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Updated: Jun 19, 2025

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Online Explorative Study on the Learning Uses of Virtual Reality Among Early Adopters
Published on: November 22, 2019
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The Behavioral Intention to Use Virtual Reality in Schools: A Technology Acceptance Model
Silvia Puiu1, Mihaela Tinca Udriștioiu2
1Department of Management, Marketing and Business Administration, Faculty of Economics and Business Administration, University of Craiova, 200585 Craiova, Romania.
Behavioral Sciences (Basel, Switzerland)
|July 27, 2024
Summary
Virtual reality (VR) in education enhances learning when usage satisfaction and task-technology fit are high. System quality is key for VR adoption by educators and institutions.
Area of Science:
- Educational Technology
- Human-Computer Interaction
Background:
- Virtual Reality (VR) offers immersive learning experiences.
- Understanding factors influencing VR adoption in education is crucial for effective implementation.
Purpose of the Study:
- To identify key factors impacting behavioral intention to use VR in educational settings.
- To analyze the influence of technology acceptance factors on VR adoption by educators and students.
Main Methods:
- Survey administered based on the Technology Acceptance Model.
- Data analyzed using Partial Least Squares Structural Equation Modelling (PLS-SEM).
Main Results:
- Usage satisfaction and task-technology fit significantly influence the intention to use VR.
- System quality impacts task-technology fit and perceived usefulness of VR technology.
- Both perceived usefulness and task-technology fit are key drivers for VR adoption.
Conclusions:
- VR adoption in education is driven by user satisfaction and alignment with academic tasks.
- High system quality is essential for enhancing perceived usefulness and task-technology fit.
- Findings guide educators and institutions in strategic VR technology investment for improved learning outcomes.

