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Exploring structural relations among computer self-efficacy, perceived immersion, and intention to use virtual

Tao Xie1, Ling Zheng1,2, Geping Liu1

  • 1Faculty of Education, Southwest University, Chongqing, 400715 China.

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|June 22, 2022
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Summary

Virtual reality (VR) training systems are influenced by perceived immersion and computer self-efficacy. Learner interaction significantly impacts immersion and overall VR training system use intention.

Keywords:
Computer self-efficacyIntention to usePerceived immersionTAMVR training systems

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Area of Science:

  • Educational Technology
  • Human-Computer Interaction
  • Virtual Reality Learning Environments

Background:

  • Virtual reality (VR) training systems are increasingly popular in education.
  • Self-efficacy and interactivity are known predictors of learning outcomes in virtual environments.
  • Limited research exists on the specific impact of computer self-efficacy and perceived immersion on VR training adoption.

Purpose of the Study:

  • To investigate factors influencing behavioral intention to use VR training systems.
  • To update the technology acceptance model by incorporating computer self-efficacy and perceived immersion.
  • To analyze the direct and indirect effects of various constructs on VR training system use intention.

Main Methods:

  • Development of a VR circuit connection training system.
  • Data collection from 124 junior middle school and 210 senior high school students in western China.
  • Structural equation modeling with path analysis and cohort analysis.

Main Results:

  • Perceived immersion directly influences the intention to use VR training systems (β=0.451).
  • Computer self-efficacy indirectly influences use intention.
  • Learner interaction is the primary driver of perceived immersion (β=0.332) and has the largest total effect on use intention (β=0.149).

Conclusions:

  • Perceived immersion and learner interaction are critical for VR training system adoption.
  • Computer self-efficacy, facilitating conditions, and subjective norms also play roles in VR training intention.
  • Findings inform the practical development of effective VR training systems, considering factors like gender, grade, and prior experience.