Analysis of the Influence of Interactive Technology Based on the Technology Acceptance Model on the Visiting Experience of Generation Z Tourists at the Jakarta Wayang Museum
Abstract
This research is motivated by the increasing use of interactive technology in the development of museums as cultural tourism destinations, especially in attracting the interest of Generation Z who have digital native characteristics. The purpose of this study is to analyze the influence of interactive technology based on the Technology Acceptance Model on the visiting experience of Generation Z tourists at the Jakarta Wayang Museum. This study uses a quantitative approach with a descriptive method. The research population is Generation Z visitors who have visited the Wayang Museum after the renovation in 2025, with a sample of 100 respondents obtained through a quota sampling technique. The research instrument used a Likert scale questionnaire and the data were analyzed with SPSS through validity and reliability tests, simple linear regression, t-test, and coefficient of determination. The results of the study indicate that interactive technology based on the Technology Acceptance Model has a positive and significant effect on the visiting experience of Generation Z. This variable is able to explain 38.7 percent of the variation in visiting experience, while the rest is influenced by other factors outside the study. The conclusion of this study confirms that the application of interactive technology can improve the quality of the museum tourism experience for Generation Z.
References
Badan Pusat Statistik. (2021). Statistik generasi muda Indonesia. https://www.bps.go.id
Berta, M., Melese, K. B., & Dessie, A. (2025). The effect of interactive technology on enriching visitor experiences: Evidence from the science museum. Computers in Human Behavior Reports, 20, 100869. https://doi.org/10.1016/j.chbr.2025.100869
Caber, M., et al. (2023). Digital tourism experience and visitor satisfaction in cultural destinations. Tourism Studies Journal.
Creswell, J. W. (2022). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). Sage Publications.
Emzir. (2022). Metodologi penelitian pendidikan. Rajawali Pers.
Fletcher, J., Fyall, A., Gilbert, D., & Wanhill, S. (2018). Tourism: Principles and practice (6th ed.). Pearson.
Ghozali, I. (2021). Aplikasi analisis multivariate dengan program IBM SPSS 26 (10th ed.). Universitas Diponegoro.
Hardani, Auliya, N. H., Fardani, A. R., et al. (2020). Metode penelitian kualitatif & kuantitatif. Pustaka Ilmu.
Huang, Y., & Backman, K. (2022). Technology acceptance and visitor experience in digital tourism environments. Journal of Travel Research.
ICOM. (2019). Museum definition. https://icom.museum
Jamil, N. A., & Firdaus, P. (2025). Pengaruh digitalisasi berbasis Technology Acceptance Model terhadap kepuasan wisatawan. Jurnal Ilmiah Ilmu Pendidikan, 8(7), 7561–7569. https://doi.org/10.54371/jiip.v8i7.8578
Kurnia, R. A., & Tandijaya, B. (2023). Perceived usefulness and ease of use in technology acceptance. Jurnal Manajemen Pemasaran, 17(1), 64–72.
Martalia, D., Sudiarta, I. N., & Mananda, I. G. P. B. S. (2022). Pengaruh pengalaman terhadap kepuasan wisatawan. Jurnal Master Pariwisata.
Museum Seni. (2026). Instagram account. https://www.instagram.com/museum_senijkt/
Museum Wayang. (2019). Indonesiavirtualtour.com. https://indonesiavirtualtour.com/wisata-virtual/museum-wayang
Museum Wayang (@wayangmuseum). (2026). Instagram photos and videos. https://www.instagram.com/wayangmuseum/
Pine, B. J., & Gilmore, J. H. (2019). The experience economy. Harvard Business Review Press.
Ramadhani, O., & Khoirunisa. (2025). Generasi Z dan teknologi di era digital. Jurnal Pendidikan dan Ilmu Sosial, 3(1), 323–331.
Ruan, J., Satjawathee, T., & Awirothananon, T. (2025). The impact of digital technology on tourism economic growth. Tourism and Hospitality, 6(2), 73. https://doi.org/10.3390/tourhosp6020073
Santosa, L. W. (2025). Jumlah pengunjung Museum Wayang naik dua kali lipat. Antara News. https://www.antaranews.com
Shane, E., & Ardiansyah, I. (2024). Digital tourism and museum visitation interest. Journal of Social and Economics Research, 6(1), 237–246. https://doi.org/10.54783/jser.v6i1.416
Subitmele, S. E. (2023). Interaktif dalam kehidupan sehari-hari. Liputan6. https://www.liputan6.com
Sugiyono. (2023). Metode penelitian kuantitatif, kualitatif, dan R&D. Alfabeta.
Syawaliyah, S. A., et al. (2026). Engagement rate and visitor experience in museums. Jurnal Pengabdian Masyarakat dan Riset Pendidikan.
TikTok. (2026). Museum Wayang account. https://www.tiktok.com/@wayangmuseum
UNESCO. (n.d.). Technology and education concept. https://www.unesco.org
Yussabila, G. Z., & Sutarmin. (2025). Pengaruh fasilitas dan pengalaman wisatawan terhadap minat berkunjung kembali. Peradaban Journal of Economic and Business, 4(2), 259–263. https://doi.org/10.59001/pjeb.v4i2.522





.png)















Contact Person +6282139474255
Email : ijebir@citakonsultindo.or.id / editor.ijebir@gmail.com