Analisis Pengaruh Karakteristik Pengguna dan Faktor-Faktor Pada Learning Transfer Intenion Sebagai Assesment Feasibility Penggunaan VR Hazard Identification Terminal Peti Kemas

Rosya, Kamila Nur (2024) Analisis Pengaruh Karakteristik Pengguna dan Faktor-Faktor Pada Learning Transfer Intenion Sebagai Assesment Feasibility Penggunaan VR Hazard Identification Terminal Peti Kemas. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

PT Pelindo TPK merupakan badan usaha milik negara yang bergerak di bidang pengelola terminal peti kemas. Dalam aktivitas bisnisnya ditemukan 16 potensi unsafe condition dan 23 potensi unsafe behaviour. Untuk menyelesaikan permasalahan, dibuatlah “K3I.Verse” (permainan VR hazard identification). Tujuan dari penelitian ini adalah untuk mengetahui kelayakan aplikasi K3i.verse sebagai media pelatihan dan pengaruh karakteristik partisipan eksperimen terhadap hasil pelatihan serta mengetahui hubungan antara enjoyment dengan Learning Transfer Intention beserta beberapa faktor lain yang mempengaruhi (usability, cyebersickness, presence level). Data yang diperoleh diolah menggunakan metode SEM-PLS dan statistika non parametrik untuk mengetahui tingkat hubungan antar faktor. Hasil uji statistika non paremetrik menunjukkan variabel jenis kelamin, usia, dan pengalaman K3 memiliki P-Value >0.05 terhadap selisih skor (tidak berpengaruh signifikan), tetapi terdapat signifikansi pada skor sebelum dan sesudah pelatihan secara keseluruhan, sehingga dapat disimpulkan bahwa K3i.verse memberikan pelatihan yang efektif untuk berbagai karakteristik peserta. Pada faktor completion time, hanya faktor usia yang berpengaruh dengan P-value 0.01. Dimana semakin muda usia maka semakin cepat waktu penyelesaian. Pada pengujian SEM PLS diperoleh hasil cybersickness mempengaruhi usability secara negatif sebanyak 24%, usability mempengaruhi oleh usability sebanyak 58,6%, usability mempengaruhi user enjoyment 14%, presence mempengaruhi learning transfer intention 14%, presence level mempengaruhi user enjoyment sebesar 38%, dan user enjoyement mempengaruhi learning transfer intention sebanyak 80%. Skor SUS juga menunjukkan nilai 75,8 sehingga berpotensi menjadi net promoter. Hasil P-value cybersickness pada kondisi sebelum dan sesudah menggunakan virtual reality adalah 0.621 (>0.05) sehingga dapat diartikan bahwa tidak ada perbedaan kondisi cybersickness antara sebelum dan sesudah melakukan pelatihan. Terakhir, skor presence level sebesar 86 menunjukkan excellent presence. K3i.verse menunjukkan kelayakan yang baik dilihat dari usability, presence, cybersickness, serta terbukti efektif untuk berbagai karakteristik responden. Diharapkan dapat memperluas penggunaan aplikasi ini secara luas di seluruh divisi atau departemen di PT Pelindo TPK. Selain itu, dapat dilakukan penelitian lanjutan dengan mempertimbangkan faktor-faktor lain yang belum di uji pada penelitian ini.
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PT Pelindo TPK is a state-owned enterprise engaged in container terminal management. In its business activities, there are 16 potential unsafe conditions and 23 potential unsafe behaviors. To solve the problem, "K3I.Verse" (VR hazard identification game) was made. The purpose of this study is to determine the feasibility of the K3i.verse application as a training medium and the effect of experimental participant characteristics on training results and determine the relationship between enjoyment and Learning Transfer Intention along with several other influencing factors (usability, cyebersickness, presence level). The data obtained is processed using the SEM-PLS method and non-parametric statistics to determine the level of relationship between factors. The results of non-parametric statistical tests show that the variables of gender, age, and K3 experience have a P-Value>0.05 on the score difference (no significant effect), but there is significance in the overall pre- and post-training scores, so it can be concluded that K3i.verse provides effective training for various participant characteristics. In the completion time factor, only the age factor has an effect with a P-value of 0.01. Where the younger the age, the faster the completion time. In SEM PLS testing, it was found that cybersickness negatively affects usability by 24%, usability affects usability by 58.6%, usability affects user enjoyment by 14%, presence affects learning transfer intention by 14%, presence level affects user enjoyment by 38%, and user enjoyment affects learning transfer intention by 80%. The SUS score also shows a value of 75.8 so that it has the potential to become a net promoter. The P-value of cybersickness before and after using virtual reality is 0.621 (>0.05), so it can be interpreted that there is no difference in cybersickness conditions between before and after training. Finally, the presence level score of 86 indicates Excellent Presence. K3i.verse showed good feasibility in terms of usability, presence, cybersickness, and proved effective for various characteristics of respondents. It is expected to expand the use of this application widely across all divisions or departments at PT Pelindo TPK. In addition, further research can be carried out by considering other factors that have not been tested in this study.

Item Type: Thesis (Other)
Uncontrolled Keywords: Cybersickness, Partial Least Square, Presence level, Usability, Virtual reality
Subjects: L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods
L Education > LB Theory and practice of education > LB1044.87 Internet in education (e-learning). Virtual reality in education.
T Technology > T Technology (General) > T59.7 Human-machine systems.
Divisions: Faculty of Industrial Technology and Systems Engineering (INDSYS) > Industrial Engineering > 26201-(S1) Undergraduate Thesis
Depositing User: Kamila Nur Rosya
Date Deposited: 24 Jan 2024 04:03
Last Modified: 24 Jan 2024 04:03
URI: http://repository.its.ac.id/id/eprint/105594

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