The Influence of Interactive Technology and Digital Innovation on Tourists Revisit Interest at the National Museum of Indonesia
Main Article Content
Abstract
The post-revitalization transformation of the National Museum of Indonesia has been marked by the adoption of Augmented Reality, Artificial Intelligence, virtual tours, the Immersive Room, digital collections, and various digital platforms; however, the extent to which these technologies influence tourists’ revisit intention requires further empirical examination. This study aims to analyze the influence of interactive technology and digital innovation on tourists’ revisit intention at the National Museum of Indonesia. This study employed a quantitative approach using a survey method. Primary data were collected through a Likert-scale questionnaire administered to 100 respondents who had visited the National Museum of Indonesia during the 2024–2025 period and were interested in revisiting or had already made a return visit in 2026. Respondents were selected using purposive sampling. Data were analyzed using SPSS version 25 through validity testing, reliability testing, classical assumption testing, multiple linear regression analysis, t-tests, F-tests, and coefficient of determination analysis. The findings indicate that interactive technology has a positive regression coefficient of 0.142 but does not exert a significant partial effect on revisit intention (t = 1.207; p = 0.231). In contrast, digital innovation has a positive and significant partial effect (β = 0.487; t = 3.298; p = 0.001), indicating that it is a stronger predictor of tourists’ revisit intention. Simultaneously, interactive technology and digital innovation have a significant effect on revisit intention (F = 29.573; p < 0.001), with an R² value of 0.379, explaining 37.9% of the variance in revisit intention. This study concludes that digital innovation is a more dominant factor in encouraging tourists to revisit the National Museum of Indonesia. The findings contribute to cultural tourism and museum management studies by highlighting the strategic role of digital innovation in strengthening tourist experience and post-visit behavioral intention.
Downloads
Article Details

Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
References
Ahadi, G. D., & Zain, N. N. L. E. (2023). The simulation study of normality test using Kolmogorov-Smirnov, Anderson-Darling, and Shapiro-Wilk. EIGEN Mathematics Journal, 6(1), 11–19. https://doi.org/10.29303/emj.v6i1.131
Antara. (2026, January 16). Museum Nasional Ditargetkan Bisa Menarik 780 Ribu Pengunjung pada 2026. https://www.antaranews.com/berita/5356285/museum-nasional-ditargetkan-bisa-menarik-780-ribu-pengunjung-pada-2026
Berutu, F., & Dhanka, R. (2024). Daya Tarik Wisata Budaya Festival Peh Cun dalam Meningkatkan Kunjungan Wisatawan di Kota Tangerang. Jurnal Ilmiah Global Education, 5(2), 988–996. https://doi.org/10.55681/jige.v5i2.2599
Choi, K., & Nam, Y. (2024). Do presence and authenticity in VR experience enhance visitor satisfaction and museum re-visitation intentions? International Journal of Tourism Research, 26(4), Article e2737. https://doi.org/10.1002/jtr.2737
Demolingo, R. H., & Remilenita, S. (2023). Strategi Penerapan Metaverse Tourism pada Pameran Ruang ImersifA di Museum Nasional Jakarta. Jurnal Manajemen Perhotelan dan Pariwisata, 6(2), 341–352. https://doi.org/10.23887/jmpp.v6i2.61115
Fahmi, A. (2024). Revitalisasi Museum Nasional Indonesia dengan Konsep Reimajinasi Warisan Budaya. Media Indonesia.
Ghozali, I. (2018). Aplikasi Analisis Multivariete dengan Program IBM SPSS 25 (Edisi ke-9). Badan Penerbit Universitas Diponegoro.
