Quick jump to page content
  • Main Navigation
  • Main Content
  • Sidebar

  • Home
  • Current
  • Archives
  • Join As Reviewer
  • Info
  • Announcements
  • Statistics
  • About
    • About the Journal
    • Submissions
    • Editorial Team
    • Privacy Statement
    • Contact
  • Register
  • Login
  • Home
  • Current
  • Archives
  • Join As Reviewer
  • Info
  • Announcements
  • Statistics
  • About
    • About the Journal
    • Submissions
    • Editorial Team
    • Privacy Statement
    • Contact
  1. Home
  2. Archives
  3. Vol. 9, No. 1, February 2024
  4. Articles

Issue

Vol. 9, No. 1, February 2024

Issue Published : Feb 28, 2024
Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Exploring the Impact of Octalysis Gamification in Japanese M-learning Using the Technology Acceptance Model

https://doi.org/10.22219/kinetik.v9i1.1883
Suwarno
Universitas Internasional Batam
Deli
Universitas Internasional Batam
Marvin Christian
Universitas Internasional Batam

Corresponding Author(s) : Suwarno

suwarno.liang@uib.ac.id

Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, Vol. 9, No. 1, February 2024
Article Published : Feb 28, 2024

Share
WA Share on Facebook Share on Twitter Pinterest Email Telegram
  • Abstract
  • Cite
  • References
  • Authors Details

Abstract

Indonesia is a country with the second highest number of Japanese language learners in the world. However, with the main language of Indonesia being derived from the roman alphabets, it makes Indonesian students hard to get used to learning Japanese alphabets, especially Kanji. This study aims to develop a gamified mobile learning application following the Octalysis gamification framework, and assess its impact in garnering student’s acceptance to enhance their Japanese Kanji learning experience. This study was conducted quantitatively using the Technology Acceptance Model, and analyzed through the Structural Equation Model. The data were collected via questionnaires from 194 members of the local Japanese learning community. The variables analyzed in this research are Perceived Usefulness, Perceived Ease of Use, Attitude Towards Using, and Behavioral Intention. All variables are tested for validity and reliability using SPSS Statistics, and structural equation model analysis using SPSS AMOS. The results showed positive significant correlations between Perceived Usefulness and Attitude Towards Using, Perceived Ease of Use and Attitude Towards Using, and Attitude Towards Using and Behavioral Intention. The result also noted a negative correlation between Perceived Usefulness and Behavioral Intention. Each variable contributes to the acceptance of the gamified mobile learning application with a strong emphasis on Perceived Ease of Use, and a mild emphasis on Perceived Usefulness.

