INVESTIGATING EMPLOYEES' CONTINUANCE INTENTION TO USE DIGITAL GAME-BASED LEARNING (DGBL) IN ORGANIZATIONAL LEARNING ENVIRONMENT
IVA KURNIA DEWI, Rr Tur Nastiti, M.Si., Ph.D.
2021 | Tesis | Magister ManajemenPenggunaan game digital sebagai alat pembelajaran dalam organisasi semakin meningkat karena game digital dianggap membangkitkan motivasi intrinsik yang dapat mendorong kesediaan karyawan untuk lebih fokus pada tugas, mengurangi kecemasan, menghasilkan emosi positif, dan menyebabkan lebih banyak pembelajaran (Venkatesh & Speier, 2000). Tujuan dari penelitian ini adalah untuk mengetahui persepsi karyawan dan faktor-faktor yang mempengaruhi niat pegawai untuk terus menggunakan digital-game based learning (DGBL) dalam lingkungan pembelajaran organisasi. Penelitian ini menggunakan Technology Acceptance Model (TAM) dan metode analisis jalur untuk menguji secara empiris pengaruh positif dan besarnya pengaruh perceived usefulness, perceived ease of use, perceived enjoyment dan attitude terhadap niat pegawai untuk terus menggunakan DGBL di antara 101 pegawai sebuah organisasi sektor publik di Indonesia. Hasil penelitian menunjukkan bahwa faktor penentu yang paling kuat dari niat untuk terus menggunakan DGBL adalah attitude dan perceived enjoyment. Perceived usefulness tidak signifikan dalam mempengaruhi keinginan untuk terus menggunakan, sementara efek perceived ease of use pada attitude sepenuhnya dimediasi oleh perceived usefulness dan perceived enjoyment. Selain itu, model penelitian yang diusulkan dapat menjelaskan 70,2% varians dalam keinginan pegawai untuk terus menggunakan DGBL. Oleh karena itu, penelitian ini mengusulkan bahwa organisasi harus terus menggunakan DGBL dalam pembelajaran organisasi, tetapi ada beberapa hal yang perlu ditingkatkan.
The use of digital games in organizational learning has increased because digital games are perceived to generate intrinsic motivation that could drive employee�¢ï¿½ï¿½s willingness to focus more on task, reduce anxiety, produce positive emotion, and result in more learning (Venkatesh & Speier, 2000). The purpose of this study is to investigate employees�¢ï¿½ï¿½ perception and factors that influence employees�¢ï¿½ï¿½ continuance intention to use digital-game based learning (DGBL) in organizational learning environment. The study employed Technology Acceptance Model by Davis (1989) and path analysis method to empirically test the positive effect and the effect size of perceived usefulness, perceived ease of use, perceived enjoyment, and attitude on employees�¢ï¿½ï¿½ continuance intention to use DGBL among 101 employees from a public sector organization in Indonesia. Research results suggest that the most powerful determinant of intention to continue using DGBL are attitude and perceived enjoyment. Perceived usefulness insignificantly affects continuance intention while the effect perceived ease of use on attitude is completely mediated by perceived usefulness and perceived enjoyment. In addition, the proposed research model can explain 70.2% of variance in the continuance intention to use DGBL Thus this research proposed that the organization should continue to use DGBL in organizational learning, but several areas need to be improved.
Kata Kunci : Digital game-based learning (DGBL), technology acceptance model (TAM), continuance intention, self-centered learning, learning organization, path analysis