Pengukuran Niat Penggunaan Virtual Reality sebagai Alat Simulasi Pelatihan
DOI:
https://doi.org/10.25126/jtiik.20241046456Abstrak
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.
Abstract
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.
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