Keywords

Gamification M-learning Japanese Kanji Octalysis Technology Acceptance Model
Suwarno, Deli, D., & Christian, M. (2024). Exploring the Impact of Octalysis Gamification in Japanese M-learning Using the Technology Acceptance Model. Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, 9(1), 77-88. https://doi.org/10.22219/kinetik.v9i1.1883
  • ACM
  • ACS
  • APA
  • ABNT
  • Chicago
  • Harvard
  • IEEE
  • MLA
  • Turabian
  • Vancouver
Download Citation
Endnote/Zotero/Mendeley (RIS)
BibTeX
References
  1. R. N. Cahya, E. Suprapto, and R. Lusiana, “Development of Mobile Learning Media Based Android to Suport Students Understanding,” in Journal of Physics: Conference Series, Institute of Physics Publishing, Mar. 2020. https://doi.org/10.1088/1742-6596/1464/1/012010
  2. B. Klimova, “Impact of mobile learning on students’ achievement results,” Educ Sci (Basel), vol. 9, no. 2, Jun. 2019. https://doi.org/10.3390/educsci9020090
  3. D. Kusrini, V. L. Dewanty, and N. N. Hidayat, “The Development of Comics as a Media to Improve Japanese Writing Skill,” in International Conference on Language, Literature, Culture, and Education, 2020.
  4. S. Quintos, “Difficulties in Learning Japanese as a Foreign Language: The Case of Filipino Learners,” Bicol University R&D Journal, vol. 24, no. 2, 2021. http://dx.doi.org/10.47789/burdj.mbtcbbgs.20212402.04
  5. Y. Saito, “Problems and Issues in Learning Japanese Language Among Thai and Chinese University Students : A Mixed Method Micro Research,” Journal of Osaka University of Economics, vol. 73, no. 2, 2022.
  6. N. T. Danh, “Sustanaible Methods of Improving Kanji Learning Skills for Japanese Language Learners at Basic Level at FPT University,” E3S Web of Conferences, vol. 295, 2021. https://doi.org/10.1051/e3sconf/202129505031
  7. L. M. Rasiban, N. Sutjiati, and A. Dahidi, “Japanese Literacy Acquisition by Alphabetic-Based Background Indonesian Learners,” in Proceedings of the Second Conference on Language, Literature, Education, and Culture , 2019.
  8. L. Kupchyk and A. Litvinchuk, “Constructing Personal Learning Environments Through ICT-mediated Foreign Language Instruction,” in Journal of Physics: Conference Series, IOP Publishing Ltd, Mar. 2021. https://doi.org/10.1088/1742-6596/1840/1/012045
  9. T. Nishio, C. Fujikake, and M. Osawa, “Language Learning Motivation in Collaborative Online International Learning: An Activity Theory Analysis,” Journal of Virtual Exchange, vol. 3, pp. 27–47, Nov. 2020. https://doi.org/10.21827/jve.3.35780
  10. J. Yamashita, “Development of a Motivational Regulatory Strategy Scale for Indonesian Learners of Japanese,” Front Psychol, vol. 14, Sep. 2023. https://doi.org/10.3389/fpsyg.2023.1245500
  11. Japan Foundation, “Survey Report On Japanese-Language Education Abroad,” 2020.
  12. F. Djafri and L. Wahidati Universitas Gadjah Mada, “Study in Japan and the Motivation of Japanese Language Learners in Higher Educational Institutions in Indonesia,” IZUMI: Japanese Language, Literature and Culture Journal, vol. 9, no. 2, 2020.
  13. L. M. Rasiban, D. Sudana, and D. Sutedi, “Indonesian Students’ Perceptions of Mnemonic Strategies to Recognize Japanese Kanji Characters,” Indonesian Journal of Applied Linguistics, vol. 8, no. 3, pp. 697–702, 2019. https://doi.org/10.17509/ijal.v8i3.15256
  14. A. A. Kocimaheni, D. Soepardjo, J. Prasetyo, N. S. Sasanti, and Parastuti, “Implementation of Kanji Learning Outcome Assessment During the Covid-19 Pandemic,” in International Joint Conference on Arts and Humanities (IJCAH), 2023, pp. 984–991. https://doi.org/10.2991/978-2-38476-008-4_104
  15. S. M. Schöbel, A. Janson, and M. Söllner, “Capturing the Complexity of Gamification Elements: A Holistic Approach for Analysing Existing and Deriving Novel Gamification Designs,” European Journal of Information Systems, vol. 29, no. 6, pp. 641–668, 2020. https://doi.org/10.1080/0960085X.2020.1796531
  16. M. Berger and C. Jung, “Gamification in Nutrition Apps – Users’ Gamification Element Preferences: A Best-Worst-Scaling Approach,” in 54th Hawaii International Conference on System Sciences, University of Hawai’i at Manoa, 2021.
