Abstract

ABSTRACT This study investigates the individual difference antecedents of students’ behavioural intention to use VR-based learning systems, especially from an integrated perspective of Big Five personality traits and perceived physiological vulnerability to IT use (PPVITU). Data collected from 149 respondents are tested against the research model using the partial least squares structural equation method (PLS-SEM). The results indicate that extraversion and neuroticism positively affect perceived usefulness, conscientiousness negatively influences usefulness, and agreeableness and neuroticism have positive effects on perceived enjoyment. Furthermore, this study finds that musculoskeletal discomfort: neck and shoulder back pain (one PPVITU component) positively influences perceived ease of use. The findings of this study provide several important theoretical and practical implications for promoting VR-based learning system use behaviour.

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