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Ditemukan 191724 dokumen yang sesuai dengan query
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Riadi Antasa
"Pada era inovasi disruptif saat ini, karyawan harus memiliki daya saing yang mumpuni agar dapat meningkatkan keterlibatan karyawan pada kemajuan perusahaan. Hal tersebut dapat dilakukan apabila sistem manajemen kompetensi yang dikembangkan untuk karyawan selaras dengan kebutuhan perusahaan dalam persaingan global. Pada proses pelaksanaannya, pelatihan berbasis kompetensi yang mengikuti tata cara pembelajaran masa kini perlu memerhatikan efektivitas dan kemajuan inovasi. Oleh karena itu, diperlukan teknik penerapan teknologi e-learning yang efektif dan efisien untuk meningkatkan kompetensi karyawan. Model Unified Theory of Acceptance and Use of Technology (UTAUT) digunakan dalam penelitian ini untuk memperkuat diffusion of innovation pada e-learning system. Studi ini menggunakan data kuantitatif yang dikumpulkan melalui survey yang dilakukan secara online dan mendapatkan 216 karyawan dengan perusahaan yang menggunakan dan mengembangan sistem e-learning yang dan bekerja di daerah Jakarta, Bogor, Depok, Tangerang dan Bekasi, Indonesia. Hasil dari penelitian, diffusion of innovation memiliki hubungan yang signifikan yang dimediasi oleh intrinsic motivation dan extrinsic motivation dalam model UTAUT terhadap niat perilaku menggunakan e-learning, sehingga intrinsic motivation dan extrinsic motivation pada penerimaan teknologi dapat memperkuat niat karyawan untuk menggunakan e-learning sebagai inovasi yang berdampak positif. Selanjutnya, teori ini memiliki hubungan positif langsung dengan niat perilaku untuk menggunakan elearning, dan extrinsic motivation pada model UTAUT memberikan pengaruh yang cukup kuat apabila dimediasi juga dengan intrinsic motivation dari model UTAUT. Karyawan mampu menerima perkembangan yang inovatif dalam e-learning dan mampu memudahkan pembelajaran dan pengembangan karyawan yang terus berkembang.

Employees must have great competitiveness in the current era of disruptive innovation in terms of enhancing employee involvement in the organization's growth. Employee competency management systems that are aligned with the company's needs in global competition can help the company grow. Competency-based employee training and development using current learning methods is required during the implementation phase, which necessitates successful improvement and innovation. The Unified Theory of Acceptance and Use of Technology (UTAUT) model used in this study to strengthen the theory of diffusion of innovation in e-learning systems. This study uses quantitative data collected through online surveys and found 216 employees working in the areas of Jakarta, Bogor, Depok, Tangerang and Bekasi, Indonesia. the results of the study, diffusion of innovation has a significant relationship mediated by intrinsic and extrinsic motivation in the UTAUT model on behavioral intentions to use e-learning, so that intrinsic and extrinsic motivation on technology acceptance can strengthen employees' intention to use e-learning as an innovation that has an positive impact. Furthermore, this theory has a direct positive relationship with behavioral intentions to use e-learning, and extrinsic motivation from UTAUT Model has a strong enough influence if mediated also with intrinsic motivation from UTAUT Model. Employees are able to accept innovative developments in e-learning and are able to facilitate learning and development of employees who continue to grow. "
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2021
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UI - Tesis Membership  Universitas Indonesia Library
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Dila Fitriza Rulevy