  17. J. M. Budiman and T. Wibowo, “Qualitative Analysis Study Of User Perception On E-Marketplace Gamification Effectiveness Among Indonesian: Case Study Of Batam City,” JUPITER: Jurnal Penelitian Ilmu dan Teknologi Komputer, vol. 15, no. 1d, pp. 638–647, May 2023. https://doi.org/10.5281./6310/15.jupiter.2023.04
  18. R. S. Contreras-Espinosa and A. Blanco-M, “A Literature Review of E-government Services with Gamification Elements,” International Journal of Public Administration, vol. 45, no. 13, pp. 964–980, 2022. https://doi.org/10.1080/01900692.2021.1930042
  19. R. Fithriani, “The Utilization of Mobile-assisted Gamification for Vocabulary Learning: Its Efficacy and Perceived Benefits,” Computer Assisted Language Learning Electronic Journal (CALL-EJ), vol. 22, no. 3, pp. 146–163, 2021.
  20. S. Atin, R. A. Syakuran, and I. Afrianto, “Implementation of Gamification in Mathematics m-Learning Application to Creating Student Engagement,” International Journal of Advanced Computer Science and Applications, vol. 13, no. 7, pp. 542–556, 2022. https://dx.doi.org/10.14569/IJACSA.2022.0130765
  21. F. Marisa, S. Sakinah Syed Ahmad, Z. Izzah Mohd Yusoh, A. L. Maukar, R. David Marcus, and A. Aris Widodo, “Evaluation of Student Core Drives on e-Learning During the Covid-19 With Octalysis Gamification Framework,” (IJACSA) International Journal of Advanced Computer Science and Applications, vol. 11, no. 11, 2020.
  22. T. Wibowo, “Study Gamification in Education Practice: Elements of MMORPG in Classroom,” in ICTE: International Conference on ICT in Education, 2018.
  23. A. I. Zourmpakis, M. Kalogiannakis, and S. Papadakis, “Adaptive Gamification in Science Education: An Analysis of the Impact of implementation and Adapted game Elements on Students’ Motivation,” Computers, vol. 12, no. 7, Jul. 2023. https://doi.org/10.3390/computers12070143
  24. P. W. Atmaja and S. Sugiarto, “Balancing Entertainment, Cost, and Educational Strength: A Design Framework for Medium-Coupling Educational Games,” Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, pp. 27–40, Feb. 2021. https://doi.org/10.22219/kinetik.v6i1.1158
  25. R. Junior and F. Silva, “Redefining the MDA Framework—The Pursuit of a Game Design Ontology,” Information (Switzerland), vol. 12, no. 10, Oct. 2021. https://doi.org/10.3390/info12100395
  26. F. Marisa et al., “Customer Motivation Analysis On Retail Business With Octalysis Gamification Framework,” J Theor Appl Inf Technol, vol. 99, no. 13, 2021.
  27. C.-M. Chen, L. Ming-Chaun, and C.-P. Kuo, “A Game-based Learning System Based on Octalysis Gamification Framework to Promote Employees’ Japanese learning,” Comput Educ, vol. 205, p. 104899, 2023. https://doi.org/10.1016/j.compedu.2023.104899
  28. G. D. Pratama and G. P. Kusuma, “Implementation of Gamification Framework on Online Learning of Procedural Programming,” J Theor Appl Inf Technol, vol. 100, no. 22, 2022.
  29. N. P. H. Arce and A. M. C. Valdivia, “Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning,” International Journal of Emerging Technologies in Learning, vol. 15, no. 20, pp. 194–209, 2020. https://doi.org/10.3991/ijet.v15i20.16135
  30. M. I. Qureshi, N. Khan, S. M. Ahmad Hassan Gillani, and H. Raza, “A Systematic Review of Past Decade of Mobile Learning: What We Learned and Where to Go,” International Journal of Interactive Mobile Technologies, vol. 14, no. 6, pp. 67–81, 2020. https://doi.org/10.3991/ijim.v14i06.13479
  31. R. Robianto, “Analysis of Android Based Mobile Blocking Application Design Using MIT App Inventor,” JIT: Jurnal Ipteks Terapan, vol. 14, no. 1, 2020. https://doi.org/10.22216/jit.2020.v14i1.5082
  32. A. T. Sondha, U. Sa’adah, F. F. Hardiansyah, and M. B. A. Rasyid, “Framework and Code Generator for Android Development with Clean Architecture Principles Implementation,” Jurnal Nasional Teknik Elektro dan Teknologi Informasi, vol. 9, no. 4, pp. 327–335, Dec. 2020. https://doi.org/10.22146/jnteti.v9i4.572
  33. J. Edumadze, G. Ditlhokwa, and J. Demuyakor, “Students’ Acceptance and Perceptions of Perceived Usefulness of Mobile Learning Devices in Higher Educational Institutions,” Online J Commun Media Technol, vol. 12, no. 2, Apr. 2022. https://doi.org/10.30935/ojcmt/11539
