The purpose of this study is to determine the determinants of user satisfaction (USat) and continuance intention (CoIn) to use e-learning platforms in Indonesian universities. More specifically, this study examines the effects of system quality (SisQua), information quality (InfQua), confirmation, perceived usefulness (PU) and self-efficacy (SE) on USat and CoIn to use e-learning platform. The expectation-confirmation model and technology acceptance model were used to test the hypotheses with 340 students. This research uses purposive sampling. Surveys were administered for 340 college students. To test the correlation among the variables, the structural equation model was used. This study showed that InfQua, PU, SE, service quality and SisQua positively affected USat. The data analysis indicates the positive effect between SE and USat and CoIn to use e-learning. However, InfQua had a negative effect with USat. This study has several implications for higher education (HE). First, to increase USat, universities should provide excellent services, technical support and user training and workshops for their e-learning platforms, including new features and functionalities so that students can take utmost advantage from them. Students who are contented with their e-learning platform are more likely to keep using it.
Keywords: self-efficacy; e-learning; satisfaction; continuance intention
This paper has purpose to investigate the impact of quality factors on satisfaction and continuing intention in using e-learning system. The study employs expectationconfirmation model (ECM) to express the effect of Information Quality, System Quality, Service Quality on Confirmation and Satisfaction and adds Perceived Usefulness and Self efficacy to reveal their effect on Satisfaction. The proposed model was tested using 325 respondents. They are young people that live in digital native culture. The analysis of data was carried out in two stages, the first stage is validity and reliability checking to perform correlation analysis of variables when pass the checking. The second stage, the causal effects of variables are examined using Structural Equation Modelling (SEM) using Partial Least Square (PLS). The findings of the study reveal quality factors as the determining factors for the confirmation of the satisfying and using e-learning continually. The confirmation also was determined by the perceived usefulness of the system and the self-efficacy in using the system. The findings disclose the quality of e-learning system is prominent factor on continuance intention to use the system.
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Indonesia is a nation which is rich of biodiversity. Various vegetation and good supporting climate make Indonesia a comfortable homeland for some species. Deforestation and illegal hunting have threatened some species. Seeing that situation, there are many ways to avoid that, one of them is using game as the media."Wana Warrior" is a game used as education media of animal saving. The concept of this game is using game as the medium for conveying the information through design and gameplay which attract the players and they can learn without they realize from the provided information. Using Agenda Setting theory, provided informationis selected important issues. Players are focused only on provided issues. The result of the research shows that "Wana Warrior" game can educate people about animal biodiversity, especially, in Indonesia.
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