"Saat ini, bentuk pembelajaran baru yang mengkombinasikan teknologi meningkat dalam beberapa tahun terakhir dan diproyeksikan akan meningkat lebih banyak di tahun-tahun mendatang. Tren pembelajaran baru ini telah digambarkan sebagai revolusi e-learning.  Beberapa penelitian terbaru menunjukkan bahwa sebagian besar program e-learning menunjukkan tingkat kegagalan yang lebih tinggi dibandingkan dengan metode pembelajaran tradisional. Mengingat semakin meningkatnya ketergantungan dan ketersediaan teknologi di dunia modern, dan potensi ekonomi yang tersedia untuk organisasi, sangat penting untuk memahami faktor-faktor yang dapat menyebabkan peningkatan adopsi e-learning dalam konteks organisasi. Studi ini akan melihat intensi karyawan untuk menggunakan e-learning, dengan mengembangkan Technologycal Acceptance Model (TAM) dengan melihat pengaruh dari faktor-faktor berikut, seperti learning goal orientation, management support, computer self efficacy, dan enjoyment. Penelitian ini dilakukan terhadap 213 responden penelitian di sebuah perusahaan yang memiliki e-learning dengan menggunakan kuesioner. Data yang didapatkan dianalisa menggunakan Structural Equation Modelling (SEM) dengan menggunakan software AMOS. Hasil menunjukkan bahwa dari empat variabel, learning goal orientation, dan enjoyment memiliki pengaruh positif signifikan terhadap perceived ease of use dan perceived usefulness yang berperan sebagai mediasi terhadap intention to use dalam Technologycal Acceptance Model (TAM). Selain itu, variabel tambahan yaitu satisfaction, yang diteliti langsung pengaruhnya terhadap intention to use juga menunjukkan pengaruh positif signifikan.

New form of learning that combines technology has increased in recent years and is projected to increase more in the coming years. This new learning trend has been described as an e-learning revolution. Some recent research shows that most e-learning programs show a higher failure rate compared to traditional learning methods. However, some researches proved that most e-learning programs showed a higher failure rate compared to traditional learning methods. Technology addiction and its availability in the modern world, and the economic potential for organizations, make it important to understand the factors that might lead to increase e-learning adoption in the organizational context. This study will see the intention of employees to use e-learning, by extending Technological Acceptance Model (TAM) using some other related factors, such as goal orientation learning, management support, computer self efficacy, and enjoyment. This study was conducted on 213 respondents in a company that owns e-learning using a questionnaire. Data obtained were analyzed using Structural Equation Modeling (SEM) using AMOS software. The results show that of the four variables, learning goal orientation, and enjoyment have a significant positive effect on perceived ease of use and perceived usefulness, which acts as mediation towards the intention to use in the Technological Acceptance Model (TAM). In addition, an additional variable, which is satisfaction, proved a significant positive effect to intention to use."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2019
T54638
UI - Tesis Membership  Universitas Indonesia Library
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Mohammad Wildan Yanuar
"Pandemi COVID-19 memberikan dampak yang besar terhadap kegiatan usaha 90% pelaku UMKM. Padahal UMKM memiliki kontribusi sebesar 61,1% dari total produk domestik bruto (PDB) Indonesia. Dalam menangani hal tersebut pemerintah mendorong UMKM untuk menggunakan e-commerce. Namun tingkat adopsi e-commerce di Indonesia tergolong masih rendah. Oleh karena itu, perlu diketahui intensi adopsi e- commerce oleh UMKM. Penelitian sebelumnya mengenai hal ini belum melihat dari sisi alasan pelaku UMKM yang bertahan menggunakan toko fisik. Penelitian sebelumnya juga hanya menggunakan penilaian dari para ahli dan belum melakukan penelitian tersebut secara langsung terhadap pelaku UMKM di Indonesia. Oleh karena itu, penelitian ini menganalisis sikap pelaku UMKM terhadap e-commerce melalui faktor pendorong menggunakan teori Unified Theory of Acceptance and Use of Technology dan faktor penghambat menggunakan teori Status Quo Bias yang mempengaruhi seorang pengusaha UMKM dalam mengadopsi e-commerce. Penelitian ini menggunakan pendekatan kualitatif dengan metode survei dan didapatkan sebanyak 317 pengusaha yang diolah menggunakan metode covariance-based structural equation modelling. Hasil dari penelitian ini adalah faktor performance expectancy dan facilitating condition menjadi faktor yang mendorong seseorang dalam mengadopsi e-commerce. Sedangkan faktor transition cost dan technology anxiety menjadi faktor yang menghambat seseorang dalam mengadopsi e-commerce. Penelitian ini juga menemukan bahwa sikap dari pelaku UMKM juga mempengaruhi sebagian besar dari intensi adopsi e-commerce.

