Enhancing VR Education : A TAM-Based Study on Predicting Student Engagement and Intent to Use Virtual Reality

Renia LOPEZ-OZIEBLO*, Wai Chung Gary WONG, Jiandong Daniel SHEN

*Corresponding author for this work

Research output: Book Chapters | Papers in Conference ProceedingsConference paper (refereed)Referred Conference Paperpeer-review

Abstract

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.
Original languageEnglish
Title of host publicationInnovating Education with AI : AETS 2024
EditorsEric C. K. CHENG
PublisherSpringer Singapore
Chapter1
Pages3-17
Number of pages15
ISBN (Electronic)9789819649525
ISBN (Print)9789819649518
DOIs
Publication statusPublished - 16 Apr 2025

Publication series

NameLecture Notes in Educational Technology
VolumePart F312
ISSN (Print)2196-4963
ISSN (Electronic)2196-4971

Bibliographical note

Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2025.

Funding

The Hong Kong Polytechnic University (Teaching Development Grant, Project Code: 49TD), Lingnan University, Hong Kong (Teaching Development Grant, Project Code: 102716; Fund for Innovative Technology-in-Education (FITE) by the University Grants Committee (Project Code: 120042). Thank you to all our participants and the colleagues at the university centers in Lingnan University and the Hong Kong Polytechnic University for allowing us to use their labs and equipment. AI was used extensively throughout this study, to develop the metaverse contents, analyse them and in the preparation of this paper to check for language issues, coherence and accuracy.

Keywords

  • Immersive Learning
  • VR Engagement Strategies
  • VR-enhanced Learning
  • Virtual Reality in Education

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