Treffer: Validation of Technology Acceptance Model for Virtual Reality Usage in Collaborative Learning to Enhance Learner Performance

Title:
Validation of Technology Acceptance Model for Virtual Reality Usage in Collaborative Learning to Enhance Learner Performance
Language:
English
Authors:
Huifen Guo (ORCID 0000-0002-4938-8021), Fengqi Ma (ORCID 0000-0002-6732-2034), Zhen Zhou (ORCID 0009-0007-7860-4831)
Source:
Innovations in Education and Teaching International. 2025 62(2):429-443.
Availability:
Routledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals
Peer Reviewed:
Y
Page Count:
15
Publication Date:
2025
Document Type:
Fachzeitschrift Journal Articles<br />Reports - Research
Education Level:
Higher Education
Postsecondary Education
Geographic Terms:
DOI:
10.1080/14703297.2024.2307994
ISSN:
1470-3297
1470-3300
Entry Date:
2025
Accession Number:
EJ1468048
Database:
ERIC

Weitere Informationen

The growing influence of technology has prompted numerous scholars to explore how virtual reality (VR) affects performance. This study aims to validate the technology acceptance model (TAM) for VR in collaborative learning to enhance performance. We employed a questionnaire for data collection, distributed to 423 master's students in China engaging in VR-based collaborative learning. We employed partial least squares structural equation modelling (PLS-SEM) to analyse the data. The findings reveal that perceived usefulness and ease of use positively influence the intention to use VR and engage in collaborative learning. Furthermore, the intention to use VR and collaborative learning positively affect learner performance. Notably, habit does not significantly moderate the relationship between the intention to use VR and learner performance. Therefore, the proposed model can serve as a valuable tool for educators and decision-makers, aiding in the development of strategies to encourage students to use VR for enhanced performance.

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