The COVID-19 pandemic has had a major impact on the business activities of 90% of
SMEs. Whereas SMEs have a contribution of 61.1% of Indonesia's total gross domestic product (GDP). In dealing with this, the government encourages SMEs to use e- commerce. However, the level of e-commerce adoption in Indonesia is still low. Therefore, it is necessary to know the intention of e-commerce adoption by SMEs. Previous research on this matter has not looked at the reasons for SMEs who persist in using physical stores. Previous research has also only used the assessment of experts and has not conducted the research directly on SMEs in Indonesia. Therefore, this study analyzes the attitude of SMEs towards e-commerce through the driving factors using the Unified Theory of Acceptance and Use of Technology theory and the inhibiting factors using the Status Quo Bias theory which affects SMEs in adopting e-commerce. This study used a qualitative approach with a survey method and obtained as many as 317 entrepreneurs who were processed using the covariance-based structural equation modeling method. The result of this research is that performance expectancy and facilitating conditions are factors that encourage SMEs to adopt e-commerce. Meanwhile, the transition cost factor and technology anxiety are factors that hinder SMEs from adopting e-commerce. This study also found that the attitude of SMEs also influenced a large part of the intention to adopt e-commerce.
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Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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Endriyani Rahayu
"Perkembangan teknologi memberikan dampak positif terutama dalam industri keuangan, terbukti transaksi keuangan semakin bergeser ke arah digital. Banyak perusahaan menciptakan dompet digital atau bank digital sebagai solusi keuangan. Dengan kondisi 48% masyarakat Indonesia tidak memiliki rekening bank padahal tingkat penetrasi pengguna smartphone sudah di angka 67,88% menjadi peluang kolaborasi bagi Bank Jago dan Gojek untuk meningkatkan inklusi keuangan di Indonesia. Penelitian ini dilakukan untuk mengetahui pengalaman pengguna terhadap intensi penggunaan dari fitur hasil kolaborasi Bank Jago dan Gojek yang ditinjau dengan diffusion of innovation theory dan brand alliances. Penelitian dilakukan menggunakan mixed-method, pendekatan kualitatif dengan grounded theory dan pendekatan kuantitatif dengan PLS-SEM pada 431 responden. Pengalaman pengguna yang berhasil diidentifikasi pada tahap kualitatif adalah integration, design, flexibility, efficiency, dan financial benefit. Pada tahap kuantitatif diperoleh intention to use dipengaruhi perceived compatibility, perceived relative advantages, attitude toward alliances, dan brand trust. Adapun perceived compatibility dipengaruhi efficiency dan financial benefit, sedangkan perceived relative advantages dipengaruhi integration, flexibility, efficiency, dan financial benefit. Penelitian ini dapat menambah pengetahuan terkait inovasi kolaborasi produk digital dan dapat dikembangkan pada penelitian selanjutnya. Penelitian ini bermanfaat bagi pengembang produk digital terutama yang bergerak di bidang financial technology, masyarakat, dan pemerintah Indonesia dalam menciptakan ekosistem keuangan yang lebih baik.

