PENGARUH PERCEIVED EASE OF USE DAN PERCEIVED USEFULNESS TERHADAP BEHAVIORAL INTENTION CALON GURU EKONOMI DALAM MENGGUNAKAN ALAT GAMIFIKASI (KAHOOT, QUIZIZZ, TIMETREE)

This research aims to find out how Perceived Ease of Use and Perceived Usefulness influence the Behavioral Intention of Prospective Economics Teachers to Use Gamification Tools in their future teaching. This research uses a sample of 200 students from the State University in East Java. The analysis technique used in this research is Partial Least Squares (PLS) analysis using SmartPLS software version 4.0. The results of this research indicate that there is a significant influence between Perceived Ease of Use and Perceived Usefulness on the Behavioral Intention of Prospective Economics Teachers. These results prove that the two exogenous variables influence prospective teacher students' interest in using gamification tools.

Authors

Publication Details

Journal
PROMOSI (Jurnal Pendidikan Ekonomi)
Published
2024-11-19
DOI
https://doi.org/10.24127/jp.v12i2.10862
Primary Topic
Blockchain Technology in Education and Learning
Type
article
Field-Weighted Citation Impact
0.00
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article

PENGARUH PERCEIVED EASE OF USE DAN PERCEIVED USEFULNESS TERHADAP BEHAVIORAL INTENTION CALON GURU EKONOMI DALAM MENGGUNAKAN ALAT GAMIFIKASI (KAHOOT, QUIZIZZ, TIMETREE)

Eka Hendi Andriansyah, Yoga Sugiyantoro
PROMOSI (Jurnal Pendidikan Ekonomi)
Blockchain Technology in Education and Learning
article

PENGARUH PERCEIVED EASE OF USE DAN PERCEIVED USEFULNESS TERHADAP BEHAVIORAL INTENTION CALON GURU EKONOMI DALAM MENGGUNAKAN ALAT GAMIFIKASI (KAHOOT, QUIZIZZ, TIMETREE)

Eka Hendi Andriansyah, Yoga Sugiyantoro
article en

Abstract

This research aims to find out how Perceived Ease of Use and Perceived Usefulness influence the Behavioral Intention of Prospective Economics Teachers to Use Gamification Tools in their future teaching. This research uses a sample of 200 students from the State University in East Java. The analysis technique used in this research is Partial Least Squares (PLS) analysis using SmartPLS software version 4.0. The results of this research indicate that there is a significant influence between Perceived Ease of Use and Perceived Usefulness on the Behavioral Intention of Prospective Economics Teachers. These results prove that the two exogenous variables influence prospective teacher students' interest in using gamification tools.

PROMOSI (Jurnal Pendidikan Ekonomi)Vol. 12(2)
Openalex Percentile: Top 53%
Blockchain Technology in Education and Learning
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