  34. M. T. A. Ghani, M. Hamzah, S. Ramli, W. A. A. W. Daud, T. R. M. Romli, and N. N. M. Mokhtar, “A Questionnaire-Based Approach on Technology Acceptance Model for Mobile Digital Game-Based Learning,” Journal of Global Business and Social Entrepreneurship (GBSE), vol. 5, no. 14, 2019.
  35. R. M. Ishtiaq Khan, N. R. M. Radzuan, S. U. H. Farooqi, M. Shahbaz, and M. S. Khan, “Learners’ Perceptions on WhatsApp Integration as a Learning Tool to Develop EFL Vocabulary for Speaking Skill,” International Journal of Language Education, vol. 5, no. 2, pp. 1–14, 2021. https://doi.org/10.26858/ijole.v5i2.15787
  36. V. Z. Vanduhe, M. Nat, and H. F. Hasan, “Continuance Intentions to Use Gamification for Training in Higher Education: Integrating the Technology Acceptance Model (TAM), Social Motivation, and Task Technology Fit (TTF),” IEEE Access, vol. 8, pp. 21473–21484, 2020. https://doi.org/10.1109/ACCESS.2020.2966179
  37. M. Al-Emran, I. Arpaci, and S. A. Salloum, “An Empirical Examination of Continuous Intention to Use M-learning: An Integrated Model,” Educ Inf Technol (Dordr), vol. 25, Jul. 2020. https://doi.org/10.1007/s10639-019-10094-2
  38. W. M. Al-Rahmi, N. Yahaya, M. M. Alamri, I. Y. Alyoussef, A. M. Al-Rahmi, and Y. Bin Kamin, “Integrating Innovation Diffusion Theory With Technology Acceptance Model: Supporting Students’ Attitude Towards Using A Massive Open Online Courses (MOOCs) Systems,” Interactive Learning Environments, vol. 10, no. 1, pp. 1070–1078, 2020. https://doi.org/10.1080/10494820.2019.1629599
  39. M. Mailizar, D. Burg, and S. Maulina, “Examining University Students’ Behavioural Intention to Use E-learning During the COVID-19 Pandemic: An Extended TAM Model,” Education and Information Technologies, vol. 26, no. 6. Springer, pp. 7057–7077, Nov. 01, 2021. https://doi.org/10.1007/s10639-021-10557-5
  40. X. Li, X. Zhao, W. (Ato) Xu, and W. Pu, “Measuring Ease of Use of Mobile Applications in E-commerce Retailing from The Perspective of Consumer Online Shopping Behaviour Patterns,” Journal of Retailing and Consumer Services, vol. 55, Jul. 2020. https://doi.org/10.1016/j.jretconser.2020.102093
  41. M. Setiawan and C. Y. Setyawati, “The Influence of Perceived Ease of Use on the Intention to Use Mobile Payment: Attitude Toward Using as Mediator,” Journal of Accounting and Strategic Finance, vol. 3, no. 1, pp. 18–32, Jun. 2020. https://dx.doi.org/10.33005/jasf.v3i1.67
  42. D. L. Kasilingam, “Understanding the Attitude and Intention to Use Smartphone Chatbots for Shopping,” Technol Soc, vol. 62, Aug. 2020. https://doi.org/10.1016/j.techsoc.2020.101280
  43. M. Mailizar, A. Almanthari, and S. Maulina, “Examining teachers’ behavioral intention to use e-learning in teaching of mathematics: An extended tam model,” Contemp Educ Technol, vol. 13, no. 2, pp. 1–16, 2021. https://doi.org/10.30935/cedtech/9709
  44. R. Sakai and C. Bakke, “Student Ownership of Learning: A Student’s Experience,” in InSITE 2022: Informing Science+ IT Education Conferences, Informing Science Institute, 2022. https://doi.org/10.28945/4992
  45. L. Christopher and A. Waworuntu, “Java Programming Language Learning Application Based on Octalysis Gamification Framework,” IJNMT (International Journal of New Media Technology), vol. 8, no. 1, p. 65, 2021.
  46. M. A. Almaiah et al., “Employing the TAM Model to Investigate the Readiness of M-Learning System Usage Using SEM Technique,” Electronics (Switzerland), vol. 11, no. 8, Apr. 2022. https://doi.org/10.3390/electronics11081259
  47. A. Althunibat, M. A. Almaiah, and F. Altarawneh, “Examining the Factors Influencing the Mobile Learning Applications Usage in Higher Education During the COVID-19 Pandemic,” Electronics (Switzerland), vol. 10, no. 21, Nov. 2021. https://doi.org/10.3390/electronics10212676
  48. A. Panagiotarou, Y. C. Stamatiou, C. Pierrakeas, and A. Kameas, “Gamification Acceptance for Learners With Different E-skills,” International Journal of Learning, Teaching and Educational Research, vol. 19, no. 2, pp. 263–278, 2020. https://doi.org/10.26803/ijlter.19.2.16
Read More