Technological advancements have had a positive impact, particularly in the financial industry, as evidenced by the increasing shift towards digital financial transactions. Many companies are racing to create digital wallets or digital banks as financial solutions. With 48% of the Indonesian population not having a bank account, despite a smartphone user penetration rate of 67.88%, this situation presents a collaboration opportunity for Bank Jago and Gojek to enhance financial inclusion in Indonesia. This research was conducted to understand user experiences and intentions regarding the collaborative features of Bank Jago and Gojek, using the diffusion of innovation theory and brand alliances as frameworks. The study employed a mixed-method approach, with qualitative analysis using grounded theory and quantitative analysis using PLS-SEM on 431 respondents. User experiences identified in the qualitative phase included integration, design, flexibility, efficiency, and financial benefits. In the quantitative phase, it was found that intention to use is influenced by perceived compatibility, perceived relative advantages, attitude toward alliances, and brand trust. Perceived compatibility is influenced by efficiency and financial benefits, while perceived relative advantages are influenced by integration, flexibility, efficiency, and financial benefits. This research contributes to the understanding of collaborative innovation in digital product development and can be further expanded in future studies. Moreover, it provides valuable insights for digital product developers, Indonesian society and government in creating a better financial ecosystem."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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Endriyani Rahayu
"Perkembangan teknologi mampu memberikan dampak positif terutama dalam industri keuangan, terbukti dari transaksi keuangan yang semakin bergeser ke arah digital. Saat ini, banyak perusahaan berlomba-lomba menciptakan dompet digital atau bank digital sebagai solusi keuangan. Dengan kondisi 48% masyarakat Indonesia tidak memiliki rekening bank padahal tingkat penetrasi pengguna smartphone sudah di angka 67,88% menjadikan kondisi ini sebagai peluang kolaborasi bagi Bank Jago dan Gojek untuk meningkatkan inklusi keuangan di Indonesia melalui media digital. Penelitian ini dilakukan untuk mengetahui bagaimana pengalaman pengguna terhadap intensi penggunaan dari fitur hasil kolaborasi Bank Jago dan Gojek yang ditinjau dengan diffusion of innovation theory dan brand alliances. Penelitian ini dilakukan menggunakan mixed-method, dimana pendekatan kualitatif dilakukan dengan grounded theory dan pendekatan kuantitatif dilakukan dengan PLS-SEM pada 431 responden. Pengalaman pengguna yang berhasil diidentifikasi pada tahap kualitatif adalah integration, design, flexibility, efficiency, dan financial benefit. Pada tahap kuantitatif diperoleh bahwa intention to use dipengaruhi oleh perceived compatibility, perceived relative advantages, attitude toward alliances, dan brand trust. Adapun perceived compatibility dipengaruhi oleh efficiency dan financial benefit, sedangkan perceived relative advantages dipengaruhi oleh integration, flexibility, efficiency, dan financial benefit. Dengan penelitian ini dapat menambah pengetahuan terkait inovasi kolaborasi produk digital dan dapat dikembangkan pada penelitian selanjutnya. Selain itu, penelitian ini dapat bermanfaat bagi pengembang produk digital terutama yang bergerak di bidang financial technology, masyarakat, dan pemerintah Indonesia dalam menciptakan ekosistem keuangan yang lebih baik.

Technological advancements have had a positive impact, particularly in the financial industry, as evidenced by the increasing shift towards digital financial transactions. Currently, many companies are racing to create digital wallets or digital banks as financial solutions. With 48% of the Indonesian population not having a bank account, despite a smartphone user penetration rate of 67.88%, this situation presents a collaboration opportunity for Bank Jago and Gojek to enhance financial inclusion in Indonesia through digital media. This research was conducted to understand user experiences and intentions regarding the collaborative features of Bank Jago and Gojek, using the diffusion of innovation theory and brand alliances as frameworks. The study employed a mixed-method approach, with qualitative analysis conducted using grounded theory and quantitative analysis using PLS-SEM on 431 respondents. User experiences identified in the qualitative phase included integration, design, flexibility, efficiency, and financial benefits. In the quantitative phase, it was found that intention to use is influenced by perceived compatibility, perceived relative advantages, attitude toward alliances, and brand trust. Perceived compatibility is influenced by efficiency and financial benefits, while perceived relative advantages are influenced by integration, flexibility, efficiency, and financial benefits. This research contributes to the understanding of collaborative innovation in digital product development and can be further expanded in future studies. Moreover, it provides valuable insights for digital product developers, particularly those in the financial technology sector, as well as for Indonesian society and government in creating a better financial ecosystem."