TY - GEN
T1 - Enhancing VR Education : A TAM-Based Study on Predicting Student Engagement and Intent to Use Virtual Reality
AU - LOPEZ-OZIEBLO, Renia
AU - WONG, Wai Chung Gary
AU - SHEN, Jiandong Daniel
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2025.
PY - 2025/4/16
Y1 - 2025/4/16
N2 - Virtual Reality (VR) platforms offer great potential to enhance student engagement through immersive and interactive learning experiences. These environments create dynamic spaces that can improve educational outcomes by fostering deeper learning engagement. However, existing research often fails to integrate critical motivational, cognitive, and social factors within VR environments that lead to fragmented and less effective learning experiences. This study examines how combining these engagement strategies can enhance student participation and improve learning outcomes in VR educational settings. Specifically, it explores how these strategies can be applied within the Technology Acceptance Model (TAM) to predict students’ intent to use VR for learning. The findings show that integrating these factors into TAM effectively predicts students’ intent to use VR platforms, with key predictors including positive attitudes, enjoyment of immersive technology, and perceived performance. This study provides a robust foundation to understand how motivational, cognitive, and social factors converge to influence learning outcomes in immersive environments, offering valuable insights for future educational technology research and practice.
AB - Virtual Reality (VR) platforms offer great potential to enhance student engagement through immersive and interactive learning experiences. These environments create dynamic spaces that can improve educational outcomes by fostering deeper learning engagement. However, existing research often fails to integrate critical motivational, cognitive, and social factors within VR environments that lead to fragmented and less effective learning experiences. This study examines how combining these engagement strategies can enhance student participation and improve learning outcomes in VR educational settings. Specifically, it explores how these strategies can be applied within the Technology Acceptance Model (TAM) to predict students’ intent to use VR for learning. The findings show that integrating these factors into TAM effectively predicts students’ intent to use VR platforms, with key predictors including positive attitudes, enjoyment of immersive technology, and perceived performance. This study provides a robust foundation to understand how motivational, cognitive, and social factors converge to influence learning outcomes in immersive environments, offering valuable insights for future educational technology research and practice.
KW - Immersive Learning
KW - VR Engagement Strategies
KW - VR-enhanced Learning
KW - Virtual Reality in Education
UR - http://www.scopus.com/inward/record.url?scp=105003026377&partnerID=8YFLogxK
U2 - 10.1007/978-981-96-4952-5_1
DO - 10.1007/978-981-96-4952-5_1
M3 - Conference paper (refereed)
SN - 9789819649518
T3 - Lecture Notes in Educational Technology
SP - 3
EP - 17
BT - Innovating Education with AI : AETS 2024
A2 - CHENG, Eric C. K.
PB - Springer Singapore
ER -