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Teachers' Continued VR Technology Usage Intention

An Application of the UTAUT2 Model

Bibliographic Data

ID3480552
AuthorsWenbin Du (0000-0003-4011-6748, Jiangnan University, corresponding author), Ruo-Yu Liang (0000-0002-4901-090X, Jiangnan University)
Year2024
Volume14
Issue1
Publication date2024-01-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueSAGE Open (JOURNAL)
Journal identifiersISSN: 2158-2440 • E-ISSN: 2158-2440
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1177/21582440231220112
OpenAlexW4391053746
LanguageEN
Citations received9
References cited113

This work aims to investigate the cultural and psychological factors that significantly affect teachers' intention to accept VR technology and use it long-term in their classes in elementary and secondary schools. The extended unified theory of acceptance and use of technology (UTAUT2) model effectively measured such factors in this context. We conducted a questionnaire survey with 351 elementary and secondary school teachers in four provinces in China and analyzed their responses utilizing Partial Least Squares (PLS) technique. The results of this work showed that performance expectancy, effort expectancy, social influence, facilitating conditions, and hedonic motivation significantly impacted continued usage intention. However, the habit did not promote continued usage intention. Based on the results, research on VR classroom application guidance and teachers' professional development with VR technology applications should be strengthened. Meanwhile, increasing the publicity of integrating VR technology into classroom teaching, creating a favorable climate for VR technology adoption, and enhancing the fun of VR technology can also contribute to teachers' continued VR technology usage intention in classroom teaching

Business · Expectancy theory · Habit · Mathematics education · Publicity · Social influence · Unified theory of acceptance and use of technology · Education and Learning Interventions · Psychology · Social Psychology · Technology Adoption and User Behaviour · Virtual Reality Applications and Impacts · Marketing

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Unique citing works9
Citations per year4,5
Citation span2024 - 2026 (3)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 9

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