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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Amelia Maharani Nurmalitasari
"Pada era digital ini, pembelajaran daring makin umum digunakan untuk mendukung pembelajaran siswa di Indonesia, salah satunya melalui platform e-learning, yaitu Ruangguru. Ruangguru, sebagai salah satu platform e-learning terbesar di Indonesia, menawarkan berbagai layanan pendidikan, mulai dari video pembelajaran hingga konsultasi akademik dengan pengajar, memiliki peningkatan jumlah pengguna yang konsisten dan telah mencapai jutaan pelajar. Penelitian ini bertujuan untuk menganalisis faktor-faktor yang memengaruhi niat pengguna Ruangguru versi gratis untuk beralih ke versi berbayar. Dengan menggunakan kerangka teori push-pull-mooring dan value-based adoption model, penelitian ini memeriksa hubungan antara faktor push dan faktor pull terhadap price value, serta hubungan price value dan faktor mooring terhadap switching intention. Faktor push yang diteliti meliputi learning content dissatisfaction dan feature limitation pada Ruangguru versi gratis, sedangkan faktor pull mencakup personalized learning, perceived interactivity, dan learning progress. Faktor mooring yang diteliti adalah network externality, buying power limitation, dan risk aversion. Data kuantitatif diperoleh dari 341 responden melalui survei, sedangkan data kualitatif dikumpulkan dari 11 narasumber melalui wawancara secara daring. Analisis data kuantitatif dilakukan menggunakan PLS-SEM dan analisis data kualitatif menggunakan content analysis. Hasil penelitian menunjukkan bahwa learning content dissatisfaction, personalized learning, perceived interactivity, dan learning progress memiliki pengaruh positif terhadap price value Ruangguru versi berbayar, serta bahwa price value dan network externality memiliki pengaruh positif terhadap niat beralih dari Ruangguru versi gratis ke versi berbayar. Sebaliknya, terdapat tiga faktor, yaitu feature limitation, buying power limitation, dan risk aversion, yang tidak berpengaruh signifikan terhadap niat beralih tersebut. Penelitian ini diharapkan dapat memperluas pemahaman tentang penerapan teori push-pull-mooring dan value-based adoption model dalam konteks e-learning. Selain itu, penelitian ini dapat memberikan rekomendasi bermanfaat bagi Ruangguru dan penyedia layanan e-learning lainnya untuk merancang strategi pengembangan produk dan pemasaran yang lebih efektif guna meningkatkan performa pembelajaran siswa, serta kepuasan dan retensi pengguna dalam suatu platform e-learning.

In this digital era, online learning is increasingly used to support student learning systems in Indonesia, one of which is through an e-learning platform, Ruangguru. Ruangguru, as one of the largest e-learning platforms in Indonesia, offers various educational services, ranging from video lessons to academic consultations with teachers, and has consistently increased its user base, reaching millions of students. This study aims to analyze the factors that influence the switching intention of Ruangguru's free version users to use the paid version. By implementing the push-pull-mooring framework and the value-based adoption model, this research examines the relationship between push and pull factors on the price value of Ruangguru's paid version, as well as the relationship between price value itself and mooring factors on switching intention. The push factors studied include learning content dissatisfaction and feature limitations in Ruangguru's free version. The pull factors encompass features and services in Ruangguru's paid version that facilitate personalized learning, perceived interactivity, and learning progress. The mooring factors examined are network externality, buying power limitation, and the users' level of risk aversion. Quantitative data was obtained from 341 respondents through surveys, while qualitative data was collected from 11 sources through online interviews. Quantitative data analysis was conducted using PLS-SEM and qualitative data analysis using content