References


R. N. Cahya, E. Suprapto, and R. Lusiana, “Development of Mobile Learning Media Based Android to Suport Students Understanding,” in Journal of Physics: Conference Series, Institute of Physics Publishing, Mar. 2020. https://doi.org/10.1088/1742-6596/1464/1/012010

B. Klimova, “Impact of mobile learning on students’ achievement results,” Educ Sci (Basel), vol. 9, no. 2, Jun. 2019. https://doi.org/10.3390/educsci9020090

D. Kusrini, V. L. Dewanty, and N. N. Hidayat, “The Development of Comics as a Media to Improve Japanese Writing Skill,” in International Conference on Language, Literature, Culture, and Education, 2020.

S. Quintos, “Difficulties in Learning Japanese as a Foreign Language: The Case of Filipino Learners,” Bicol University R&D Journal, vol. 24, no. 2, 2021. http://dx.doi.org/10.47789/burdj.mbtcbbgs.20212402.04

Y. Saito, “Problems and Issues in Learning Japanese Language Among Thai and Chinese University Students : A Mixed Method Micro Research,” Journal of Osaka University of Economics, vol. 73, no. 2, 2022.

N. T. Danh, “Sustanaible Methods of Improving Kanji Learning Skills for Japanese Language Learners at Basic Level at FPT University,” E3S Web of Conferences, vol. 295, 2021. https://doi.org/10.1051/e3sconf/202129505031

L. M. Rasiban, N. Sutjiati, and A. Dahidi, “Japanese Literacy Acquisition by Alphabetic-Based Background Indonesian Learners,” in Proceedings of the Second Conference on Language, Literature, Education, and Culture , 2019.

L. Kupchyk and A. Litvinchuk, “Constructing Personal Learning Environments Through ICT-mediated Foreign Language Instruction,” in Journal of Physics: Conference Series, IOP Publishing Ltd, Mar. 2021. https://doi.org/10.1088/1742-6596/1840/1/012045

T. Nishio, C. Fujikake, and M. Osawa, “Language Learning Motivation in Collaborative Online International Learning: An Activity Theory Analysis,” Journal of Virtual Exchange, vol. 3, pp. 27–47, Nov. 2020. https://doi.org/10.21827/jve.3.35780

J. Yamashita, “Development of a Motivational Regulatory Strategy Scale for Indonesian Learners of Japanese,” Front Psychol, vol. 14, Sep. 2023. https://doi.org/10.3389/fpsyg.2023.1245500

Japan Foundation, “Survey Report On Japanese-Language Education Abroad,” 2020.

F. Djafri and L. Wahidati Universitas Gadjah Mada, “Study in Japan and the Motivation of Japanese Language Learners in Higher Educational Institutions in Indonesia,” IZUMI: Japanese Language, Literature and Culture Journal, vol. 9, no. 2, 2020.

