Track: Master Thesis Competition
Abstract
ABSTRACT
Currently, the development of education-based online games throughout the world including Indonesia has increased sharply in line with advances in digital technology. One of the newest online educational games in Indonesia is JALASI 2. The content of JALASI 2 provides many kawaii design elements to attract children to play this educational game. This research is to test the hypotheses of H1: Perceived kawaii on Intention to Use, H2: Perceived Ease of Use on Perceived Satisfaction, H3: Perceived Usefulness on Perceived Satisfaction, and H4: Intention to Use on Perceived Satisfaction. After that, it tested the hypothesis of H5: Perceived Satisfaction on Intention to Use.
The main target consumers of JALASI 2 are Indonesian children between the ages of 8 and 12. In order to identify how many Indonesian children are interested in the effect of kawaii in JALASI 2, analysis of Theory Reaction Action (TRA) and Structural Equation Modeling (SEM) is utilized using AMOS software. According to the structural model test, the results obtained by the perceived kawaii (PK) variable has a very significant effect on the Intention to Use (ITU) by 1.339 because of the mediator variable, namely the perceived satisfaction variable as an explanator of the PK variable on the ITU variable. This indicates that kawaii latent variable possesses an important role in JALASI 2 content, which can significantly influence children’s interest in playing educational games virtually.
Keywords: SEM, TRA, Kawaii, Educational Game, Intention to Use