Abstract
This paper presents the impact of using virtual reality (VR) in education and focuses on the main factors that affect the behavioral intention of using this new technology for the benefit of both professors and students. As part of our research methodology, we conducted a survey based on the Technology Acceptance Model and used partial least squares structural equation modelling. The results show that the intention to use VR technology in education is influenced by both usage satisfaction and the task-technology fit. The system quality of the VR technology proved to be important in influencing both the task-technology fit and perceived usefulness. The findings are useful for professors considering the adoption of new technologies that might improve the efficiency of learning for their students. Additionally, managers of educational institutions can use these insights to direct investments towards this type of innovation, which appeals to newer generations.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.