{"title":"Parents’ perspectives on using virtual reality for learning mathematics: Identifying factors for innovative technology acceptance","authors":"Mei-Shiu Chiu, Meihua Zhu","doi":"10.1007/s10639-024-12935-1","DOIUrl":null,"url":null,"abstract":"<p>Virtual reality (VR) has gained prominence and a growing prevalence. However, parental attitudes toward using VR for educational purposes (i.e., educational VR (EVR)) are under-researched. This study investigates parents’ perceptions and experiences regarding the use of EVR, focussing on mathematics learning. Using the technology acceptance model (TAM) as a guiding framework, qualitative interviews with parents and their children from ten families (15 interviewees) were conducted. The participants interacted with a VR serious game, solving 12 mathematical problems, followed by interviews. Qualitative data analysis reveals four main factors influencing parents’ acceptance of educational VR: cognitive-developmental, affective-physical, technical, and contextual/chronological aspects. The original TAM's positive factors (usefulness and ease) are validated, while this study extends the model to include new positive (e.g., interest) and negative factors (e.g., health risks) specific to VR. Novel contributions to the literature include controversial factors (e.g., preference for 2D or 3D and mental effects) and positive factors (e.g., pandemic context, parent–child perspectives, and manipulatives). These findings not only contribute to the advancement of theory in EVR acceptance, but also provide valuable information for EVR design, parental involvement in educational initiatives, and informing educators and policymakers about diverse perspectives on educational technology.</p>","PeriodicalId":51494,"journal":{"name":"Education and Information Technologies","volume":null,"pages":null},"PeriodicalIF":4.8000,"publicationDate":"2024-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Education and Information Technologies","FirstCategoryId":"95","ListUrlMain":"https://doi.org/10.1007/s10639-024-12935-1","RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0
Abstract
Virtual reality (VR) has gained prominence and a growing prevalence. However, parental attitudes toward using VR for educational purposes (i.e., educational VR (EVR)) are under-researched. This study investigates parents’ perceptions and experiences regarding the use of EVR, focussing on mathematics learning. Using the technology acceptance model (TAM) as a guiding framework, qualitative interviews with parents and their children from ten families (15 interviewees) were conducted. The participants interacted with a VR serious game, solving 12 mathematical problems, followed by interviews. Qualitative data analysis reveals four main factors influencing parents’ acceptance of educational VR: cognitive-developmental, affective-physical, technical, and contextual/chronological aspects. The original TAM's positive factors (usefulness and ease) are validated, while this study extends the model to include new positive (e.g., interest) and negative factors (e.g., health risks) specific to VR. Novel contributions to the literature include controversial factors (e.g., preference for 2D or 3D and mental effects) and positive factors (e.g., pandemic context, parent–child perspectives, and manipulatives). These findings not only contribute to the advancement of theory in EVR acceptance, but also provide valuable information for EVR design, parental involvement in educational initiatives, and informing educators and policymakers about diverse perspectives on educational technology.
期刊介绍:
The Journal of Education and Information Technologies (EAIT) is a platform for the range of debates and issues in the field of Computing Education as well as the many uses of information and communication technology (ICT) across many educational subjects and sectors. It probes the use of computing to improve education and learning in a variety of settings, platforms and environments.
The journal aims to provide perspectives at all levels, from the micro level of specific pedagogical approaches in Computing Education and applications or instances of use in classrooms, to macro concerns of national policies and major projects; from pre-school classes to adults in tertiary institutions; from teachers and administrators to researchers and designers; from institutions to online and lifelong learning. The journal is embedded in the research and practice of professionals within the contemporary global context and its breadth and scope encourage debate on fundamental issues at all levels and from different research paradigms and learning theories. The journal does not proselytize on behalf of the technologies (whether they be mobile, desktop, interactive, virtual, games-based or learning management systems) but rather provokes debate on all the complex relationships within and between computing and education, whether they are in informal or formal settings. It probes state of the art technologies in Computing Education and it also considers the design and evaluation of digital educational artefacts. The journal aims to maintain and expand its international standing by careful selection on merit of the papers submitted, thus providing a credible ongoing forum for debate and scholarly discourse. Special Issues are occasionally published to cover particular issues in depth. EAIT invites readers to submit papers that draw inferences, probe theory and create new knowledge that informs practice, policy and scholarship. Readers are also invited to comment and reflect upon the argument and opinions published. EAIT is the official journal of the Technical Committee on Education of the International Federation for Information Processing (IFIP) in partnership with UNESCO.