The Influence of Learning Contents, Virtual Class Interaction, and Game-Based Learning Platform on Distance Learning Participants’ Satisfaction

PT PLN (Persero) as a State-Owned Enterprise (BUMN) has the responsibility to provide electricity to the people of Indonesia, including households, government agencies, and the industrial sector. To support employees’ competence and quality, PLN has an Education and Training Center (Pusdiklat PLN) which functions as a center for employees’ skill and career development. However, since the COVID-19 pandemic, Pusdiklat PLN has faced challenges in conducting face-to-face training and then switched to digital learning methods to ensure that training activities ran well. This study aims to analyze the effect of learning content, classroom interaction, and game-based learning platforms on the satisfaction of participants who take part in the digital learning program. This study uses a quantitative approach with PLN employees who took part in digital learning training in April 2024 as subjects. A total of 100 participants were selected using a purposive sampling technique. Data analysis was carried out using multiple linear regression with the assistance of SPSS 25 software. The results of the study showed that learning content, classroom interaction, and game-based learning platforms has a significant positive effect on participant satisfaction, both partially and simultaneously.

Authors

Publication Details

Journal
Indonesian Journal of Instructional Media and Model
Published
2024-11-30
DOI
https://doi.org/10.32585/ijimm.v6i2.6043
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Influence of Learning Contents, Virtual Class Interaction, and Game-Based Learning Platform on Distance Learning Participants’ Satisfaction

Ima Rahmawati, Yoga Aji Handoko, Tri Wahyuni, Liza Lidyana
Indonesian Journal of Instructional Media and Model
Education and Learning Interventions
article

The Influence of Learning Contents, Virtual Class Interaction, and Game-Based Learning Platform on Distance Learning Participants’ Satisfaction

Ima Rahmawati, Yoga Aji Handoko, Tri Wahyuni, Liza Lidyana
article en

Abstract

PT PLN (Persero) as a State-Owned Enterprise (BUMN) has the responsibility to provide electricity to the people of Indonesia, including households, government agencies, and the industrial sector. To support employees’ competence and quality, PLN has an Education and Training Center (Pusdiklat PLN) which functions as a center for employees’ skill and career development. However, since the COVID-19 pandemic, Pusdiklat PLN has faced challenges in conducting face-to-face training and then switched to digital learning methods to ensure that training activities ran well. This study aims to analyze the effect of learning content, classroom interaction, and game-based learning platforms on the satisfaction of participants who take part in the digital learning program. This study uses a quantitative approach with PLN employees who took part in digital learning training in April 2024 as subjects. A total of 100 participants were selected using a purposive sampling technique. Data analysis was carried out using multiple linear regression with the assistance of SPSS 25 software. The results of the study showed that learning content, classroom interaction, and game-based learning platforms has a significant positive effect on participant satisfaction, both partially and simultaneously.

Indonesian Journal of Instructional Media and ModelVol. 6(2)
Openalex Percentile: Top 55%
Education and Learning Interventions
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.