-counselling application. The ABC app mediates mental health consultations and meditations that can be done online. Because this mental health e-counselling service is a new phenomenon, there is no clear picture of post-adoption behavior, namely the intention to continue use. Therefore, it is important to know the important factors that cause users to continue to use mental health applications, especially considering that most of the previous research has mainly focused on the content, features, and impact of health applications. This study discusses the continuance intention of ABC mental health applications by adopting Integrated Theory Trust – ECM. This study uses quantitative methods with the research population of Community X, amounting to 160 respondents. From the results of the study, it was stated that almost all hypotheses could be accepted except for the Confirmation – Trust and Trust – Continuance Intention hypotheses, then the results of this study found that the ABC application benefited from the perceived usefulness of the user is the most important indicator in encouraging reuse intention in the ABC mental health application."
Jakarta: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2022
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UI - Tesis Membership  Universitas Indonesia Library
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Leonhard Krisnata Chandra
"Penelitian ini bertujuan untuk menguji hubungan antara perceived firm fairness, job satisfaction, firm commitment, burnout dan turnover intention. Pendekatan yang digunakan dalam penelitian ini adalah pendekatan kuantitatif. Sampel dalam penelitian ini adalah sebanyak 323 auditor KAP yang berlokasi di Jakarta. Data penelitian diperoleh dari hasil pengisian kuesioner dan dianalisis dengan menggunakan teknik analisis Structural Equation Modeling (SEM). Hasil penelitian ini berhasil membuktikan bahwa (1) Perceived firm fairness memiliki pengaruh positif dan signifikan terhadap job satisfaction; (2) Job satisfaction memiliki pengaruh positif dan signifikan terhadap firm commitment; (3) Firm commitment terbukti berpengaruh negatif dan signifikan terhadap burnout; (4) Burnout terbukti berpengaruh positif dan signifikan terjadap turnover intention, berarti bahwa semakin tinggi burnout maka semakin tinggi turnover intention karyawan; (5) Firm commitment terbukti berpengaruh negatif dan signifikan terhadap turnover intention; (6) Perceived firm fairness terbukti berpengaruh negatif dan signifikan terhadap burnout dan (7) Perceived firm fairness terbukti berpengaruh negatif dan signifikan terhadap turnover intention.

This study aims to examine the relationship between perceived firm fairness, job satisfaction, firm commitment, burnout and turnover intention. The approach used in this research is a quantitative approach. The sample in this study were 323 KAP auditors located in Jakarta. The research data was obtained from the results of filling out the questionnaire and analyzed using the Structural Equation Modeling (SEM) analysis technique. The results of this study succeeded in proving that (1) Perceived firm fairness has a positive and significant influence on job satisfaction; (2) Job satisfaction has a positive and significant impact on firm commitment; (3) Firm commitment is proven to have a negative and significant effect on burnout; (4) Burnout has proven to have a positive and significant effect on turnover intention, meaning that the higher the burnout, the higher the employee turnover intention; (5) Firm commitment is proven to have a negative and significant effect on turnover intention; (6) Perceived firm fairness is proven to have a negative and significant effect on burnout and (7) Perceived firm fairness is proven to have a negative and significant effect on turnover intention."
Jakarta: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2023
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UI - Tesis Membership  Universitas Indonesia Library
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