Pengukuran Niat Penggunaan Virtual Reality sebagai Alat Simulasi Pelatihan


  • Riski Arifin Universitas Syiah Kuala, Banda Aceh
  • Adithya Sudiarno Institut Teknologi Sepuluh Nopember, Surabaya



Virtual Reality merupakan teknologi yang menggambarkan lingkungan secara virtual, penggunaan virtual reality terus menunjukkan tren peningkatan penggunaan secara masif. Pengunaan virtual reality digunakan untuk bermain game atau menjadi alat simulasi suatu pelatihan. Keuntungan menggunakan virtual reality sebagai alat simulasi memberikan peningkatan pemahaman seseorang dibandingkan dengan pelatihan yang bersifat konvensional. Selanjutnya diperlukan pengukuran untuk terus meningkatkan penggunaan teknologi virtual reality dari variabel-variabel yang mempengaruhi penggunaan virtual reality dengan menggunakan technology acceptance model yang mengukur niat penggunaan sebuah teknologi. Partisipan dalam penelitian ini berjumlah 60 orang untuk mengukur variabel yang berpengaruh dalam penggunaan virtual reality. Partial least square digunakan pada penelitian ini sebagai alat pengujian variabel. Hasil penelitian ini menunjukkan bahwa variabel persepsi kemudahan penggunaan, persepsi kenikmatan dan persepsi kegunaan berpengaruh kepada variabel niat seseorang untuk menggunakan virtual reality. Model yang dibangun menunjukkan bahwa ketiga variabel tersebut berpengaruh sebesar 50% untuk niat dalam menggunakan virtual reality dan masih terdapat variabel yang belum diketahui untuk niat dalam menggunakan virtual reality.


Virtual Reality is a technology that describes a virtual environment, the virtual reality continues to show a massive increase of usage over the years ranging from a gaming application to a simulation tool for education and training, which proven to provide better understanding of the learning subject compared to the conventional training. However, given to the current state of the virtual technology, an applicative measurement is needed to increase the use of virtual reality technology from each variable mentioned in this study, therefore this paper use Technology acceptance model to measure the intention of user to use the virtual technology. This study uses the variable data gained from 60 people to evaluate their intention on the use of virtual technology with partial least square is used in this study as a variable testing tool. The results of this study indicate that the variables of perceived ease of use, perceived enjoyment and perceived usefulness affect a person's intention to use virtual reality. The built model shows that the three variables have an effect of 50% for the intention to use virtual reality while therefore there are still unknown variables for the intention to use virtual reality.


Data unduhan tidak tersedia.


ARIFIN, R., ANDRIANSYAH, SYAHPUTRA, R.A. AND ZUBIR, A.A., 2022. Factor Influencing Consumer’s Purchase Intention on E-Commerce in Indonesia During Pandemic Covid-19 Based on Gender Moderation. Proceedings of the Conference on Broad Exposure to Science and Technology 2021 (BEST 2021), 210(Best 2021), pp.223–229.

BARCLAY, D., HIGGINS, C. AND THOMPSON, R., 1995. The Partial Least Squares (PLS) Approach to Causal Modeling: Personal Computer Use as an Illustration. Technology Studies, 2(2), pp.285–309.

CHIN, W.W., 1998. The Partial Least Squares Approach to Structural Equation Modeling. In: G.A. Marcoulides, ed. Modern Methods for Business Research. London: Lawrencen Erlbaum Associates.pp.236–295.

DAVIS D FRED, 1989. Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Quarterly, [online] 13(3), pp.319–340.

DAVIS, F.D., BAGOZZI, R.P. AND WARSHAW, P.R., 1992. Extrinsic and Intrinsic Motivation to Use Computers in the Workplace. Journal of Applied Social Psychology, 22(14), pp.1111–1132.

FAIRÉN, M., FARRÉS, M., MOYÉS, J. AND INSA, E., 2017. Virtual reality to teach anatomy. European Association for Computer Graphics - 38th Annual Conference, EUROGRAPHICS 2017 - Education Papers, pp.51–58.

