Technology Acceptance Model: An Analysis of Human-Computer Interaction in The UASBN Educational Game


Abstract
The Ujian Akhir Sekolah Berstandar Nasional (UASBN) educational game is designed as a means of training for students to face school final exams in 6th grade. Before implementing this educational game, it must be tested first related to user acceptance of the technology created or from the human-computer interaction (HCI) side. A total of 173 students tested this educational game, and then data was collected based on the criteria from the Technology Acceptance Model (TAM). The measurement criteria include Perceived Usefulness (TPU) and Perceived Ease of Use (TPE) variables, each of which has aspects of functionality (TFL), accessibility (TAC), and Learning Goal Orientation (TLGO). In contrast, the dependent variable is Behaviour Intention (TBI). The SEM (AMOS) and SPSS statistical packages were used to analyze this HCI evaluation study. A questionnaire with 21 questions was used to collect the necessary data for analysis. The findings of the estimation demonstrate that each component of TAM contributes pretty significantly. In total, user acceptance of the UASBN educational game is a TPE variable contributing 39% to the UASBN human-computer interaction game. Meanwhile, the TPU variable and its variants contributed 73% to the human-computer interaction game UASBN, and Meanwhile, TBI gave a role of 50.4% to the human-computer interaction game UASBN education. This shows that human-computer interaction with educational games through the technology acceptance model criteria contributed 50.4%, while 49.6% was contributed by other variables not raised in this research. This demonstrates that the educational requirements for student gaming training can be satisfactorily met by users and produce favorable outcomes.
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