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dc.contributor.authorArthayuda, Wilson
dc.date.accessioned2020-11-17T05:07:31Z
dc.date.available2020-11-17T05:07:31Z
dc.date.issued2019-11-20
dc.identifier.urihttp://dspace.uc.ac.id/handle/123456789/3059
dc.description.abstractBased on the data from Bursa Efek Indonesia (BEI), as of December 2018, the number of 18-25 year old stock investors has reached 149,386 people of which the increase reached 116.16% compared to 2016. This shows that the interest of investing in Indonesia stock market is increasing, particularly for millennials. However, there may be a lack of education for engaging in Indonesia stock market. Thus, a digital application called Investro is developed to facilitate the need for education in Indonesia stock market. The purpose of the research is to determine the influence of perceived usefulness (X1), perceived ease of use (X2) and perceived playfulness (X3) toward people’s intention to use Investro Application (Y), the Technology Acceptance Model is proposed as the determinants for the study, due to the model being widely used for technology adoption. The research is conducted quantitatively, thus in order to collect the data, the researcher conducted a usability testing session and distributed printed 5-Likert scale questionnaires to 42 qualified UCFC 2019/2020 members, using purposive sampling methods. The data then is processed using multiple linear regression. The results of this research show that only perceived playfulness (Sig. value = 0.029) significantly affects the intention to use Investro Application, while perceived usefulness (Sig. value = 0.063) and perceived ease of use (Sig. value = 0.300) have insignificant influence towards intention to use Investro Application. However, the study found that there is a positive relationship between perceived usefulness, perceived ease of use and intention to use of Investro Application with the degree of independent variable explaining the influence of intention to use Investro Application (Adjusted R Square) being 32.8%.en_US
dc.language.isoiden_US
dc.publisherUniversitas Ciputra Surabayaen_US
dc.subjectperceived usefulness, perceived ease of use, perceived playfulness, and intention to useen_US
dc.subjectmanfaat yang dirasakan, kemudahan penggunaan yang dirasakan, rasa bermain yang dirasakan, dan niat menggunakanen_US
dc.titleTHE INFLUENCE OF PERCEIVED USEFULNESS, PERCEIVED EASE OF USE AND PERCEIVED PLAYFULNESS TOWARDS INTENTION TO USE OF INVESTRO APPLICATIONen_US
dc.typeThesisen_US
dc.identifier.nidn0723087201
dc.identifier.kodeprodi61201
dc.identifier.nim10316029
dc.identifier.dosenpembimbingAgustiono


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