analysis. The results of the study show that learning content dissatisfaction, personalized learning, perceived interactivity, and learning progress positively influence the price value of Ruangguru's paid version, and that price value and network externality positively influence the intention to switch from the free version to the paid version. On the other hand, there are three factors, namely feature limitation, buying power limitation, and risk aversion, that do not significantly affect the switching intention. This study is expected to broaden the understanding of the application of the push-pull-mooring theory and value-based adoption model in the context of e-learning. Additionally, this research can provide valuable recommendations for Ruangguru and other e-learning service providers to design more effective product development and marketing strategies to improve student learning performance, as well as user satisfaction and retention in an e-learning platform."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2024
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UI - Skripsi Membership  Universitas Indonesia Library
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Lyciana Setiawan
"Pandemi Covid-19 yang melanda seluruh dunia mengubah berbagai sektor mulai dari ekonomi hingga pendidikan dalam beroperasi. Perubahan yang dialami oleh sektor pendidikan diantaranya yaitu diberlakukannya pendidikan jarak jauh (PJJ) selama masa pandemi guna mengurangi penyebaran Covid-19 sehingga kurva penyebaran kiranya akan turut menurun. Universitas Indonesia sendiri mengamanatkan penyelenggaraan kegiatan belajar mengajar (KBM) menggunakan sistem E-Learning Management Systems (EMAS) sebagai media membantu proses e-learning antar pengajar dan mahasiswa. Pembelajaran online adalah hal yang baru diterapkan sejak pandemi ini tentunya masih perlu diteliti keberhasilannya, oleh karena itu penelitian dalam tesis ini akan menganalisis bagaimana penerimaan mahasiswa terhadap sistem EMAS yang dapat dijadikan salah satu acuan keberhasilan dari sistem EMAS sebagai media e-Learning ini. Hasil dari penelitan menemukan bahwa sistem EMAS masih memiliki kekurangan pada kualitas sistem yang kiranya dapat diperbaiki oleh pengembang di kemudian hari.

The Covid-19 pandemic that has hit the whole world has changed the way various sectors from the economy to education operate. One of the changes experienced by the education sector includes the implementation of distance education (PJJ) during the pandemic is to reduce the spread of Covid-19 so that the spread curve will also decrease. The University of Indonesia itself has mandated the implementation of teaching and learning activities (KBM) using the E-Learning Management Systems (EMAS) system as a medium to assist the e-learning process between teachers and students. Online learning is something that has just been implemented since this pandemic, its' success is still needed to be investigated. Therefore, this research will analyze how student acceptance of the EMAS system can be used as a reference for the success of the EMAS system as an e-Learning medium. The results of this research found that EMAS system quality is still needed to be improved. "
Depok: Fakultas Teknik Universitas Indonesia, 2021
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UI - Tesis Membership  Universitas Indonesia Library
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Levitasari Darmawan
"Tesis ini meneliti tentang niat perilaku pekerja untuk mengadopsi penggunaan platform e-learning. Faktor-faktor yang dapat mempengaruhi niat perilaku dari Diffusion Innovation Theory, Technology Acceptance Model, dan Value Based Adoption Model digunakan dalam penelitian ini, seperti Relative Advantage, Compatibility, Trialability, Observability, dan Complexity, Perceived ease of use, Perceived usefulness, Perceived Value, dan Behavioral Intention to use. Melalui metode kuantitatif survei kuesioner, sebanyak 245 responden pengguna platform e-learning berpartisipasi dalam penelitian ini, dan selanjutnya data diolah menggunakan metode SEM-PLS. Hasilnya faktor Trialability dan Observability secara signifikan berpengaruh terhadap niat perilaku pekerja dalam mengadopsi penggunaan platform e-learning. Kemudian dari uji statistik pengaruh tidak langsung, empat karakteristik inovasi yaitu Relative Advantage, Compatibility, Trialability dan Observability yang dimediasi oleh Perceived Usefulness dan Perceived Value memiliki pengaruh tidak langsung yang signifikan terhadap Behavioral Intention to use. Selain itu, faktor Perceived value terbukti menjadi mediator penting antara Perceived usefulness dan Behavioral intention of use dalam penggunaan platform e-learning.

