Augmented Reality is now used in many fields, including in terms of helping the learning process. The purpose of this research is to know the effect of interrelated based on Technology Acceptance model, namely Perceived Usefulness, Perceived Easy to Use, Behavioral Intention Use, and Actual System Use on the use of Augmented Reality based card game. This research resulted that hypothesis in this research accepted after going through data analysis process from questionnaire result. A huge interest in the use of Augmented Reality-based games as actual technology as a factor in whether or not the game is accepted. Users, viewed in terms of ease of use and the benefits posed by the game is also very influential on the acceptance of games based on Augmented Reality.
The purpose of this research is to develop a new model by integrating the impact and readiness of the model that has been done before. The steps are taken a start from adopting, combining and adapting the previous model, namely by identifying the impact of ICT readiness in the countryside. The researchers developed the model based on the input-process-output logic and the processional and causal model of the IS impact models. This study has identified 9 variables and 45 indicators that have a relationship between impact and readiness. The findings of this study are the limited number of human resources who control ICT, the inequality of networks, the adequacy of institutional needs and the existence of budget support from authorized institutions and information systems that have not accommodated all service needs and have not been implemented in all villages. The conclusion of this study is combination model by integrating four preparedness model variables and five variables from the success model. In addition to the development process, clarity of coherent relationships between models, variables, indicators, and questions from each indicator are also presented in this study.
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