Technology readiness in enterprise resource planning gamification to improve student learning outcomes

Budi Septiawan, A. Musyaffi, Martin Quinn, Ifa Ratifah
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Abstract

In online learning, students often experience problems related to the use of technology. One of them is enterprise resource planning (ERP) technology. Therefore, this study aimed to analyze the technology readiness index (TRI) to measure the extent to which students’ readiness for ERP gamification. This research targets students who use ERP gamification during management information systems and accounting information systems courses. The technique of determining the sample is using a census. So that all the population is used as a sample of 153 students in Indonesia, then analyzed using TRI. Through TRI analysis using SEM PLS, most students studying ERP gamification have a medium readiness index. The findings of this research showed that students are very close to technology, so they have a strong adoption of technology. Most students have an explorer character where they are enthusiastic and have high curiosity about learning ERP gamification. Pioneers who need a little encouragement from external parties to adopt ERP gamification. However, typical skeptics should be given a concrete example of the benefits of using ERP in learning. This research is also a benchmark for developing technology-based learning media according to the characteristics of students who are intended for technology in higher education.
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企业资源规划中的技术准备游戏化以提高学生的学习成果
在在线学习中,学生经常遇到与技术使用有关的问题。其中之一就是企业资源计划(ERP)技术。因此,本研究旨在分析技术准备指数(TRI)来衡量学生对ERP游戏化的准备程度。本研究针对在管理资讯系统与会计资讯系统课程中使用ERP游戏化的学生。确定样本的技术是使用人口普查。因此,所有人口被用作印度尼西亚153名学生的样本,然后使用TRI进行分析。通过扫描电镜PLS的TRI分析,大多数学习ERP游戏化的学生的准备指数中等。这项研究的结果表明,学生与技术非常接近,因此他们对技术的采用程度很高。大多数学生具有探索者的性格,他们对学习ERP游戏化充满热情和高度的好奇心。需要外部鼓励才能采用ERP游戏化的先行者。然而,典型的怀疑论者应该给出一个具体的例子,说明在学习中使用ERP的好处。本研究也为根据高等教育技术学生的特点开发基于技术的学习媒体提供了一个标杆。
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242
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