This thesis examines the behavioral intentions of workers to adopt the use of e-learning platforms. Factors that can influence behavioral intentions from Diffusion Innovation Theory, Technology Acceptance Model, and Value Based Adoption Model used in this research, such as Relative Advantage, Compatibility, Trialability, Observability, and Complexity, Perceived ease of use, Perceived usefulness, Perceived Value, and Behavioral Intention to use. Through a quantitative questionnaire survey method, 245 respondents using e-learning platforms participated in this research, and then the data was processed using the SEM-PLS method. As a result, the Trialability and Observability factors significantly influence workers' behavioral intentions in adopting the use of e-learning platforms. Then, from the statistical test of indirect influence, four innovation characteristics, namely Relative Advantage, Compatibility, Trialability and Observability which are mediated by Perceived Usefulness and Perceived Value, have a significant indirect influence on Behavioral Intention to use. In addition, the Perceived value factor is proven to be an important mediator between Perceived usefulness and Behavioral intention of use in using e-learning platforms."
Jakarta: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2024
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UI - Tesis Membership  Universitas Indonesia Library
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Sabrina Ayu Paramadini
"Perkembangan e-learning meningkat setiap tahunnya. tingkat pertumbuhan rata-rata per-tahun sebesar 7,9% dengan total e-learning market 52,5 Miliyar USD di seluruh dunia. Sebagai posisi ke-8 tingkat pertumbuhan e-learning tertinggi di dunia, Indonesia memiliki total e-learning market USD 12,2 miliar dengan tingkat pertumbuhan rata-rata 25% pada tahun 2017. Indonesia memiliki potensi besar untuk mengembangkan e-learning yang lebih besar dan prospektif. Menteri Pendidikan dan Kebudayaan Republik Indonesia berencana menetapkan e-learning secara permanen dengan mengubah pembelajaran tradisional menjadi hybrid learning termasuk pada tingkat sekolah dasar. Tujuan dari penelitian ini adalah untuk merancang rekomendasi strategi yang mempengaruhi penggunaan berkelanjutan untuk menerapkan e-learning di tingkat sekolah dasar. Model konseptual dikembangkan berdasarkan dua teori, yaitu Expectation Confirmation Model of IS Continuance (IS-ECM) dan Information System Success Model (ISSM). Total data responden penelitian ini adalah 195 sampel yang dianalisis menggunakan metode Partial Least Square SEM (PLS-SEM). Hasil penelitian menunjukkan bahwa 4 dari 11 hipotesis ditolak karena tidak memenuhi persyaratan yaitu H1, H4, H7, dan H10. Berdasarkan hasil ini, terdapat 10 rekomendasi strategi yang diajukan dan dinilai oleh beberapa expert. Penilaian menggunakan metode integrasi importance-performance analysis (IPA) dan Kano, dimana terdapat 4 strategi dipilih sebagai prioritas perbaikan dan 3 strategi dipilih sebagai prioritas pertahanan.

The demand for e-learning has increased every year. Its annual worldwide average growth rate is 7.9%, with a total worldwide e-learning market of USD 52.5 billion. As the 8th position of the highest growth rate e-learning worldwide, Indonesia had a total of e-learning market USD 12.2 billion with an average growth rate of 25% in 2017. Indonesia has great potential to develop a bigger and more prospective e-learning business. The Minister of Education and Culture of the Republic of Indonesia plans to set e-learning permanent by changing traditional learning into hybrid learning including at the elementary school level. The purpose of this paper is to design strategies recommendations for increasing continuance intention to apply e-learning at the primary school level. The conceptual model was developed based on two theories: The Expectation Confirmation Model of IS Continuance (IS-ECM) and the Information System Success Model (ISSM). It involved a total of 195 respondents and used the Partial Least Square SEM (PLS-SEM) method for data analysis. The results showed that 4 of the 11 hypotheses were rejected because they do not meet the requirements, such as H1, H4, H7, and H10. Based on these results, 10 strategic recommendations were submitted and assessed by several experts. The assessment was carried out by the integration method of importance-performance analysis (IPA) and Kano, where 4 strategies are selected as improvements strategic priorities, and 3 strategies are selected as keep up the good work strategic priorities."
