International Journal of
Information and Education Technology

Editor-In-Chief: Prof. Jon-Chao Hong
Frequency: Monthly
ISSN: 2010-3689 (Online)
E-mali: editor@ijiet.org
Publisher: IACSIT Press
 

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IJIET 2022 Vol.12(11): 1126-1136
doi: 10.18178/ijiet.2022.12.11.1730

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

Amma Liesvarastranta Haz1 , Ilham Achmad Al Hafidz2 , Evianita Dewi Fajrianti3 , Sritrusta Sukaridhoto2,* , M. Udin Harun Al Rasyid2 , Rizqi Putri Nourma Budiarti4 , Ubaidillah Zuhdi4 , Niken Savitri Primasari5 , Muhammad Ali Fikri6 , Naufal Adi Satrio2 , Luqmanul Hakim Iksan7

  • 1Electrical Engineering Department, Institut Teknologi Sepuluh Nopember, Indonesia
  • 2Informatics and Computer Engineering, Politeknik Elektronika Negeri Surabaya, Indonesia
  • 3Electrical Engineering Department, Politeknik Elektronika Negeri Surabaya, Indonesia
  • 4Information Systems Department, Universitas Nahdlatul Ulama Surabaya, Indonesia
  • 5Accountancy Department, Universitas Nahdlatul Ulama Surabaya, Indonesia
  • 6PT Machine Vision, Indonesia
  • 7PT Telkom Indonesia, Indonesia

* Corresponding author

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.

Keywords

  • Game-based learning
  • authenticity
  • engagement
  • learning motivation
  • interest of using
1730-IJIET-5085

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Amma Liesvarastranta Haz, Ilham Achmad Al Hafidz, Evianita Dewi Fajrianti, Sritrusta Sukaridhoto, M. Udin Harun Al Rasyid, Rizqi Putri Nourma Budiarti, Ubaidillah Zuhdi, Niken Savitri Primasari, Muhammad Ali Fikri, Naufal Adi Satrio, and Luqmanul Hakim Iksan, "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, vol. 12, no. 11, pp. 1126-1136, 2022. https://doi.org/10.18178/ijiet.2022.12.11.1730

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Copyright © 2022 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

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