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How do students' self‐regulation skills affect learning satisfaction and continuous intention within desktop‐based virtual reality? A structural equation modelling approach

Bibliographic Data

ID21297212
AuthorsZheyu LIU (0000-0002-7508-4013, Department of Educational Technology, Faculty of Education Tianjin Normal University Tianjin China), Ping Yu (0000-0002-7910-9396, Department of Educational Technology, Faculty of Education Tianjin Normal University Tianjin China), Jiale Liu (0000-0002-7284-1234, Department of Educational Technology, Faculty of Education Tianjin Normal University Tianjin China), Zhongling Pi (0000-0002-8776-6177, Key Laboratory of Modern Teaching Technology (Ministry of Education) Shaanxi Normal University (SNNU) Xi'an China), Weijin Cui (0000-0001-9708-3620, Department of Applied Psychology and Human Development, Ontario Institute for Studies in Education University of Toronto Toronto Ontario Canada, corresponding author)
Year2023
Volume54
Issue3
Pages667-685
Publication date2023-05-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueBritish Journal of Educational Technology (JOURNAL)
Journal identifiersISSN: 0007-1013 • E-ISSN: 1467-8535
PublisherWiley (PUBLISHER • GB)
DOI10.1111/bjet.13278
OpenAlexW4296764579
LanguageEN
Citations received15
References cited60

Virtual reality, as an excellent supportive instructional technology, has gained increasing attention from educators and professionals, where desktop‐based virtual reality (DVR) is broadly adopted due to its affordability and accessibility. However, when evaluating students' learning experiences such as flow experiences in DVR environments, most studies adopt a single construct (the total score of flow experience) rather than multiple constructs (enjoyment, engagement, concentration, presence and time distortion). This study implemented desktop‐based virtual reality for a STEM bridge designing program with a total of 254 undergraduates to investigate the relationship between self‐regulation skills, five dimensions of flow experience, learning satisfaction and continuous intention when engaging in a DVR learning environment. The results revealed that self‐regulated learning exerted a dominant impact on students' learning attitudes in DVR learning, in which students' flow experience had a significant mediating effect. Notably, although DVR exhibited poor time distortion, higher satisfaction and continuous intention were still predicted by the mentality of flow experience (ie, enjoyment, engagement, concentration and presence). The findings of this study contribute to the consideration of learning experiences and attitudes, which has insights for the future design of desktop‐based virtual reality environments and related instructional activities. Practitioner notes What is already known about this topic Students are different in self‐regulation skills, which influences their satisfaction and continuous intention in learning. Students' self‐regulation skills are one of the important variables in predicting their flow experience. A high level of flow experience contributes to a coherent and efficient learning experience within desktop‐based virtual reality (DVR) environments. What this paper adds Students' self‐regulation skills positively predicted their flow experience and satisfaction in DVR environments. The components of flow experience (enjoyment, concentration and presence) partially mediated the relationship between self‐regulation skills and satisfaction. Students' self‐regulation skills indirectly affect continuous intention by the enjoyment and engagement of flow experiences. Implications for practice and/or policy When delivering DVR‐based learning activities educators should be supportive of students with low levels of self‐regulation skills. Emphasis on promoting flow experiences such as enjoyment, engagement, concentration and presence in designing a DVR‐based classroom could enhance student satisfaction and continuous intention. Embedding scaffolding or feedback in DVR settings would support self‐regulated learning and subsequently improve student satisfaction and persistence through enhanced flow experience.

Affect (linguistics) · Construct (python library) · Educational technology · Human–computer interaction · Instructional simulation · Mathematics education · Structural equation modeling · Virtual reality · Applied Psychology · Computer Science · Education and Learning Interventions · Flow Experience in Various Fields · Psychology · Virtual Reality Applications and Impacts

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Unique citing works15
Citations per year5
Citation span2023 - 2026 (4)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 15

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