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Behavioral Intention and Use Behavior of University Students in Chengdu in Using Virtual Reality Technology for Learning |
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| รหัสดีโอไอ | |
| Creator | Ran Zhao |
| Title | Behavioral Intention and Use Behavior of University Students in Chengdu in Using Virtual Reality Technology for Learning |
| Contributor | Athipat Cleesuntorn |
| Publisher | Assumption University Press |
| Publication Year | 2566 |
| Journal Title | Scholar: Human Sciences |
| Journal Vol. | 15 |
| Journal No. | 1 |
| Page no. | 91-102 |
| Keyword | Virtual Reality, Perceived Ease of Use, Perceived Enjoyment, Perceived Behavioral Control, Subjective Norm |
| URL Website | http://www.assumptionjournal.au.edu/index.php/Scholar/article/view/6777 |
| Website title | http://www.assumptionjournal.au.edu/index.php/Scholar/index |
| ISSN | 2586 - 9388 |
| Abstract | The purpose of this study is to investigate the factors that influence the usage of virtual reality (VR) technology in learning among university students in Chengdu, China. Scholars created a virtual reality teaching game based on Unreal Engine 4 software that was utilized to instruct a videography course at the Design College of Sichuan University of Media and Communications in Chengdu, China, with 1160 university students participating in a two-year pedagogical reform project. The researchers employed a quantitative research approach with a sample size of 50 participants, as well as a face-to-face questionnaire survey of the target respondents. The data was gathered via stratified random sampling. The Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were applied to analyze the data (SEM). The findings indicate that all factors have a substantial influence on students' utilization of virtual reality (VR) technology in learning, with behavioral intention having the biggest impact on actual usage, and that satisfaction has a considerable impact on actual usage. As a result, academic institutions that promote virtual reality (VR) technology as a teaching tool may be able to examine the factors that influence students' usage of VR technology in their learning, thereby boosting students' enthusiasm for learning and performance. |