Exploring Perceived Usefulness and Ease of Use in VR Learning Systems: A Technology Acceptance Perspective

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Authors: Nur Aqilah Tahir, Nur Syahela Hussien, Masyarah Zulhaida Masmuzidin, Norazimah Binti Awang
Cited by: 0
References: 13

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