Proceedings of the 2nd International Conference on Business and Management of Technology (ICONBMT 2020)

Factors Affecting Students’ Intention of Gamification for Learning Model in the Covid- 19 Pandemic Era at Indonesia: A Confirmatory Factor Analysis

Authors
Reny Nadlifatin, Satria Fadil Persada, Gita Widi Bhawika, Gogor Arif Handiwibowo, Lissa Rosdiana Noer, Bima Sakti Prayitno, Mohammad Fadhlur Rahman
Corresponding Author
Reny Nadlifatin
Available Online 10 May 2021.
DOI
10.2991/aebmr.k.210510.050How to use a DOI?
Keywords
Gamification, Campus, Distance Learning, Covid-19, TAM
Abstract

The current study explores the measurement of gamification-based distance learning education on campus in the Covid-19 period. Thriving from the regular distance learning during the pandemic Covid-19, the element of interactive study and fun through games will help the students resolve their process of learning. The well famous Technology Acceptance Model, to include the perceived interactivity, is used as the measurement model. The assessment uses the confirmatory factor analysis, and nine hypotheses are stated. The research collects a total of 150 higher education students as the instrument of the sample. The data is analysed by a structural equation model to evaluate hypotheses testing. The result shows the suitability model in explaining the students’ intention up to use gamification-based education. A total of seven out of nine hypotheses are accepted. AT presents the most dominant influence value to BI with the beta value of 0.87. The overall model explains 76 percent of total intention in the measurement model. The theoretical and practical implications are further explained.

Copyright
© 2021, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

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Volume Title
Proceedings of the 2nd International Conference on Business and Management of Technology (ICONBMT 2020)
Series
Advances in Economics, Business and Management Research
Publication Date
10 May 2021
ISBN
10.2991/aebmr.k.210510.050
ISSN
2352-5428
DOI
10.2991/aebmr.k.210510.050How to use a DOI?
Copyright
© 2021, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

Cite this article

TY  - CONF
AU  - Reny Nadlifatin
AU  - Satria Fadil Persada
AU  - Gita Widi Bhawika
AU  - Gogor Arif Handiwibowo
AU  - Lissa Rosdiana Noer
AU  - Bima Sakti Prayitno
AU  - Mohammad Fadhlur Rahman
PY  - 2021
DA  - 2021/05/10
TI  - Factors Affecting Students’ Intention of Gamification for Learning Model in the Covid- 19 Pandemic Era at Indonesia: A Confirmatory Factor Analysis
BT  - Proceedings of the 2nd International Conference on Business and Management of Technology (ICONBMT 2020)
PB  - Atlantis Press
SP  - 322
EP  - 327
SN  - 2352-5428
UR  - https://doi.org/10.2991/aebmr.k.210510.050
DO  - 10.2991/aebmr.k.210510.050
ID  - Nadlifatin2021
ER  -