FORMELL, CLAES, TELLIS, T, G., ZINKHAN AND M, G., 1982. Validity Assessment: A Structural Equations Approach Using Partial Least Square. In: Educators’ Conference Proceedings. Chicago: American Marketing Association.pp.405–409.

GHOZALI, I. AND HENGKY LATAN, 2012. Partial Least Square Konsep, Teknik dan Aplikasi menggunakan Program SMARTPLS 3.0 untuk Penelitian Empiris. 2nd ed. Semarang: Universitas Diponegoro Semarang.

HEINRICH, H.W., 1980. Industrial Prevention: A Safety Management Aprroach. New York: McGraw-Hill.

IGBARIA, M., GUIMARAES, T. AND DAVIS, G.B., 1995. Testing the Determinants of Microcomputer Usage via a Structural Equation Model. Journal of Management Information Systems, 11(4), pp.87–114.

MERCHANT, Z., GOETZ, E.T., CIFUENTES, L., KEENEY-KENNICUTT, W. AND DAVIS, T.J., 2014. Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis. Computers and Education, [online] 70, pp.29–40.

MUHAMMAD, S.A., 2019. Percanangan Simulator Evakuasi Berbasis Virtual Reality untu menganalisis Human Factor dalam Situasi Darurat di Kereta Penumang. Institut Teknologi Sepuluh Nopember.

ÖZGEN, D.S., AFACAN, Y. AND SÜRER, E., 2019. Usability of virtual reality for basic design education: a comparative study with paper-based design. International Journal of Technology and Design Education, [online] (0123456789).

ROSLI, M.S. AND SALEH, N.S., 2022. Technology enhanced learning acceptance among university students during Covid-19: Integrating the full spectrum of Self-Determination Theory and self-efficacy into the Technology Acceptance Model. Current Psychology, [online] (0123456789).

SALLOUM, S.A., QASIM MOHAMMAD ALHAMAD, A., AL-EMRAN, M., ABDEL MONEM, A. AND SHAALAN, K., 2019. Exploring students’ acceptance of e-learning through the development of a comprehensive technology acceptance model. IEEE Access, 7, pp.128445–128462.

SCHULTHEIS, M.T. AND RIZZO, A.A., 2001. The application of virtual reality technology in rehabilitation. Rehabilitation Psychology, 46(3), pp.296–311.

SINGARIMBUN, M. AND EFFENDI, S., 2002. Metode Penelitian Survai. LP3ES.

SMETANA, L.K. AND BELL, R.L., 2012. Computer Simulations to Support Science Instruction and Learning: A critical review of the literature. International Journal of Science Education, 34(9), pp.1337–1370.

STATISTICS, U.. B. OF L., 2018. Number and rate of fatal work injuries, by industry sector. [online] Available at: <> [Accessed 26 November 2020].

VENKATESH, V., 2000. Determinants of Perceived Ease of Use : Integrating Control , Intrinsic Motivation , Acceptance Model. Institute for Operations Research and the Management Sciences, 11(May 2014), pp.342–365.

VENKATESH, V., MORRIS, M.G., DAVIS, G.B. AND DAVIS, F.D., 2003. User Acceptance of Information Technology: Toward a Unified View. MIS Quarterly, [online] 27, pp.425–478.

VENKATESH, V. AND SPEIER, C., 2000. Creating an effective training environment for enhancing telework. International Journal of Human Computer Studies, 52(6), pp.991–1005.

Yi, M.Y. and Hwang, Y., 2003. Predicting the use of web-based information systems: Self-efficacy, enjoyment, learning goal orientation, and the technology acceptance model. International Journal of Human Computer Studies, 59(4), pp.431–449.

ZHANG, X., JIANG, S., ORDÓÑEZ DE PABLOS, P., LYTRAS, M.D. AND SUN, Y., 2017. How virtual reality affects perceived learning effectiveness: a task–technology fit perspective. Behaviour and Information Technology, [online] 36(5), pp.548–556.






Ilmu Komputer

Cara Mengutip

Pengukuran Niat Penggunaan Virtual Reality sebagai Alat Simulasi Pelatihan. (2023). Jurnal Teknologi Informasi Dan Ilmu Komputer, 10(4), 717-724.