Analisis Penerimaan Roblox Sebagai Media Pembelajaran Berbasis Metaverse Dengan Model UTAUT2

Wahyu Aldi Achmad Syamaidzar, Alifiansyah Arrizqy Hidayat, Arip Ramadan

Abstract

Penelitian ini menelaah penerimaan siswa SMA terhadap Roblox sebagai media pembelajaran berbasis metaverse dengan menggunakan model UTAUT2. Data diperoleh melalui survei pada 296 siswa SMA Muhammadiyah 2 Sidoarjo dan dianalisis menggunakan PLS-SEM dengan bootstrapping sebanyak 5.000 subsample. Hasil analisis menunjukkan bahwa Hedonic Motivation (β=0,414), Social Influence (β=0,290), dan Price Value (β=0,264) berpengaruh positif signifikan terhadap Behavioral Intention, sementara Facilitating Conditions memberikan pengaruh negatif yang signifikan terhadap niat (β=-0,208). Adapun Use Behavior dipengaruhi secara signifikan oleh Behavioral Intention (β=0,408), Facilitating Conditions (β=0,278), dan Habit (β=0,214). Secara keseluruhan, model mampu menjelaskan 76,8% variasi Behavioral Intention (R²=0,768) dan 62,2% variasi Use Behavior (R²=0,622). Temuan ini mengindikasikan bahwa implementasi pembelajaran berbasis metaverse di sekolah perlu menitikberatkan pengalaman belajar yang menyenangkan, memperkuat dukungan sosial, serta memastikan kesiapan infrastruktur dan pendampingan agar adopsi dapat berlangsung secara berkelanjutan.

Keywords

Metaverse, PLS-SEM, Roblox, Technology acceptance, UTAUT2

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