Depok: Fakultas Teknik Universitas Indonesia, 2021
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UI - Tesis Membership  Universitas Indonesia Library
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Nurhana Indriani
"Shopee Paylater adalah layanan pembayaran kredit online yang memungkinkan pengguna membayar produk di Shopee dengan sistem cicilan menggunakan konsep "Buy Now, Pay Later". Layanan ini merupakan bagian dari inovasi dalam dompet digital, yang menghadirkan fitur pembayaran berbasis kredit melalui perangkat seluler. Baik manufaktur maupun layanan keuangan mengembangkan inovasi teknologi untuk keuntungan konsumen, memperluas bisnis, dan menjangkau konsumen lebih efektif, sehingga penting memahami proses sebelum konsumen mengadopsi paylater. Penelitian ini bertujuan untuk mengetahui faktor yang mempengaruhi konsumen dalam mengadopsi penggunaan paylater di Indonesia menggunakan model yang diadopsi dari Teori Difusi Inovasi atau DOI (Diffusion of Innovation) dengan menggabungkan konstruk seperti convenience, perceived security, personal innovativeness dan perceived trust. Sampel yang diteliti adalah mereka yang merupakan pengguna smartphone yang aktif melakukan transaksi di e-commerce Shopee serta belum pernah menggunakan layanan pembayaran Shopee paylater, yang berdomisili di Indonesia dan berusia 18-43 tahun. Jumlah responden yang berhasil dikumpulkan pada penelitian ini adalah 258 responden. Data yang sudah berhasil dikumpulkan diolah menggunakan metode Partial Least Squares - Structural Equation Modeling (PLS-SEM). Hasil penelitian ini menunjukkan bahwa Relative Advantage, Compatibility, Trialability, Perceived Trust, Convenience dan Personal Innovativeness memiliki pengaruh terhadap Intention to Use Shopee Paylater. Namun tidak ditemukan adanya pengaruh dari Perceived Ease Of Use, Observability dan Perceived Security terhadap Intention to Use Shopee Paylater. Kemudian Perceived Security berpengaruh positif terhadap Trust. Terdapat pula Trust memiliki efek mediasi terhadap hubungan antara Perceived Security dan Intention to Use Shopee Paylater.

Shopee Paylater is an online credit payment service that allows users to purchase products on Shopee with an installment system using the "Buy Now, Pay Later" concept. This service is part of an innovation in digital wallets, offering credit-based payment features via  mobile  devices.  Both  manufacturing  and  financial  services  industries  develop technological innovations to benefit consumers, expand businesses, and reach customers more effectively, making it crucial to understand the process before consumers adopt Paylater services.  This  study aims to  identify the factors influencing  consumers in adopting the use of Paylater services in Indonesia by utilizing a model derived from the Diffusion of Innovation (DOI) theory, incorporating constructs such as convenience, perceived security, personal innovativeness, and perceived trust. The sample consists of individuals who are active smartphone users conducting transactions on the Shopee e- commerce platform, have never used the Shopee Paylater payment service, reside in Indonesia,  and  are  aged  between  18-43  years.  A  total  of  258  respondents  were successfully collected for this study. The collected data was processed using the Partial Least Squares - Structural Equation Modeling (PLS-SEM) method. The results indicate that Relative Advantage, Compatibility, Trialability, Perceived Trust, Convenience, and Personal Innovativeness influence the Intention to Use Shopee Paylater. However, no significant influence was found for Perceived Ease of Use, Observability, and Perceived Security  on the Intention to  Use Shopee Paylater. Furthermore, Perceived Security positively affects Trust. Additionally, Trust mediates the relationship between Perceived Security and the Intention to Use Shopee Paylater. "
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2025
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