ANALISIS PENERIMAAN INTERACTIVE E-COMIC SEBAGAI MEDIA PEMBELAJARAN BAHASA INGGRIS BERBASIS KEBUTUHAN VOKASIONAL: PERSPEKTIF TECHNOLOGY ACCEPTANCE MODEL
ANALYSIS OF THE ACCEPTANCE OF INTERACTIVE E-COMICS AS AN ENGLISH LANGUAGE LEARNING MEDIUM BASED ON VOCATIONAL NEEDS: A TECHNOLOGY ACCEPTANCE MODEL PERSPECTIVE
DOI:
https://doi.org/10.32832/educate.v11i1.22245Keywords:
Technology Acceptance Model, E-Comic, Pembelajaran Bahasa Inggris Vokasional, Media Digital, SMKAbstract
Siswa Sekolah Menengah Kejuruan (SMK) membutuhkan kompetensi bahasa Inggris yang selaras dengan bidang kejuruan spesifik mereka. Namun, materi pembelajaran yang tersedia saat ini sering kali tidak memiliki relevansi kontekstual, dan adopsi teknologi digital masih berada pada tingkat yang kurang optimal. Tujuan penellitian ini adalah untuk menginvestigasi faktor-faktor penentu utama penerimaan siswa terhadap integrasi interactive e-comic dalam pembelajaran bahasa Inggris, menggunakan Technology Acceptance Model (TAM) sebagai kerangka kerja teoretis. Pengumpulan data dilakukan melalui metodologi survei kuantitatif dengan sampel sebanyak 99 siswa. Partisipan ini direkrut dari tiga program kejuruan yang berbeda (Multimedia, Teknik Komputer Jaringan, dan Rekayasa Perangkat Lunak) di SMK Telekomunikasi Darul Ulum Jombang. Analisis statistik dilaksanakan menggunakan analisis regresi berganda dengan bantuan program SPSS versi 26.0. Hasil temuan utama secara krusial menunjukkan bahwa Perceived Usefulness (β=0,428) dan Perceived Ease of Use (β=0,341) secara signifikan memprediksi Attitude Toward Using e-comic, dengan kedua hubungan tersebut mencapai ambang batas signifikansi statistik (p<0,001). Selanjutnya, analisis mengungkapkan adanya efek moderasi yang signifikan secara statistik dari Content Relevance (β=0,293, p=0,003) terhadap prediksi Attitude dari Perceived Usefulness. Dengan demikian, pengaruh Perceived Usefulness terhadap Attitude siswa bersifat kondisional berdasarkan tingkat relevansi konten. Model yang diuji mampu menjelaskan 69,1% varians dalam Behavioral Intention. Penerimaan e-comic didorong terutama oleh persepsi kemanfaatan (Perceived Usefulness) dalam meningkatkan kompetensi bahasa Inggris kejuruan dan persepsi kemudahan penggunaannya (Perceived Ease of Use). Penyelarasan konten (Content Relevance) dengan bidang kejuruan siswa secara signifikan meningkatkan penerimaan teknologi.
Kata kunci : Technology Acceptance Model; E-Comic; Pembelajaran Bahasa Inggris Vokasional; Media Digital; SMK.
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