Abstract

The purpose of this work-in-progress study is to identify the predictiveness of perceived ease to use(PEU), perceived usefulness (PU), perceived enjoyment (PE), and frequency of experience (FE) on the intention to use (IU) a metaverse-based learning environment. A total of 226 undergraduate students participated in the metaverse-based learning using V-story (VirBELA) for a one-semester. Multiple regression was used for data analysis. As a result, PU, PE, and PEU predicted IU in the metaverse-based learning environment. This study empirically analyzed the acceptance factors of learners in a metaverse-based learning environment and is meant as basic data for metaverse research in a learning environment.

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