L. M. Rasiban, D. Sudana, and D. Sutedi, “Indonesian Students’ Perceptions of Mnemonic Strategies to Recognize Japanese Kanji Characters,” Indonesian Journal of Applied Linguistics, vol. 8, no. 3, pp. 697–702, 2019. https://doi.org/10.17509/ijal.v8i3.15256

A. A. Kocimaheni, D. Soepardjo, J. Prasetyo, N. S. Sasanti, and Parastuti, “Implementation of Kanji Learning Outcome Assessment During the Covid-19 Pandemic,” in International Joint Conference on Arts and Humanities (IJCAH), 2023, pp. 984–991. https://doi.org/10.2991/978-2-38476-008-4_104

S. M. Schöbel, A. Janson, and M. Söllner, “Capturing the Complexity of Gamification Elements: A Holistic Approach for Analysing Existing and Deriving Novel Gamification Designs,” European Journal of Information Systems, vol. 29, no. 6, pp. 641–668, 2020. https://doi.org/10.1080/0960085X.2020.1796531

M. Berger and C. Jung, “Gamification in Nutrition Apps – Users’ Gamification Element Preferences: A Best-Worst-Scaling Approach,” in 54th Hawaii International Conference on System Sciences, University of Hawai’i at Manoa, 2021.

J. M. Budiman and T. Wibowo, “Qualitative Analysis Study Of User Perception On E-Marketplace Gamification Effectiveness Among Indonesian: Case Study Of Batam City,” JUPITER: Jurnal Penelitian Ilmu dan Teknologi Komputer, vol. 15, no. 1d, pp. 638–647, May 2023. https://doi.org/10.5281./6310/15.jupiter.2023.04

R. S. Contreras-Espinosa and A. Blanco-M, “A Literature Review of E-government Services with Gamification Elements,” International Journal of Public Administration, vol. 45, no. 13, pp. 964–980, 2022. https://doi.org/10.1080/01900692.2021.1930042

R. Fithriani, “The Utilization of Mobile-assisted Gamification for Vocabulary Learning: Its Efficacy and Perceived Benefits,” Computer Assisted Language Learning Electronic Journal (CALL-EJ), vol. 22, no. 3, pp. 146–163, 2021.

S. Atin, R. A. Syakuran, and I. Afrianto, “Implementation of Gamification in Mathematics m-Learning Application to Creating Student Engagement,” International Journal of Advanced Computer Science and Applications, vol. 13, no. 7, pp. 542–556, 2022. https://dx.doi.org/10.14569/IJACSA.2022.0130765

F. Marisa, S. Sakinah Syed Ahmad, Z. Izzah Mohd Yusoh, A. L. Maukar, R. David Marcus, and A. Aris Widodo, “Evaluation of Student Core Drives on e-Learning During the Covid-19 With Octalysis Gamification Framework,” (IJACSA) International Journal of Advanced Computer Science and Applications, vol. 11, no. 11, 2020.

T. Wibowo, “Study Gamification in Education Practice: Elements of MMORPG in Classroom,” in ICTE: International Conference on ICT in Education, 2018.

A. I. Zourmpakis, M. Kalogiannakis, and S. Papadakis, “Adaptive Gamification in Science Education: An Analysis of the Impact of implementation and Adapted game Elements on Students’ Motivation,” Computers, vol. 12, no. 7, Jul. 2023. https://doi.org/10.3390/computers12070143

P. W. Atmaja and S. Sugiarto, “Balancing Entertainment, Cost, and Educational Strength: A Design Framework for Medium-Coupling Educational Games,” Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, pp. 27–40, Feb. 2021. https://doi.org/10.22219/kinetik.v6i1.1158

R. Junior and F. Silva, “Redefining the MDA Framework—The Pursuit of a Game Design Ontology,” Information (Switzerland), vol. 12, no. 10, Oct. 2021. https://doi.org/10.3390/info12100395

F. Marisa et al., “Customer Motivation Analysis On Retail Business With Octalysis Gamification Framework,” J Theor Appl Inf Technol, vol. 99, no. 13, 2021.

C.-M. Chen, L. Ming-Chaun, and C.-P. Kuo, “A Game-based Learning System Based on Octalysis Gamification Framework to Promote Employees’ Japanese learning,” Comput Educ, vol. 205, p. 104899, 2023. https://doi.org/10.1016/j.compedu.2023.104899

G. D. Pratama and G. P. Kusuma, “Implementation of Gamification Framework on Online Learning of Procedural Programming,” J Theor Appl Inf Technol, vol. 100, no. 22, 2022.

