Virtual reality-based online learning system adoption: a research framework and empirical study
ISSN: 1468-4527
Article publication date: 9 April 2024
Issue publication date: 11 October 2024
Abstract
Purpose
Virtual reality (VR) offers unprecedented immersion and interactivity in education, and working and learning from home have become the norm during the COVID-19 pandemic. This study empirically investigated the factors affecting the use of a VR online learning system (VROLS).
Design/methodology/approach
To explore factors affecting users’ continuance behavioral intentions toward using VROLSs, a research framework was formed comprising factors that constitute benefits (i.e. pull factors) and costs (i.e. push factors); these factors included perceived value, flow and social influence. The data for this study were collected via online survey questionnaires. A total of 307 valid responses were used to examine the hypotheses in the research model, employing structural equation modeling (SEM) techniques.
Findings
Perceived value, flow experience and the number of peers using VR primarily affect the decision to adopt a VROLS. The pull factors of spatial presence, entertainment and service compatibility, along with the push factors of complexity and visual fatigue, affect perceived value. Therefore, we conclude that perceived value is a primary factor positively influencing both flow experience and the decision to adopt the service.
Originality/value
This study contributes to a theoretical understanding of factors that explain users’ intention to use VROLSs.
Keywords
Acknowledgements
This work was supported by National Science and Technology Council of Taiwan (NSTC-111-2410-H-275-003 and NSTC 111-2410-H-241 -008 -MY2).
Citation
Wang, Y.-T. and Lin, K.-Y. (2024), "Virtual reality-based online learning system adoption: a research framework and empirical study", Online Information Review, Vol. 48 No. 6, pp. 1233-1251. https://doi.org/10.1108/OIR-05-2022-0307
Publisher
:Emerald Publishing Limited
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