scholarly journals HistoriAR: Experience Indonesian history through interactive game and augmented reality

2020 ◽  
Vol 9 (4) ◽  
pp. 1518-1524
Author(s):  
Shintia Trista ◽  
Andre Rusli

History has a vital function in shaping the personality of the nation, the quality of humans, and the people of a country. However, one factor that influences learning behavior that could be improved is the students’ interest in learning. The use of game-based learning has been proven to be effective in making activities to be more fun to do. Moreover, augmented reality technology also shows enormous potential in the world of education. This research developed a game-based historical learning application using augmented reality to enhance user experience in learning history. The application is built using the Unity Game Engine and Vuforia. Furthermore, the application was tested and evaluated by measuring the perceived usefulness and perceived ease of use following the guidance in the Technology Acceptance Model. The result shows that the application achieves 89.5% for perceived usefulness and 86.33% for perceived ease of use.

2020 ◽  
Vol 4 (2) ◽  
pp. 1-10
Author(s):  
Sitaresmi Wahyu Handani ◽  
Septiana Nur Hidayah ◽  
Ito Setiawan

Gamelan merupakan salah satu budaya lokal Indonesia yang perlu dipelihara eksistensinya. Beberapa penelitian terkait pengenalan gamelan ke generasi muda telah banyak dilakukan, diantaranya menghasilkan aplikasi yang menggabungkan antara gamelan dengan teknologi terkini yaitu augmented reality. Penggunaan teknologi augmented reality untuk menampilkan dan memperkenalkan alat musik gamelan merupakan inovasi baru dan perlu diapresiasi. Namun perlu sebuah penilaian tersendiri untuk mengetahui apakah penggunaan teknologi tersebut berdampak positif terhadap penggunanya. Melalui penelitian ini, peneliti melakukan kajian lebih dalam dengan menggunakan metode Technology Acceptance Model (TAM) untuk mengetahui pengalaman pengguna dalam berinteraksi dengan aplikasi gamelan berbasis augmented reality. Terdapat lima aspek yang diuji yaitu aspek kemudahan penggunaan (Perceived Ease of Use), manfaat penggunaan (Perceived Usefulness), sikap pengguna (Atitude Toward Using), keinginan pengguna (Behavioral Intention of Use), kesadaran pengguna (Actual System Usage). Dari hasil uji validitas dan realibiltas yang dilakukan didapatkan hasil bahwa semua butir komponen dalam kuisoner yang dibagikan valid dan reliable. Sedangkan dari analisis data deskriptif yang dilakukan, didapatkan hasil bahwa persepsi pengguna terhadap lima aspek tersebut di atas sangat baik dengan nilai skor tertinggi 4.10 pada aspek kemudahan penggunaan dan sikap pengguna.


Author(s):  
Lawali Ya'u ◽  
Bashir Idris ◽  
Nazirah Binti Mat Sin

The globalization of information technology has been an agent of changes in almost every aspect of our life especially in the way we learn. The current generation as referred to by Prensky (2001), “digital native”, has been fully influenced by the technology. This challenge created a pedagogic imbalance as the current learners becomes uncomfortable with the old traditional methods of teaching. As a result digital games were advocated. This research investigates the acceptance of DGBL among undergraduate students of Multimedia University of Malaysia. 171 questionnaires were collected and analyzed using descriptive statistics which covered perceived usefulness, perceived ease of use and attitudes towards use. The result indicated that, students with agreed and strongly agreed responses have higher mean and standard deviation. The research also verifies whether there exist any significant differences of the user demography (gender and age-group) and their attitude   towards use. Mann Whitney U test and Kruskal Wallis H test were used for the analysis. The result showed that there were no statistically significant differences.


Author(s):  
Dwi Yuli Prasetyo

Abstract This study aims to predict the acceptance of information from DPMD website users by using the Technology Acceptance Model approach with the TAM construct, namely perceived usefulness, perceived ease of use and attitude toward using. This study is a quantitative study using a causal research design that aims to obtain causal evidence between research variables consisting of perceived ease of use, perceived usefulness and attitude toward using. The results showed that the people of Indragiri Downstream District rated the DPMD website as relatively easy and beneficial because the news displayed was very accurate, valid and of high quality. The attitude of the community using the DPMD Website is that users feel happy because it can provide many benefits and users enjoy using the website. The ease of use of the DPMD website and the benefits of using the website of the indragiri hilir district community and village empowerment service simultaneously have a significant effect on user attitudes in using the website. The ease of use of the website and the benefits in using the website of the indragiri hilir district community and village empowerment service partially have a significant effect on user attitudes in using the DPMD website. The variable that has a dominant influence on user attitudes in using the DPMD website is the ease of using the website.   Abstrak Penelitian ini bertujuan untuk memprediksi penerimaan informasi pengguna website DPMD dengen menggunakan pendekatan model penerimaan teknologi (Technology Acceptance Model) dengan konstruk TAM yaitu kegunaan persepsian (perceived usefulness), kemudahan penggunaan persepsian (perceived ease of use) dan sikap pengguna teknologi (attitude toward using). Penelitian ini adalah penelitian kuantitatif dengan menggunakan rancangan penelitian kausal yang bertujuan untuk mendapatkan bukti sebab akibat antara variabel-variabel penelitian yang terdiri atas perceived ease of use, perceived usefulness dan attitude toward using. Hasil penelitian menunjukkan masyarakat kabupaten indragiri hilir menilai website DPMD relatif tidak sulit dan memberikan manfaat karena berita yang ditampikan sangat akurat, valid dan bermutu. Sikap dari masyarakat penggunaan Website DPMD yaitu pengguna merasa senang karena dapat memberikan banyak kemanfaatan dan pengguna menikmati menggunakan website. Kemudahan  penggunaan website DPMD dan kemanfaatan dalam penggunaan website Dinas Pemberdayaan Masyarakat dan Desa Kabupaten Indragiri Hilir secara simultan berpengaruh signifikan terhadap sikap pengguna dalam penggunaan website. Kemudahan penggunaan website dan kemanfaatan dalam penggunaan website Dinas Pemberdayaan Masyarakat dan Desa Kabupaten Indragiri Hilir secara parsial berpengaruh signifikan terhadap sikap pengguna dalam penggunaan website DPMD. Variabel yang berpengaruh dominan terhadap sikap pengguna dalam penggunaan website DPMD yaitu Kemudahan penggunaan website.


