Analisis Tingkat Penerimaan Teknologi Virtual Reality Dalam Pembelajaran Fakultas Psikologi Universitas Ciputra

Gunadisastra, Stefanus (2024) Analisis Tingkat Penerimaan Teknologi Virtual Reality Dalam Pembelajaran Fakultas Psikologi Universitas Ciputra. Masters thesis, Institut Teknologi Sepuluh Nopember.

[thumbnail of 6032222009-Master_Tesis.pdf] Text
6032222009-Master_Tesis.pdf - Accepted Version
Restricted to Repository staff only until 1 October 2026.

Download (8MB) | Request a copy

Abstract

Penggunaan metode pembelajaran baru dengan teknologi Virtual Reality (VR) pada fakultas Psikologi mulai diterapkan kepada mahasiswa pada tahun ajaran 2023/2024 sebagai pembelajaran penanganan terapi phobia. Pengukuran penerimaan teknologi VR pada fakultas psikologi ini penting sebagai pertimbangan bagi manajemen dalam menentukan strategi baik secara kebijakan akademis maupun kebijakan operasional. Tesis ini bertujuan untuk menganalisis faktor yang signifikan dalam penerimaan teknologi VR di Fakultas Psikologi Universitas Ciputra. Penggunaan VR dalam pembelajaran psikologi dapat meningkatkan pengalaman mahasiswa interaksi dan lingkungan yang imersif pada teknologi VR. Jika adopsi teknologi VR bernilai positif, maka kemungkinan tingkat kepuasan mahasiswa terhadap pembelajaran juga ikut meningkat. Penelitian ini menggunakan Technology Acceptance Model 3 (TAM3) sebagai kerangka kerja untuk memahami faktor-faktor yang diduga mempengaruhi penerimaan teknologi VR di Fakultas Psikologi. TAM3 melibatkan berbagai konstruk, termasuk perceived usefulness, perceived ease of use, subjective norm, enjoyment, attitude toward use, dan behavioral intention yang semuanya memainkan peran penting dalam mempengaruhi sikap dan niat pengguna untuk menerima dan mengadopsi teknologi. Metode penelitian yang digunakan mencakup survei yang akan melibatkan mahasiswa di Fakultas Psikologi. Data yang diperoleh akan dianalisis secara komprehensif dengan menggunakan metode Structural Equation Model Partial Least Square melalui aplikasi Smart PLS untuk mengidentifikasi faktor-faktor yang memiliki dampak paling signifikan terhadap penerimaan teknologi VR dalam konteks pembelajaran psikologi. Hasil dari penelitian ini, ditemukan bahwa dukungan dari pihak berpengaruh seperti dosen (Subjective Norm) meningkatkan intensi penggunaan teknologi VR dalam pembelajaran. Faktor kenyamanan (Perceived Enjoyment), kemudahan penggunaan (Perceived Easy of Use), dan faktor manfaat (Perceived Usefulness) juga mempengaruhi keyakinan dan sikap positif (Attitude Toward Use) terhadap teknologi VR, yang pada akhirnya meningkatkan keinginan untuk menggunakan VR dalam pembelajaran (Behavioral Intention). Hasil penelitian ini dapat membantu merumuskan rekomendasi untuk meningkatkan penggunaan VR dalam pendidikan psikologi dan memajukan pengembangan metode pembelajaran yang inovatif di masa depan.
=================================================================================================================================
The use of new learning methods with Virtual Reality (VR) technology in the Faculty of Psychology began to be implemented for students in the 2023/2024 academic year as part of learning phobia therapy treatment. Measuring the acceptance of VR technology in the Faculty of Psychology is important for management considerations in determining strategies for both academic and operational policies. This thesis aims to analyze significant factors in the acceptance of VR technology at the Faculty of Psychology, Universitas Ciputra. The use of VR in psychology learning can enhance students' experiences through interaction and immersive VR environments. If the adoption of VR technology is perceived positively, the likelihood of increased student satisfaction with the learning process also rises. This research employs the Technology Acceptance Model 3 (TAM3) as a framework to understand the factors that are suspected to influence the acceptance of VR technology in the Faculty of Psychology. TAM3 involves various constructs, including perceived usefulness, perceived ease of use, subjective norm, enjoyment, attitude toward use, and behavioral intention, all of which play important roles in influencing users' attitudes and intentions to accept and adopt the technology. The research method involves a survey that will include students from the Faculty of Psychology. The collected data will be comprehensively analyzed using the Structural Equation Model Partial Least Square method through the Smart PLS application to identify the factors that have the most significant impact on the acceptance of VR technology in the context of psychology learning. The results of this research found that support from influential parties such as lecturers (Subjective Norm) increases the intention to use VR technology in learning. Factors such as comfort (Perceived Enjoyment), ease of use (Perceived Ease of Use), and perceived benefits (Perceived Usefulness) also influence confidence and positive attitudes (Attitude Toward Use) towards VR technology, which ultimately increases the desire to use VR in learning (Behavioral Intention). The findings of this study can help formulate recommendations to enhance the use of VR in psychology education and advance the development of innovative learning methods in the future.

Item Type: Thesis (Masters)
Uncontrolled Keywords: Structural Equation Model, Technology Acceptance Model, Virtual Reality.
Subjects: L Education > L Education (General)
T Technology > T Technology (General)
Divisions: Interdisciplinary School of Management and Technology (SIMT) > 61101-Master of Technology Management (MMT)
Depositing User: Stefanus Gunadisastra
Date Deposited: 22 Jul 2024 03:28
Last Modified: 22 Jul 2024 06:49
URI: http://repository.its.ac.id/id/eprint/108602

Actions (login required)

View Item View Item