| Literature DB >> 35730035 |
Tao Xie1, Ling Zheng1,2, Geping Liu1, Leping Liu3.
Abstract
The use of virtual reality (VR) training systems for education has grown in popularity in recent years. Scholars have reported that self-efficacy and interactivity are important predictors of learning outcomes in virtual learning environments, but little empirical research has been conducted to explain how computer self-efficacy (as a subcategory of self-efficacy) and perceived immersion (as a correlate of interactivity) are connected to the intention to use VR training systems. The present study aims to determine which factors significantly influence behavioral intention when students are exposed to VR training systems via an updated technology acceptance frame by incorporating the constructs of computer self-efficacy and perceived immersion simultaneously. We developed a VR training system regarding circuit connection and a reliable and validated instrument including 9 subscales. The sample data were collected from 124 junior middle school students and 210 senior high school students in two schools located in western China. The samples were further processed into a structural equation model with path analysis and cohort analysis. The results showed that the intention to use VR training systems was indirectly influenced by computer self-efficacy but directly influenced by perceived immersion (β = 0.451). However, perceived immersion seemed to be influenced mostly by learner interaction (β = 0.332). Among external variables, learner interaction (β = 0.149) had the largest total effect on use intention, followed by facilitating conditions (β = 0.138), computer self-efficacy (β = 0.104), experimental fidelity (β = 0.083), and subjective norms (β = 0.077). The moderating roles of gender differences, grade level, and previous experience in structural relations were also identified. The findings of the present study highlight the ways in which factors and associations are considered in the practical development of VR training systems.Entities:
Keywords: Computer self-efficacy; Intention to use; Perceived immersion; TAM; VR training systems
Year: 2022 PMID: 35730035 PMCID: PMC9197332 DOI: 10.1007/s10055-022-00656-0
Source DB: PubMed Journal: Virtual Real ISSN: 1359-4338 Impact factor: 4.697
Fig. 1Research model
Fig. 2The VR training system developed for educational purposes. Excel sheets were combined with 3D Max and Unity 3D software for the creation and editing of VR education resources and interactions. Students use an HMD and handle controllers to connect circuits correctly and record readings on an ammeter via a virtual digital panel
Iterations of the system
| Dimension | First-round iteration | Second-round iteration |
|---|---|---|
| Visceral Layer | Create tables, ammeters, light bulbs, batteries, switches, and wire models similar to those in a real laboratory | Improve the reality of the models. Modify the “wire” function so that the connected nodes are highlighted in red. When the learner makes a mistake, the system prompts the learner with voice instead of text |
| Behavioral Layer | Participants use handles to “pick up”, “roam”, “place”, and “drop” items, etc., with improved measures of “easiness-to-use” and “sensitivity” | Reduce the difficulty of circuit connection. The distance between end points within a predefined value is connected automatically. Reduce the number of false touch operations such as “multiple selection” and “wrong selection” |
| Reflective Layer | When connected correctly, the light bulbs glow and the readings of the ammeters change; when the learner fails to connect, the system provides textual feedback | When the learner takes no action in the experiment for more than 3 min, the system prompts the learner to proceed to the next operation; when the learner makes 3 consecutive errors, the system explains the error and then shows the correct operation to the learner. When the learner succeeds, the system displays an animated prompt such as “Awesome” or “Great” |
Descriptive statistics
| Subscale | N | Mean | Std | S.E |
|---|---|---|---|---|
| CSE | 334 | 3.97 | 0.77 | 0.042 |
| EF | 4.35 | 0.76 | 0.042 | |
| LI | 4.36 | 0.75 | 0.041 | |
| SN | 4.12 | 0.65 | 0.036 | |
| FC | 4.25 | 0.77 | 0.042 | |
| PU | 4.14 | 0.80 | 0.044 | |
| PEOU | 3.81 | 0.77 | 0.042 | |
| PI | 4.11 | 0.78 | 0.043 | |
| BI | 4.14 | 0.71 | 0.039 |
Inter-construct correlation and square roots of AVE
| CSE | EF | LI | SN | FC | PU | PEOU | PI | BI | |
|---|---|---|---|---|---|---|---|---|---|
| CSE | |||||||||
| EF | 0.408 | ||||||||
| LI | 0.478 | 0.628 | |||||||
| SN | 0.283 | 0.541 | 0.452 | ||||||
| FC | 0.428 | 0.518 | 0.614 | 0.519 | |||||
