PUBLICATION & GAMIFICATION: STRATEGY TO PULL THE INTENTION OF DKI JAKARTA CITIZENS (CHOICE USER) TO USE PUBLIC TRANSPORTATION

The increase in the behaviour of using private vehicles by DKI Jakarta residents (choice users) amid the implementation of the TDM strategy that continues to be developed, cannot be separated from the impact of policies imposed on the Covid-19 pandemic. Regulation of social distancing in public s...

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Main Author: Siskawati, Dian
Format: Theses
Language:Indonesia
Subjects:
Online Access:https://digilib.itb.ac.id/gdl/view/80218
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:80218
spelling id-itb.:802182024-01-19T13:47:48ZPUBLICATION & GAMIFICATION: STRATEGY TO PULL THE INTENTION OF DKI JAKARTA CITIZENS (CHOICE USER) TO USE PUBLIC TRANSPORTATION Siskawati, Dian Transportasi ; transportasi darat Indonesia Theses publication, gamification, choice user, TPB, pull strategy, PLS-SEM. INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/80218 The increase in the behaviour of using private vehicles by DKI Jakarta residents (choice users) amid the implementation of the TDM strategy that continues to be developed, cannot be separated from the impact of policies imposed on the Covid-19 pandemic. Regulation of social distancing in public spaces, including when using public transportation and the implementation of PPnBM-DTP tax discount policy up to 100%, encourage people to use private vehicles in their daily activities. This condition triggered an increase in the volume of traffic congestion after the Covid- 19 pandemic, which in turn caused decrease in air quality and the number of ISPA cases in DKI Jakarta to rise. Therefore, strategy innovation is needed to pull the intention of DKI Jakarta residents in the choice user category to switch and/or continue to use public transportation. This study tries to analyse strategy to pull the intentions of DKI Jakarta residents (choice user) to use of public transportation through implementation of publication messages and gamification, using modifications to the Theory of Planned Behavior (TPB) framework. SEM-PLS analysis was used to test the theory using 200 respondents’ questionnaire. The study’s findings demonstrated that publication and gamification messages had a positive and significant effect on attitudes, subjective norms, and perceived behavioral control. The result of the study confirms the strong and favorable impact of attitudes and subjective norms on the intention of using public transport. This study able to enrich the TPB framework, where gamification variables affect attitudes and behavioral control. The results of this research may be taken into account while developing innovative pull strategy policies for TDM implementation in DKI Jakarta. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
topic Transportasi ; transportasi darat
spellingShingle Transportasi ; transportasi darat
Siskawati, Dian
PUBLICATION & GAMIFICATION: STRATEGY TO PULL THE INTENTION OF DKI JAKARTA CITIZENS (CHOICE USER) TO USE PUBLIC TRANSPORTATION
description The increase in the behaviour of using private vehicles by DKI Jakarta residents (choice users) amid the implementation of the TDM strategy that continues to be developed, cannot be separated from the impact of policies imposed on the Covid-19 pandemic. Regulation of social distancing in public spaces, including when using public transportation and the implementation of PPnBM-DTP tax discount policy up to 100%, encourage people to use private vehicles in their daily activities. This condition triggered an increase in the volume of traffic congestion after the Covid- 19 pandemic, which in turn caused decrease in air quality and the number of ISPA cases in DKI Jakarta to rise. Therefore, strategy innovation is needed to pull the intention of DKI Jakarta residents in the choice user category to switch and/or continue to use public transportation. This study tries to analyse strategy to pull the intentions of DKI Jakarta residents (choice user) to use of public transportation through implementation of publication messages and gamification, using modifications to the Theory of Planned Behavior (TPB) framework. SEM-PLS analysis was used to test the theory using 200 respondents’ questionnaire. The study’s findings demonstrated that publication and gamification messages had a positive and significant effect on attitudes, subjective norms, and perceived behavioral control. The result of the study confirms the strong and favorable impact of attitudes and subjective norms on the intention of using public transport. This study able to enrich the TPB framework, where gamification variables affect attitudes and behavioral control. The results of this research may be taken into account while developing innovative pull strategy policies for TDM implementation in DKI Jakarta.
format Theses
author Siskawati, Dian
author_facet Siskawati, Dian
author_sort Siskawati, Dian
title PUBLICATION & GAMIFICATION: STRATEGY TO PULL THE INTENTION OF DKI JAKARTA CITIZENS (CHOICE USER) TO USE PUBLIC TRANSPORTATION
title_short PUBLICATION & GAMIFICATION: STRATEGY TO PULL THE INTENTION OF DKI JAKARTA CITIZENS (CHOICE USER) TO USE PUBLIC TRANSPORTATION
title_full PUBLICATION & GAMIFICATION: STRATEGY TO PULL THE INTENTION OF DKI JAKARTA CITIZENS (CHOICE USER) TO USE PUBLIC TRANSPORTATION
title_fullStr PUBLICATION & GAMIFICATION: STRATEGY TO PULL THE INTENTION OF DKI JAKARTA CITIZENS (CHOICE USER) TO USE PUBLIC TRANSPORTATION
title_full_unstemmed PUBLICATION & GAMIFICATION: STRATEGY TO PULL THE INTENTION OF DKI JAKARTA CITIZENS (CHOICE USER) TO USE PUBLIC TRANSPORTATION
title_sort publication & gamification: strategy to pull the intention of dki jakarta citizens (choice user) to use public transportation
url https://digilib.itb.ac.id/gdl/view/80218
_version_ 1822281545519464448