N. P. H. Arce and A. M. C. Valdivia, “Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning,” International Journal of Emerging Technologies in Learning, vol. 15, no. 20, pp. 194–209, 2020. https://doi.org/10.3991/ijet.v15i20.16135

M. I. Qureshi, N. Khan, S. M. Ahmad Hassan Gillani, and H. Raza, “A Systematic Review of Past Decade of Mobile Learning: What We Learned and Where to Go,” International Journal of Interactive Mobile Technologies, vol. 14, no. 6, pp. 67–81, 2020. https://doi.org/10.3991/ijim.v14i06.13479

R. Robianto, “Analysis of Android Based Mobile Blocking Application Design Using MIT App Inventor,” JIT: Jurnal Ipteks Terapan, vol. 14, no. 1, 2020. https://doi.org/10.22216/jit.2020.v14i1.5082

A. T. Sondha, U. Sa’adah, F. F. Hardiansyah, and M. B. A. Rasyid, “Framework and Code Generator for Android Development with Clean Architecture Principles Implementation,” Jurnal Nasional Teknik Elektro dan Teknologi Informasi, vol. 9, no. 4, pp. 327–335, Dec. 2020. https://doi.org/10.22146/jnteti.v9i4.572

J. Edumadze, G. Ditlhokwa, and J. Demuyakor, “Students’ Acceptance and Perceptions of Perceived Usefulness of Mobile Learning Devices in Higher Educational Institutions,” Online J Commun Media Technol, vol. 12, no. 2, Apr. 2022. https://doi.org/10.30935/ojcmt/11539

M. T. A. Ghani, M. Hamzah, S. Ramli, W. A. A. W. Daud, T. R. M. Romli, and N. N. M. Mokhtar, “A Questionnaire-Based Approach on Technology Acceptance Model for Mobile Digital Game-Based Learning,” Journal of Global Business and Social Entrepreneurship (GBSE), vol. 5, no. 14, 2019.

R. M. Ishtiaq Khan, N. R. M. Radzuan, S. U. H. Farooqi, M. Shahbaz, and M. S. Khan, “Learners’ Perceptions on WhatsApp Integration as a Learning Tool to Develop EFL Vocabulary for Speaking Skill,” International Journal of Language Education, vol. 5, no. 2, pp. 1–14, 2021. https://doi.org/10.26858/ijole.v5i2.15787

V. Z. Vanduhe, M. Nat, and H. F. Hasan, “Continuance Intentions to Use Gamification for Training in Higher Education: Integrating the Technology Acceptance Model (TAM), Social Motivation, and Task Technology Fit (TTF),” IEEE Access, vol. 8, pp. 21473–21484, 2020. https://doi.org/10.1109/ACCESS.2020.2966179

M. Al-Emran, I. Arpaci, and S. A. Salloum, “An Empirical Examination of Continuous Intention to Use M-learning: An Integrated Model,” Educ Inf Technol (Dordr), vol. 25, Jul. 2020. https://doi.org/10.1007/s10639-019-10094-2

W. M. Al-Rahmi, N. Yahaya, M. M. Alamri, I. Y. Alyoussef, A. M. Al-Rahmi, and Y. Bin Kamin, “Integrating Innovation Diffusion Theory With Technology Acceptance Model: Supporting Students’ Attitude Towards Using A Massive Open Online Courses (MOOCs) Systems,” Interactive Learning Environments, vol. 10, no. 1, pp. 1070–1078, 2020. https://doi.org/10.1080/10494820.2019.1629599

M. Mailizar, D. Burg, and S. Maulina, “Examining University Students’ Behavioural Intention to Use E-learning During the COVID-19 Pandemic: An Extended TAM Model,” Education and Information Technologies, vol. 26, no. 6. Springer, pp. 7057–7077, Nov. 01, 2021. https://doi.org/10.1007/s10639-021-10557-5

X. Li, X. Zhao, W. (Ato) Xu, and W. Pu, “Measuring Ease of Use of Mobile Applications in E-commerce Retailing from The Perspective of Consumer Online Shopping Behaviour Patterns,” Journal of Retailing and Consumer Services, vol. 55, Jul. 2020. https://doi.org/10.1016/j.jretconser.2020.102093