IBM Corporation. (2017). IBM SPSS Statistics 25 algorithms. IBM Corporation. https://www.ibm.com/docs/en/SSLVMB_25.0.0/pdf/en/IBM_SPSS_Statistics_Algorithms.pdf
Li, J., Zheng, X., Watanabe, I., & Ochiai, Y. (2024). A systematic review of digital transformation technologies in museum exhibition. Computers in Human Behavior, 161, Article 108407. https://doi.org/10.1016/j.chb.2024.108407
Malini, L. H., Djunaid, I. S., Anatasia, V., Natalia, D., & Aiko, A. C. (2026). Kebijakan Car Free Island sebagai Sustainable Brand Identity: Pengaruhnya terhadap Tourist Satisfaction dan Niat Berkunjung Kembali di Gili Air, Lombok. JIIP - Jurnal Ilmiah Ilmu Pendidikan, 9(2), 1690–1696. https://doi.org/10.54371/jiip.v9i2.10909
Malini, L. H., Natalia, D., Djunaid, I. S., & Marshellya, M. (2025). Revitalisasi Digital Taman Mini Indonesia Indah (TMII): Evolusi Cultural Attraction dan Tourist Experience. JIIP - Jurnal Ilmiah Ilmu Pendidikan, 8(8), 9097–9103. https://doi.org/10.54371/jiip.v8i8.8920
Priadana, M. S., & Sunarsi, D. (2021). Metode Penelitian Kuantitatif. Pascal Books.
Rusdi, E. R. (2025). Dari Konvensional ke Digital: Transformasi Digital Museum Nasional Indonesia untuk Membangun Pusat Edukasi Publik yang Menarik Generasi Muda. Prosiding Konferensi Nasional Prasejarah Indonesia 2024, 229–246. https://doi.org/10.55981/konpi.2024.153
Sofiani, S., Yulius, K. G., & Hardjasa, G. E. (2024). Analisis Potensi Wisata Budaya Desa Wisata Besani, Gerbang Akulturasi Jawa-Tiongkok di Kabupaten Batang. JIIP - Jurnal Ilmiah Ilmu Pendidikan, 7(6), 5651–5657. https://doi.org/10.54371/jiip.v7i6.4458
Sugiyono. (2013). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Alfabeta.
Syarif, D., Ismail, F., & Latief, A. (2023). Klasifikasi Daya Tarik Wisata: Site Attractions dan Event Attractions. Jurnal Pariwisata Budaya, 8(1), 12–24.
tom Dieck, M. C., Jung, T., Lee, H., & Chung, N. (2024). Social presence and experience economy: The effects of augmented and virtual reality in museums. International Journal of Mobile Communications, 23(1), 85–109. https://doi.org/10.1504/IJMC.2024.135691
UNESCO. (2021). World Heritage and Cultural Tourism. UNESCO Publishing.
UN Tourism. (2026). UN Tourism World Tourism Barometer. https://www.untourism.int/un-tourism-world-tourism-barometer-data
Veronica, V. (2025). Digital transformation in Jakarta’s museums: Leveraging AI and IoT to optimize smart sustainable tourism. Sociae Polites, 26(1), 1–15. https://doi.org/10.33541/sp.v26i1.6835
Wang, T.-L., & Azizurrohman, M. (2024). From virtual to reality: The influence of digital engagement and memorable experiences on tourist revisit intentions. ASEAN Marketing Journal, 16(2), Article 5. https://doi.org/10.7454/amj.v16i2.1264
Xiaoman, E., Pongsakornrungsilp, P., Pongsakornrungsilp, S., & He, Y. (2025). Technological perception and revisit intentions: Value co-creation’s moderating role in smart tourism. Journal of Human, Earth, and Future, 6(4), 936–951. https://doi.org/10.28991/HEF-2025-06-04-012
Xu, W., Ismail, M., Shahruddin, S., Quan, W., & Li, Y. (2025). Exploring tourists’ intentions to adopt augmented reality in cultural heritage museums: Insights from a modified technology acceptance model. SAGE Open, 15(2). https://doi.org/10.1177/21582440251339936
Zaki, A. (2024). Tantangan Infrastruktur Digital Museum Nasional Indonesia. Kompas.




















