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PENGARUH PENGALAMAN PENGGUNA E-LEARNING TERHADAP MOTIVASI BELAJAR MAHASISWA MENGGUNAKAN METODE END USER COMPUTING SATISFACTION DALAM MENDUKUNG SUSTAINABLE DEVELOPMENT GOAL 4
Digital transformation requires higher education institutions to provide quality education to support the achievement of Sustainable Development Goal (SDG) 4. However, education quality in the digital era remains a critical issue because equal access does not entirely align with increased competence. Furthermore, the use of e-learning systems can fail to achieve its goals if users lack high learning motivation. Therefore, this study aims to evaluate the user experience level of the SUKAstudia e-learning platform, its effect on student learning motivation, and its implications for achieving SDG 4 at UIN Sunan Kalijaga. This quantitative study involved 100 student respondents selected through simple random sampling. This research model explicitly tested the direct effect of the five dimensions of End User Computing Satisfaction (EUCS) as independent variables on learning motivation as the dependent variable, and learning motivation as an independent variable on SDG 4 targets as dependent variables. Meanwhile, in the indirect effect test, the EUCS dimensions were positioned as independent variables on SDG 4 targets as dependent variables through learning motivation as a mediating variable. Data were collected via online questionnaires and analyzed using descriptive statistics and Structural Equation Modeling - Partial Least Squares (SEM-PLS). Descriptive results indicated that overall user experience is in the "Satisfied" category with a mean of 3.71. In the direct effect hypothesis testing, only the format (p=0.000) and timeliness (p=0.046) dimensions had a positive and significant effect on learning motivation, whereas content (p=0.056), accuracy (p=0.519), and ease of use (p=0.716) were not significant. Furthermore, learning motivation was proven to have a positive and significant effect on the SDG 4 targets, namely: (1) quality higher education assurance (p=0.000), (2) relevant digital skills (p=0.000), and (3) availability of effective learning environments (p=0.000). In the indirect effect testing, only the format dimension significantly contributed to achieving the three SDG 4 indicators through the mediation of student learning motivation (p=0.000).
FAKULTAS SAINS DAN TEKNOLOGI, UIN SUNAN KALIJAGA YOGYAKARTA
NIM.: 22106050003 Muhammad Dedad Fajarsodiq Akastangga
PENGARUH PENGALAMAN PENGGUNA E-LEARNING TERHADAP MOTIVASI BELAJAR MAHASISWA MENGGUNAKAN METODE END USER COMPUTING SATISFACTION DALAM MENDUKUNG SUSTAINABLE DEVELOPMENT GOAL 4 (Text)
PENGARUH PENGALAMAN PENGGUNA E-LEARNING TERHADAP MOTIVASI BELAJAR MAHASISWA MENGGUNAKAN METODE END USER COMPUTING SATISFACTION DALAM MENDUKUNG SUSTAINABLE DEVELOPMENT GOAL 4 (Other)
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