Exploring Perceived Usefulness and Ease of Use in VR Learning Systems: A Technology Acceptance Perspective
Abstract
Virtual reality (VR) is an evolving educational tool that facilitates interactive, hands-on learning experiences beyond conventional settings, thereby boosting student engagement, collaboration, and exploration. To ensure this technology meets educational goals and is genuinely effective, it is critical to gather and analyze user acceptance data to guide necessary improvements. This research applied the Technology Acceptance Model (TAM), as established by Davis (1989), to evaluate Malaysian secondary school students' acceptance of a VR application designed around real-life scenarios. This study examined users' perceptions of virtual reality (VR) based on the Technology Acceptance Model (TAM). Descriptive statistics indicated high perceived usefulness ($M=6.15, S D=0.95$) and ease of use ($M=6.20, S D=0.87$), with high reliability for both constructs ($\text{PU} \alpha=0.887$; PEU$\alpha=0.846$). A significant positive correlation was found between PU and$\text{PEU}(\mathrm{r}=0.559, \mathrm{p}
Fields of Study & Subjects
Technology Adoption and User Behaviour
Virtual Reality Applications and Impacts
Education and Learning Interventions
Publication details
- Journal / source
- International Conference on Ubiquitous Information Management and Communication (IMCOM)
- Pages
- 1–4
- Publication date
- 4 January 2026