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Al Farhan, M Haidar Amir; Mahenra, Ridwan

Dinamik 2026 Universitas Stikubank

The growing interest in learning the Japanese language in Indonesia, driven by popular culture such as anime, creates a need to understand the effectiveness of different learning media. The non-uniform effectiveness of media for each individual poses a major challenge. Therefore, this study aims to analyze the effectiveness of both anime and textbooks by segmenting learner profiles and identifying key determinants of success using an artificial intelligence approach. This research employed a quantitative method through a questionnaire survey of 120 respondents. The data were analyzed in two stages: the K-Means Clustering algorithm was used to group respondents into learner profiles, and the Decision Tree algorithm was used to identify the most significant factors that differentiate these profiles. The analysis successfully identified three distinct learner profiles: "Intensive & Adaptive Learner," "Flexible Learner," and "Passive Learner." The decision tree revealed that the perception of textbook effectiveness and the frequency of anime use are the strongest predictors in determining a learner's profile, more so than theoretical learning style preferences. It is concluded that media effectiveness is highly dependent on the learner's behavioral and perceptual profile, which underscores the importance of a personalized approach in language education technology.

Putra, Satya Setiawan; Suryono, Ryan Randy; Rahmanto, Yuri

Dinamik 2026 Universitas Stikubank

This study aims to investigate the factors influencing the continuance intention of Al-Kautsar Senior High School students in using metaverse-based learning media. The background of this research lies in the rapid adoption of immersive technologies in education, while students’ levels of acceptance have not yet been fully understood. The objective is to identify the antecedents of satisfaction, which subsequently influence continuous intention. The research model examines the effects of perceived interactivity, perceived sociability, perceived enjoyment, perceived ease of use, perceived security, and social influence on satisfaction. A quantitative approach was employed by distributing questionnaires to students, and the data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The results indicate that satisfaction is a very strong and statistically significant predictor of continuous intention to use metaverse applications (β = 0.716, p < 0.001). The six hypothesized antecedent variables were not found to have a significant individual effect on satisfaction. In conclusion, for digital native students at Al-Kautsar Senior High School, factors such as ease of use, interactivity, and enjoyment have shifted from being drivers of satisfaction to becoming basic expectations (hygiene factors). Satisfaction itself emerges as the primary determinant, likely influenced by more substantive elements such as content quality or pedagogical design rather than merely the technical features of the platform.