Main Article Content

Hikmah Agung Sasono
Edwin Pramana
Lukman Zaman P. C. S. W

Abstract

In an effort to examine user continuance intentions after using gamification in e-learning, this research was conducted to identify the factors that influence gamification in e-learning using the theoretical model of ECM, then analyze the relationship between the influencing construct variables, and explain the practical and theoretical implications of the effect of gamification in e-learning on user's continued intention to reuse. The theoretical model was developed from the Extended Expectation-Confirmation model (ECM) by integrating the influencing determinants. Descriptive analysis and hypothesis testing using the SEM technique used the Amos 24 application to analyze and interpret data from 496 respondents who participated in an online questionnaire distributed via chat applications and social media. Significant test results have been found for users after using gamification in e-learning, the confirmation variable has a high positive correlation in influencing satisfaction according to the expectations felt by users. The results of the Pearson correlation test conducted show that if the value of gamification user satisfaction in e-learning increases, the intention to continue using e-learning will also increase as found in the five hypothetical determinants that have a direct effect on continuous intention, namely perceived usefulness, satisfaction, engagement, flow, perceived enjoyment. The practical meaning of the findings has a significant effect on continuous intention for educational institutions to research and develop innovative online learning models with gamification to increase the level of user participation, for teachers to ensure that the implementation of the gamification feature has a positive direct effect on sustainability intentions, for users to be able to provide confirmation of benefits obtained with a sense of satisfaction to continue using gamification in e-learning. This study predicts the continuance intention of gamification users in e-learning by analyzing theoretical models influenced by 4 basic ECM constructs plus 3 exogenous variables of engagement, perceived enjoyment and flow. Testing the construct hypothesis, presenting a comprehensive SEM analysis, producing direct and indirect positive significance tests on continuous intention.

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Keywords: continuance intention, ECM, e-learning gamification, SEM, quantitative research

Sasono, H. A., Pramana, E., & Zaman P. C. S. W, L. (2023). Continuance Intention on Gamifikasi in E-Learning Using Extended Expectation-Confirmation Model. EDUTEC : Journal of Education And Technology, 6(4), 704-724. https://doi.org/10.29062/edu.v6i4.684