Study of Factor Analysis on Game-Based Learning for Scaffolding Installation Activities in Education and Training for Indonesian State Electricity Company Employees

Haz, Amma Liesvarastranta and Al Hafidz, Ilham Achmad and Fajrianti, Evianita Dewi and Sukaridhoto, Sritrusta and Al Rasyid, Muhammad Udin Harun and Budiarti, Rizqi Putri Nourma and Zuhdi, Ubaidillah and Primasari, Niken Savitri and Fikri, Muhammad Ali and Satrio, Naufal Adi and Iksan, Luqmanul Hakim and Fahruddin, Mohammad Anis (2022) Study of Factor Analysis on Game-Based Learning for Scaffolding Installation Activities in Education and Training for Indonesian State Electricity Company Employees. International Journal of Information and Education Technology, 12 (11). pp. 1126-1136. ISSN 2010-3689

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Abstract

One of the appropriate ways to improve learning is to create innovations to attract students' interest in learning. To support this, UPDL-Semarang introduced the concept of learning through game-based learning in the practice of assembling and disassembling scaffolding or called GS-PVE. The purpose of this study is to analyze the factors that influence the interest in the application of GS-PVE. To achieve these goals, there are several factors, i.e., Authenticity, Engagement, Learning Motivation. This study uses quantitative research with a sample of 53 respondents which aims to collect data through Structural Equation Modeling (SEM). Validity and reliability tests were also applied to measure the validity and reliability of the data collected, the results obtained showed that all items were valid and reliable. The results of the proposed hypothesis that learning motivation has a positive and significant effect on interest in using the GS-PVE application with a p-value of 0.004 and the highest coefficient value of 0.514. This is in accordance with the hypothesis proposed, students like the concept of game-based learning in the GS-PVE application, students also operate the application for a long time. This research model shows that Authenticity, Engagement, and Learning Motivation that explain the variable Interest in Using the GS-PVE Application is 55.0\%, based on the value of R-Square 0.550, the rest can be influenced by other factors outside the variables studied.

Item Type: Article
Uncontrolled Keywords: Game-based learning, authenticity, engagement, learning motivation, interest of using.
Subjects: L Education > L Education (General)
Divisions: Faculty of Economics and Business > Program Study of Management
Depositing User: Mr. . Adit
Date Deposited: 01 Mar 2024 06:48
Last Modified: 04 Apr 2024 08:28
URI: http://repository.unusa.ac.id/id/eprint/10648

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