Abstract

Virtual reality applications in education have emerged as rapidly developing technologies that have the potential to change education. However, the adoption of these applications has been relatively slow comparing to other applications. This study investigated the factors that affect students' intention to adopt virtual reality applications in education. Utilising the innovation of diffusion theory, the study investigated the factors that affect VR applications' adoption. These factors include social influence, image, and self-efficacy. The moderating influence of gender and age was also investigated. Results show that relative advantage, observability, compatibility, and complexity have a significant positive impact on VR apps adoption, complexity has a negative impact, and trialability has no significant impact. The results also supported the moderating impact of gender and age. Implications, recommendations, and suggestions for future work are presented and discussed.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

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.