<p class="Judul2"><em>E-learning</em> telah berkembang tidak hanya sekedar berbagi materi pembelajaran melalui internet, namun telah berevolusi menjadi tempat untuk kolaborasi, sosialisasi, <em>project based learning</em>, <em>refl</em><em>ective practise</em>, dan pembelajaran dengan simulasi. Untuk mewujudkan hal tersebut telah dikembangkan sebuah sistem <em>e</em><em>-learning </em><em>gamification</em> khusus bidang pemrograman. Penelitian ini menerapkan <em>Technology Acceptance Model</em> (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 <em>Perceived Usefullness</em> (PU), <em>Perceived Ease of Use</em> (PEU), <em>Perceived Social Influence</em> (PSI), <em>Perceived Enjoyment</em> (PE), <em>Intention of Engagement</em> (IoE), dan <em>Elearning Gamification Attitude</em> (EGA). Model TAM didasarkan beberapa hipotesis dan faktor yang berpengaruh. Hasil menunjukan bahwa TAM dapat digunakan untuk memeriksa penerimaan teknologi <em>e-learning gamification</em> bidang pemrograman. <em>Perceived Social Influence </em>(PSI) dan <em>Perceived Enjoyment</em> (PE) berkontribusi terhadap <em>Intention of Engagement</em> (IOE). Selain itu <em>Perceived Usefullnes</em> (PU), <em>Perceived Social Influence</em> (PSI), <em>Perceived Enjoyment</em> (PE), dan <em>Intention of Engagement</em> (IOE) berkontribusi terhadap <em>Elearning Gamification Attitude</em> (EGA).</p><p class="Abstrak"><strong><em>Abstract</em></strong></p><p class="Judul2"> <em>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).</em></p>
Blended learning adalah kolaborasi atau kombinasi antara pembelajaran tradisional (pembelajaran dengan tatap muka secara langsung) dan pembelajaran menggunakan teknologi atau e-learning. Universitas Brawijaya sebagai penyelenggara pendidikan tinggi juga telah memfasilitasi penggunaan teknologi untuk blended learning. Namun pada penerapan blended learning masih terdapat beberapa permasalahan Pada penelitian ini digunakan Unified Theory of Acceptance and Use of Technology (UTAUT) sehingga mampu menutupi kekurangan dari penelitian sebelumnya. Faktor-faktor yang dapat diidentifikasi dengan UTAUT diwakili 2 faktor yaitu perilaku penggunaan (Use Behavior) serta perilaku keinginan dalam menggunakan sistem (Behavioral Intention). Masing-masing dari kedua faktor ini dipengaruhi oleh 4 faktor yaitu harapan kinerja sistem (performance expectancy), harapan usaha yang dikeluarkan untuk mengoperasikan sistem (Effort Expectancy), pengaruh sosial (Social Influence) serta kondisi fasilitas yang mendukung operasional sistem (Facilitating Conditions). Sedang 4 faktor ini ditentukan oleh gender, umur, pengalaman dalam menggunakan sistem kesukarelaan penggunaan sistem dari pengguna. Dengan menggunakan UTAUT ternyata didapatkan hasil evaluasi bahwa faktor-faktor yang memiliki pengaruh terhadap penggunaan sistem blended learning di
The purpose of this study are to describe the teacher's efforts in strengthening the social caring character for students of MI Muhammadiyah. This study uses qualitative methods with the techniques of collecting data by using interviews, observation and documentation. To test the validity of research data using triangulation technique of source and triangulation technique. Data analysis techniques in this study consisting of reduction, data presentation and verification. The result of this study indicate that the strengthening of social care characters is implemented through 1) integration of self-development programs through routine activities, spontaneous activities, exemplary and conditioning, 2) integration in subject, 3) integrating school culture through social activities and social action, building community-class harmony, and emphathizing with classmates. The strengthening of social caring character in MI Muhammadiyah as a whole has gone well.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.