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.

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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

摘要

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.