Analisis Kawaii Pada Game Online Berbasis Edukasi Terhadap Perilaku Pengguna (Case Study: Aplikasi Jalasi 2)

Purwati, Purwati (2021) Analisis Kawaii Pada Game Online Berbasis Edukasi Terhadap Perilaku Pengguna (Case Study: Aplikasi Jalasi 2). Undergraduate thesis, institut Teknologi Sepuluh Nopember.

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Abstract

Saat ini, perkembangan game online berbasis edukasi di seluruh dunia termasuk negara Indonesia telah meningkat dengan tajam seiring kemajuan teknologi digital. Salah satu game online edukasi di Indonesia yang terbaru adalah JALASI 2. Konten JALASI 2 ini mengandung banyak unsur desain kawaii untuk menarik minat anak-anak bermain game edukasi. Riset ini adalah menguji hipotesa H1: Perceived kawaii terhadap Intention to Use, H2: Perceived ease of use terhadap Perceived Satisfaction, H3: Perceived Usefulness terhadap Perceived Satisfaction, H4: Intention to Use terhadap Perceived Satisfaction. Kemudian menguji hipotesa H5: Perceived satisfaction terhadap Intention to Use.
Target utama konsumen JALASI 2 adalah anak-anak Indonesia antara usia 8 tahun sampai dengan 12 tahun. Untuk mengetahui seberapa besar minat anak-anak Indonesia terhadap pengaruh kawaii di JALASI 2, digunakan analisa Theory Reaction Action (TRA) dan Structural Equation Modelling (SEM) dengan menggunakan software AMOS. Pengujian model struktural, hasil yang diperoleh variabel perceived kawaii (PK) berpengaruh sangat kuat intention of use (ITU) sebesar 1,339, karena adanya variabel mediator yaitu variabel perceived satisfaction sebagai penjelas dari variabel PK terhadap variabel ITU. Hal ini mengindikasikan variabel laten kawaii memiliki peranan penting pada konten JALASI 2, secara signifikan dapat mempengaruhi minat anak-anak bermain game edukasi secara virtual
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Currently, the development of education-based online game throughout the world including Indonesia has increased sharply in line with advances in digital technology. One of the newest online educational games in Indonesia is JALASI 2. The content of JALASI 2 provides many kawaii design elements to attract children to play this educational game. This research is to test the hypotheses of H1: Perceived kawaii on Intention to Use, H2: Perceived Ease of Use on Perceived Satisfaction, H3: Perceived Usefulness on Perceived Satisfaction, and H4: Intention to Use on Perceived Satisfaction. After that, it tested the hypothesis of H5: Perceived Satisfaction on Intention to Use.
The main target consumers of JALASI 2 are Indonesian children between the ages of 8 and 12. In order to identify how many Indonesian children are interested in the effect of kawaii in JALASI 2, analysis of Theory Reaction Action (TRA) and Structural Equation Modeling (SEM) is utilized using AMOS software. According to the structural model test, the results obtained by the perceived kawaii (PK) variable has a very significant effect on the Intention to Use (ITU) by 1.339 because of the mediator variable, namely the perceived satisfaction variable as an explanator of the PK variable on the ITU variable. This indicates that kawaii latent variable possesses an important role in JALASI 2 content, which can significantly influence children’s interest in playing educational games virtually

Item Type: Thesis (Undergraduate)
Uncontrolled Keywords: SEM, TRA, Kawaii, Game Edukasi, Intention Of Use,SEM, TRA, Kawaii, Educational Games, Intention to Use
Subjects: T Technology > T Technology (General) > T57.62 Simulation
Divisions: Faculty of Industrial Technology and Systems Engineering (INDSYS) > Industrial Engineering > 26101-(S2) Master Thesis
Depositing User: Purwati .
Date Deposited: 04 Mar 2021 05:13
Last Modified: 04 Mar 2021 05:13
URI: http://repository.its.ac.id/id/eprint/83414

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