Investigating Attitudes and Intentions to Use Virtual Reality Technology Among Science and Engineering Undergraduates: A Case Study in Sichuan, China
รหัสดีโอไอ
Creator Mi Na
Title Investigating Attitudes and Intentions to Use Virtual Reality Technology Among Science and Engineering Undergraduates: A Case Study in Sichuan, China
Publisher Assumption University Press
Publication Year 2569
Journal Title The Scholar: Human Sciences
Journal Vol. 18
Journal No. 2
Page no. 102-113
Keyword Attitude, Intention to Use, Virtual Reality, Undergraduate Students
URL Website https://assumptionjournal.au.edu/index.php/Scholar/article/view/9128
Website title The Scholar: Human Sciences
ISSN 2586-9388
Abstract Purpose: This research investigates the attitudes and willingness of undergraduate students at Xihua University in Sichuan Province to employ virtual reality (VR) technology, grounded in the TAM and UTAUT models. Research design, data and methodology: The research employed a quantitative survey method, distributing 500 surveys to undergraduate students in four science and engineering majors. A non-probability sampling strategies of judgmental and quota sampling methods were employed to collect data. Data analysis was conducted using CFA and SEM. Tests for model fit indices, convergent validity, and reliability were also conducted. Results: The analysis reveals that each exogenous variable significantly impacts its corresponding endogenous variables. Perceived ease of use has the strongest effect on attitude, which indirectly influences the intention to use. Effort expectancy shapes perceived ease of use, highlighting the role of psychological expectations in acceptance. Perceived enjoyment enhances attitude, emphasizing VR's entertainment value in adoption. Attitude, as the core driver of intention to use, reinforces those positive perceptions of VR increase students' willingness to adopt it. Conclusions: This study suggests that schools and related technology providers optimize the VR teaching environment, improve technology usability, and enhance students' positive psychological expectations to increase learning satisfaction and willingness to use VR.
graduate school of business and advanced technology management

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