Think India ◽  
2019 ◽  
Vol 22 (3) ◽  
pp. 402-409
Author(s):  
Deepak Shrivastava ◽  
Apurva Shrivastava ◽  
Gyan Prakash

Tech-friendliness in this new era is an important quotient considered and the persons’ acceptance towards the technology frequency matters a lot. But still the frequency varies from person to person, this brought in the concept of Technology Acceptance Model given by Fred Davis in 1989. The theory of TAM is based on two theories that are Theory of Reasoned Action and Theory of Planned Behavior, TAM is extended version of these two. Green Banking is a new technology introduced by the banks that focuses on the growth of Sustainable development and Banking system too. Thus, banks ask their customers to use it or practice it in their daily life transactions. But every customer has their own point of view on the usage of Green banking. Thus, the research aims to understand the customers’ perception towards the Green Banking for this TAM is used. The research states that Perceived risk is the primary factor that is followed by perceived usefulness and perceived ease of use that impacts the decision to use green banking. Thus, the behavioral intention results in actual use of green banking usage for which people are trying to accept the new technology. So, the banks have earned points for creating awareness among their customers but still they have to work hard and clarify their customers’ problems and vanish that hitch that is stopping them to use green banking easily.


2019 ◽  
Vol 24 (1) ◽  
pp. 100-113
Author(s):  
Filona ◽  
Misdiyono

With the rapid growth of information technology, electronic money has played an important and central role in the e-payment. Development of electronic money is able to create a trend less-cash society, which is a society’s behavior using non- cash transactions by utilizing the simplicity offered through electronic transactions. The purpose of this research is to determine the factors affecting the intention to use electronic money. We designed a questionnaire and used it to survey a simple random sampling of people who use of e-money in DKI Jakarta. The actual samples used for the study are 125 respondents. We analyzed the data using Structured Equation Modeling to evaluate the strength of the hypothesized effects. The result of the analysis showed that perceived ease of use has no significant effect on attitudes towards the use of e-money. Perceived ease of use has a significant effect on the perceived usefulness of e-money. Perceived usefulness has no significant effect on the intention to use e-money. Perceived usefulness has a significant effect on attitudes towards the use of e-money. Attitude has a significant effect on the intention to use e-money. Subjective norm has a significant effect on the intention to use e-money. Perceived behavioral control has no significant effect on the intention to use e-money. Keywords: electronic money, technology acceptance model, the theory of planned behavior.


Author(s):  
M. R. K. N. Yatigammana ◽  
Md. Gapar Md. Johar ◽  
Chandra Gunawardhana

E-learning is a method of delivering knowledge using information technology and electronic media for the remote users. The advantages of e-learning method can be fully achieved with the postgraduate studies as majority of the postgraduate students are engaged in learning while they are working and also geographically dispersed due to the family and work life thus physically appearing for the lecture sessions are difficult to them. This paper attempts to develop a framework to measure the postgraduate students’ perceived technology acceptance by developing a modified version of the Technology Acceptance Model (TAM) which replaces perceived usefulness and perceived ease of use in the original model of TAM with relative advantage and complexity and incorporate other variables of trialability, observability, compatibility, psychological wellbeing and social influence of the students. The developed model is validated using 30 postgraduate students from Sri Lanka and thus this model can be used in future researchers to measure the perceived e-learning acceptance of postgraduate students.