M. Setiawan and C. Y. Setyawati, “The Influence of Perceived Ease of Use on the Intention to Use Mobile Payment: Attitude Toward Using as Mediator,” Journal of Accounting and Strategic Finance, vol. 3, no. 1, pp. 18–32, Jun. 2020. https://dx.doi.org/10.33005/jasf.v3i1.67

D. L. Kasilingam, “Understanding the Attitude and Intention to Use Smartphone Chatbots for Shopping,” Technol Soc, vol. 62, Aug. 2020. https://doi.org/10.1016/j.techsoc.2020.101280

M. Mailizar, A. Almanthari, and S. Maulina, “Examining teachers’ behavioral intention to use e-learning in teaching of mathematics: An extended tam model,” Contemp Educ Technol, vol. 13, no. 2, pp. 1–16, 2021. https://doi.org/10.30935/cedtech/9709

R. Sakai and C. Bakke, “Student Ownership of Learning: A Student’s Experience,” in InSITE 2022: Informing Science+ IT Education Conferences, Informing Science Institute, 2022. https://doi.org/10.28945/4992

L. Christopher and A. Waworuntu, “Java Programming Language Learning Application Based on Octalysis Gamification Framework,” IJNMT (International Journal of New Media Technology), vol. 8, no. 1, p. 65, 2021.

M. A. Almaiah et al., “Employing the TAM Model to Investigate the Readiness of M-Learning System Usage Using SEM Technique,” Electronics (Switzerland), vol. 11, no. 8, Apr. 2022. https://doi.org/10.3390/electronics11081259

A. Althunibat, M. A. Almaiah, and F. Altarawneh, “Examining the Factors Influencing the Mobile Learning Applications Usage in Higher Education During the COVID-19 Pandemic,” Electronics (Switzerland), vol. 10, no. 21, Nov. 2021. https://doi.org/10.3390/electronics10212676

A. Panagiotarou, Y. C. Stamatiou, C. Pierrakeas, and A. Kameas, “Gamification Acceptance for Learners With Different E-skills,” International Journal of Learning, Teaching and Educational Research, vol. 19, no. 2, pp. 263–278, 2020. https://doi.org/10.26803/ijlter.19.2.16

Author Biographies

Deli, Universitas Internasional Batam

Department of Information System, Universitas Internasional Batam

Marvin Christian, Universitas Internasional Batam

Department of Information System, Universitas Internasional Batam

Download this PDF file
PDF
Statistic
Read Counter : 40 Download : 17

Downloads

Download data is not yet available.

Quick Link

  • Author Guidelines
  • Download Manuscript Template
  • Peer Review Process
  • Editorial Board
  • Reviewer Acknowledgement
  • Aim and Scope
  • Publication Ethics
  • Licensing Term
  • Copyright Notice
  • Open Access Policy
  • Important Dates
  • Author Fees
  • Indexing and Abstracting
  • Archiving Policy
  • Scopus Citation Analysis
  • Statistic
  • Article Withdrawal

Meet Our Editorial Team

Ir. Amrul Faruq, M.Eng., Ph.D
Editor in Chief
Universitas Muhammadiyah Malang
Google Scholar Scopus
Agus Eko Minarno
Editorial Board
Universitas Muhammadiyah Malang
Google Scholar  Scopus
Hanung Adi Nugroho
Editorial Board
Universitas Gadjah Mada
Google Scholar Scopus
Roman Voliansky
Editorial Board
Dniprovsky State Technical University, Ukraine
Google Scholar Scopus
Read More
 

KINETIK: Game Technology, Information System, Computer Network, Computing, Electronics, and Control
eISSN : 2503-2267
pISSN : 2503-2259


Address

Program Studi Elektro dan Informatika

Fakultas Teknik, Universitas Muhammadiyah Malang

Jl. Raya Tlogomas 246 Malang

Phone 0341-464318 EXT 247

Contact Info

Principal Contact

Amrul Faruq
Phone: +62 812-9398-6539
Email: faruq@umm.ac.id

Support Contact

Fauzi Dwi Setiawan Sumadi
Phone: +62 815-1145-6946
Email: fauzisumadi@umm.ac.id

© 2020 KINETIK, All rights reserved. This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License