Abstract

Innovations of technology keep expanding particularly within the sector of virtual reality and this have sparked competition, transforming the manner of businesses operation. This has stimulated the acceptance towards virtual reality learning in developing nations in the Middle East. Accordingly, the factors impacting consumer acceptance of virtual reality learning are examined in this study, which will further expand the current knowledge particularly on what motivates individuals to utilize virtual reality. A quantitative strategy supports this study and the Unified Theory of Acceptance and Use of Technology (UTAUT) was utilized in deciding the components influencing the reception of people towards virtual generated reality learning. An online survey was performed in the Middle Eastern developing countries to gather data from sample obtained through the technique of snowball sampling. The 432 valid obtained responses were analyzed using SPSS. Scale reliability, normality, correlation and multiple linear regressions were tested for conceptual model establishment. The model was tested for fit by comparing the observed results from the survey tool. The results show that the intent of a person to accept virtual reality learning was significantly impacted by (according to their succession of influencing strength), Execution Expectancy, Effort Expectancy, Social Influence, Facilitating Conditions, Personal Innovativeness (PInn). This examination clarifies how segment factors and factors sway the reception of virtual reality learning administrations in developing countries. This consequently will greatly contribute to increased acceptance level of virtual reality learning in these regions. Furthermore, behavioral intention was significantly impacted by Personal Innovativeness (PInn) on actual acceptance Use behavior. Hence, educational bodies in the Middle East should consider investing massively in virtual reality learning and in other innovations of information technology to increase their support towards efficient service delivery while also increasing the services of virtual reality learning.

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