Pengaruh Elemen Gamifikasi terhadap Niat Penggunaan pada Platform E-learning Duolingo

Butar Butar, Nensi Syntia (2025) Pengaruh Elemen Gamifikasi terhadap Niat Penggunaan pada Platform E-learning Duolingo. Masters thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Kemampuan bahasa Inggris merupakan keterampilan yang sangat penting di era globalisasi, terutama dalam dunia kerja dan pendidikan. Meskipun kebutuhan akan keterampilan ini terus meningkat, laporan EF English Proficiency Index (EPI) 2023 menunjukkan bahwa kemampuan bahasa Inggris di Indonesia masih tergolong rendah dibandingkan negara-negara lain di Asia. Platform e-learning menjadi salah satu solusi yang semakin diminati untuk meningkatkan kemampuan bahasa Inggris, karena memberikan fleksibilitas dan aksesibilitas yang lebih baik. Namun, terdapat tantangan utama yang harus dihadapi yaitu menjaga motivasi dan minat pengguna untuk terus belajar secara konsisten. Salah satu solusi yang dapat digunakan untuk meningkatkan motivasi serta minat pengguna yaitu dengan gamifikasi (Kaur et al., 2023). Penelitian ini bertujuan untuk menganalisis pengaruh elemen gamifikasi (Point, Badge, Leaderboard, Reward, dan Storytelling) terhadap Behavioral Intention to Use aplikasi Duolingo dengan menggunakan variabel mediasi Perceived Usefulness dan Perceived Ease of Use yang diadopsi dari model TAM, serta Perceived Enjoyment dan Hedonic Value sebagai variabel yang mempengaruhi psikologis pengguna. Menurut Model TAM, kegunaan yang dirasakan (Perceived Usefulness) dan kemudahan penggunaan (Perceived Ease of Use) dari suatu teknologi dapat langsung mempengaruhi niat seseorang untuk menggunakannya (Behavioral Intention to Use). Penelitian terdahulu menyebutkan bahwa siswa melakukan pembelajaran dengan dorongan motivasi intrinsik. Perceived Enjoyment dan Hedonic Value merupakan variabel yang termasuk dalam motivasi intrinsik, yang memotivasi seseorang melakukan suatu aktivitas karena memberikan kesenangan, kegembiraan, dan kenikmatan. Penelitian ini menggunakan 225 data responden yang dikumpulkan dari pengguna Duolingo di Indonesia yang dianalisis menggunakan PLS-SEM serta IPMA (Importance Performance Map Analysis) sebagai analisis tambahan yang mendalam. Hasil penelitian menemukan bahwa elemen gamifikasi Badge, Leaderboard, dan Storytelling serta variabel mediasi Perceived Enjoyment, Perceived Usefulness, dan Hedonic Value berpengaruh secara posiitif dan signifikan terhadap Behavioral Intention to Use. Temuan ini memberikan manfaat teoritis pada literatur terkait e-learning berbasis gamifikasi serta wawasan praktis untuk strategi pengembangan e-learning berbasis gamifikasi yang lebih efektif.
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English proficiency is a very important skill in the era of globalization, especially in the world of work and education. Although the need for this skill continues to increase, the EF English Proficiency Index (EPI) 2023 report shows that English proficiency in Indonesia is still relatively low compared to other countries in Asia. E-learning platforms are becoming one of the solutions that are increasingly in demand for improving English skills, because they provide better flexibility and accessibility. However, there is a major challenge that must be faced, namely maintaining user motivation and interest to continue learning consistently. One solution that can be used to increase user motivation and interest is gamification (Kaur et al., 2023). This study aims to analyze the effect of gamification elements (Points, Badges, Leaderboards, Rewards, and Storytelling) on Behavioral Intention to Use the Duolingo application using the mediating variables Perceived Usefulness and Perceived Ease of Use adopted from the TAM model, as well as Perceived Enjoyment and Hedonic Value as variables that influence user psychology. According to the TAM Model, the perceived usefulness (Perceived Usefulness) and ease of use (Perceived Ease of Use) of a technology can directly affect a person's intention to use it (Behavioral Intention to Use). Previous studies have stated that students learn with intrinsic motivation. Perceived Enjoyment and Hedonic Value are variables included in intrinsic motivation, which motivates a person to do an activity because it provides pleasure, joy, and enjoyment. This study used 225 respondent data collected from Duolingo users in Indonesia which were analyzed using PLS-SEM and IPMA (Importance Performance Map Analysis) as additional in-depth analysis. The results of the study found that the gamification elements Badge, Leaderboard, and Storytelling as well as the mediating variables Perceived Enjoyment, Perceived Usefulness, and Hedonic Value had a positive and significant effect on Behavioral Intention to Use. These findings provide theoretical benefits to the literature related to gamification-based e-learning as well as practical insights for more effective gamification-based e-learning development strategies.

Item Type: Thesis (Masters)
Uncontrolled Keywords: Gamifikasi, E-learning, Duolingo, TAM, Behavioral Intention to Use. Gamification, E-learning, Duolingo, TAM, Behavioral Intention to Use.
Subjects: H Social Sciences > HF Commerce > HF5415.32 Consumers' preferences
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Information System > 59101-(S2) Master Thesis
Depositing User: Nensi Syntia Butar Butar
Date Deposited: 14 Jul 2025 07:40
Last Modified: 14 Jul 2025 07:40
URI: http://repository.its.ac.id/id/eprint/119615

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