2018 ◽  
Vol 11 (9) ◽  
pp. 1
Author(s):  
Eman Abdel-Reheem Amin ◽  
Faiza Abdalla ELhussien Mohammed

This study applied the Technology Acceptance Model (TAM) in investigating teachers and students’ perceptions towards integrating the D2L system to enhance EFL teaching and learning processes at the English language department, Majmaah University. Two close-ended questionnaires were designed to measure the participants’ perceived ease of use, perceived usefulness, attitudes, and intentions to use D2L. To understand participants’ perceptions and the obstacles that may hinder their use of D2L, an interview with open-ended questions were conducted. Data from the questionnaires were analyzed using SPSS. Qualitative analysis of the interview data showed the frequencies and proportions of participants’ responses. The findings indicated that the D2L system is totally accepted by teachers and students. Few problems along with their suggested solutions were grouped, presented and discussed.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Siti Nurdiyana Atikah Sulaiman ◽  
Mohammad Nabil Almunawar

Purpose The purpose of this paper is to investigate factors that influence customers’ adoption of biometric-based point-of-sale in Brunei. Design/methodology/approach This paper extends technology acceptance model constructs with trust and some other variables as the framework to investigate their influence on the attitude toward the usage of a biometric point-of-sale terminal for payments in Brunei. Nine variables may influence user’s perception toward usage. The nine variables are needed, perceived ease of use, perceived usefulness, experience, innovativeness, privacy, security, trust and attitude toward usage. Multiple regression analysis was conducted to test hypotheses related to these nine variables. Findings It is found that the innovativeness of an individual and similar experience corresponds toward trust, which is positively related to attitude toward usage. Perceived usefulness and trust have significantly influenced the intention of individuals to use biometrics as an authentication method for payment. Research limitations/implications The nature of this research is to gather the public’s opinion and perception as much as it is deemed possible to get a bigger and clearer picture of the study. As the target respondence is citizens and residents of Brunei without any specification or exclusion, a large response would be needed to have a more reliable and accurate result. However, only 205 respondents can be gathered in this study. Had there been a longer time frame, it would be best to gather a lot more responses. Originality/value This paper explores the adoption of biometric authentication in large-scale point-of-terminals. It identifies factors that influence adoption. The results of this study could assist future researchers in which direction to take to further explore biometric as an authentication method for payment. In addition to this, it could also provide banks and financial technology in Brunei a clearer picture of the Brunei market and Bruneians perspective on the biometric system.


2019 ◽  
Vol 9 (2) ◽  
pp. 396-406
Author(s):  
Aryanto Aryanto

ABSTRACT Smart Indonesia Program (PIP) is a direct cash assistance provided to underprivileged students with Smart Indonesia Card (KIP) as a marker / identity to ensure and ensure that children get the assistance of the Smart Indonesia Program. In order to monitor the distribution of KIP and to ensure that KIP has been accepted and can be utilized by the students, the Ministry of Education and Culture shall validate and update KIP recipient data through the Dapodik Application. Dapodik is an online and real time, based application that can be accessed and operated directly by all school operators in data entry, data processing, updating of PIP data, education personnel, students, periodic, sanitation, study groups and data of infrastructure school. This study aimed to evaluate the level of acceptance of basic education data applications (dapodik) using the method of Technology Acceptance Model (TAM). This study used 3 modified variables are Perceived Ease of Use (PEOU) and Perceived Usefulness (PU) as independent variable while Acceptance of IT as dependent variable. This study used simple random sampling as a sampling technique, with the number of respondents as many as 66 people operators. For data analysis techniques, this study used multiple regression techniques with descriptive quantitative research types, as well as data processing tools using SPSS 16.00 for windows software. The results showed that the benefit factor (Perceived Ease of Use) of 43.5%, factor amenity (Perceived Usefulness) of 36.8%. This proves that the more dominant benefit factor influences receipt of Dapodik application usage as PIP data updating application.   Key Words: Aplication of Dapodik, Perceived Ease of Use, Perceived Usefulness, Perceived Usefulness, Acceptance of IT, Technology Accaptance Mod


2021 ◽  
Vol 17 (2) ◽  
pp. 33-44
Author(s):  
Kavitha Venkatasubramany Iyer ◽  
Anupam Siddhartha

Reports indicate that 49% of adults in India spend at least 2-3 hours consuming OTT media, rather than watching conventional television. With such changes in the way the general population is exposed to content, brands have also been adapting to the new patterns that this study investigates. This study was conducted to assess consumers’ attitudes and acceptance towards brand placement in the novel media format of web series based on the Technology Acceptance Model (TAM). This study, based on a survey of 278 individuals from Urban India settings, was conducted using a self-report questionnaire adapted from F Davis’s Perceived Usefulness, Perceived Ease of Use and User Acceptance of TAM questionnaire (1989). The study supports TAM and recognizes that the frequency of viewing Web Series directly relates to brand recall (R = 0.57, p < .001). Product/brand placement yields brand awareness for unknown or unpopular brands and provide evidence for higher engagement with the placement when the audiences have pre-existing positive attitudes towards the brand (t (277) = 27.11, p = .01). This study also confirms that TAM as a relevant model can be applied to understand how regularity and duration of viewing affect attitudes towards brands and their placement in Web Series. Brand placement in Web Series is perceived as useful and largely determines brand name recall. Thus, marketers should strategically consider using brand placement in Web Series as a part of their marketing communication plan, especially as this media with other related forms of advertisement are important for brands to keep up with the industry’s communication challenges.


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