• DocumentCode
    3751961
  • Title

    Analysis of factors affecting user acceptance of the implementation of ClassCraft E-Learning: Case studies faculty of information technology of Tarumanagara university

  • Author

    Darius Andana Haris;Elvina Sugito

  • Author_Institution
    Tarumanagara University
  • fYear
    2015
  • Firstpage
    73
  • Lastpage
    78
  • Abstract
    Classcraft is a free online E-Learning system that using gamification concept. Educational role-playing game that teachers and students play together in the classroom. Classcraft is more than E-Learning. By using many of the conventions traditionally found in games today, students can level up, work in teams, and earn powers that have real-world consequences. Acting as a gamification layer around any existing curriculum, the game transforms the way a class is experienced throughout the school year. Past research about E-Learning system has become one of the authors of reference for the conduct of this study. This research involve a number of FTI Untar students. Data was collected through observation, questionnaires and interviews. The questionnaire was made based on the model of the Unified Theory of Acceptance and Use of Technology (UTAUT) that have been modified. Author perform data processing using techniques Partial Least Square (PLS) and using an application called SmartPLS. The study states that the factors that affect users using ClassCraft in general is an e-learning motivation, facilitating conditions, and behavioral intention.
  • Keywords
    "Electronic learning","Games","Load modeling","Loading","Numerical analysis","Gold","Bismuth"
  • Publisher
    ieee
  • Conference_Titel
    Advanced Computer Science and Information Systems (ICACSIS), 2015 International Conference on
  • Type

    conf

  • DOI
    10.1109/ICACSIS.2015.7415161
  • Filename
    7415161