| PU | 0.323 | 0.415 | 0.458 | 0.500 | 0.612 | ||||
| PEOU | 0.446 | 0.463 | 0.356 | 0.536 | 0.454 | 0.454 | |||
| PI | 0.341 | 0.437 | 0.503 | 0.506 | 0.561 | 0.575 | 0.504 | ||
| BI | 0.460 | 0.565 | 0.510 | 0.493 | 0.571 | 0.521 | 0.426 | 0.613 |
Bold values indicate the square roots of the AVE values
Fig. 3Measurement model
Fig. 4Structural path coefficients among the measured constructs
Impact of mediator variables
| Hypothesis | Path | Gender | Gender | Previous experience | |||
|---|---|---|---|---|---|---|---|
| Z score | Supported? | Z score | Supported? | Z score | Supported? | ||
| H9a-H9c | CSE → PEOU | − 1.080 | × | − 3.100 | − 2.114 | ||
| EF → PU | 1.585 | × | 1.266 | × | 2.637 | ||
| LI → PI | − 2.450 | − 0.873 | × | − 0.438 | × | ||
| SN → PU | − 0.864 | × | − 1.291 | × | − 3.561 | ||
| PU → BI | − 0.127 | × | − 1.113 | × | − 2.031 | ||
| PEOU → PU | − 1.569 | × | − 2.291 | 1.571 | × | ||
| PEOU → PI | 1.358 | × | − 0.106 | × | 0.391 | × | |
| PI → BI | 3.436 | 0.487 | × | 1.383 | × | ||
Iitemized description of subscales
| Category | Subscale | Source | Item | CITT | |
|---|---|---|---|---|---|
| External Variables | Computer Self-efficacy | Compeau and Higgins ( | 0.838 | I could complete a training task if there was no one around me to tell me what to do | 0.676 |
| I could use an experimental tool if I had sufficient time | 0.745 | ||||
| I could complete an operation if there was someone giving me step-by-step instructions | 0.732 | ||||
| I could complete a training task if I had little built-in assistance | 0.754 | ||||
| Experimental Fidelity | Dalgarno and Lee ( | 0.873 | The visual display quality of the virtual objects in VR distracted me from performing the assigned tasks | 0.692 | |
| Operations of the instruments in VR seemed like real operations to me | 0.745 | ||||
| There were times when the VR environment became more real and present for me than the real world | 0.732 | ||||
| There was a direct close connection between the operations and expected changes of outcomes | 0.754 | ||||
| Learner Interaction | 0.873 | I was able to examine the object structures closely | 0.714 | ||
| I was easily able to examine the object structures from multiple viewpoints | 0.748 | ||||
| I was easily able to manipulate the object structures and obtained feedback from them | 0.724 | ||||
| I was able to explore more functions with the hints and manuals | 0.727 | ||||
| Subjective Norm | Venkatesh and Bala ( | 0.800 | I will use the VR training system if my classmates and friends around me are using it | 0.641 | |
| I will try to use the VR training system if my classmates and friends recommend that I do so | 0.699 | ||||
| I will use the VR training system if the teacher advises me to do so | 0.601 | ||||
| Facilitating Conditions | 0.867 | High computer network bandwidth is conducive to my use of the VR training system | 0.691 | ||
| VR devices and high-performance software will make it appealing to use the VR training system | 0.726 | ||||
| The operating manual will make it easier for me to adapt to VR training | 0.715 | ||||
| I hope to be trained with respect to technology before I am exposed to the VR training system | 0.637 | ||||
| I hope I can ask someone for instant help if I get stuck in operating the system | 0.681 | ||||
| Mediator Variables | Perceived Usefulness | 0.889 | I think the use of VR training systems can deepen my understanding and knowledge | 0.712 | |
| I think the use of VR training systems will enable me to get higher scores on the test | 0.781 | ||||
| I think the use of VR training systems can improve the efficiency of experimental operations | 0.807 | ||||
| I think the use of VR training systems can solve many problems in the experiment | 0.733 | ||||
| Perceived Ease of Use | 0.817 | I think it is easy to practice skills using VR training systems | 0.623 | ||
| There is no need to spend too much effort on the use of VR training systems | 0.719 | ||||
| It is easy for me to address the problems encountered in VR training systems | 0.668 | ||||
| Perceived Immersion | Cheng and Tsai ( | 0.855 | My attention was focused when I was exposed to the VR environment | 0.735 | |
| was so involved that I lost track of time | 0.763 | ||||
| Operations in the VR training system affect my enjoyment | 0.739 | ||||
| Learning with the VR training system is more interesting than going to the laboratory | 0.568 | ||||
| Outcome Variable | Behavioral Intention | Venkatesh and Bala ( | 0.827 | If possible, I plan to use the VR training system in the future | 0.719 |
| I will try to suggest other classmates to use the VR training system | 0.674 | ||||
| I expect extended use of the VR training system during my learning | 0.663 |