{"title":"正在进行的工作:高等教育学生知觉对使用虚拟学习环境意向的影响","authors":"Kukhyeon Kim, Eunbyul Yang, J. Ryu","doi":"10.23919/iLRN55037.2022.9815996","DOIUrl":null,"url":null,"abstract":"The purpose of this work-in-progress study is to identify the predictiveness of perceived ease to use(PEU), perceived usefulness (PU), perceived enjoyment (PE), and frequency of experience (FE) on the intention to use (IU) a metaverse-based learning environment. A total of 226 undergraduate students participated in the metaverse-based learning using V-story (VirBELA) for a one-semester. Multiple regression was used for data analysis. As a result, PU, PE, and PEU predicted IU in the metaverse-based learning environment. This study empirically analyzed the acceptance factors of learners in a metaverse-based learning environment and is meant as basic data for metaverse research in a learning environment.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"2016 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"12","resultStr":"{\"title\":\"Work-in-progress—The Effect of Students’ Perceptions on Intention to use Metaverse Learning Environment in Higher Education\",\"authors\":\"Kukhyeon Kim, Eunbyul Yang, J. Ryu\",\"doi\":\"10.23919/iLRN55037.2022.9815996\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The purpose of this work-in-progress study is to identify the predictiveness of perceived ease to use(PEU), perceived usefulness (PU), perceived enjoyment (PE), and frequency of experience (FE) on the intention to use (IU) a metaverse-based learning environment. A total of 226 undergraduate students participated in the metaverse-based learning using V-story (VirBELA) for a one-semester. Multiple regression was used for data analysis. As a result, PU, PE, and PEU predicted IU in the metaverse-based learning environment. This study empirically analyzed the acceptance factors of learners in a metaverse-based learning environment and is meant as basic data for metaverse research in a learning environment.\",\"PeriodicalId\":215411,\"journal\":{\"name\":\"2022 8th International Conference of the Immersive Learning Research Network (iLRN)\",\"volume\":\"2016 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-05-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"12\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 8th International Conference of the Immersive Learning Research Network (iLRN)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.23919/iLRN55037.2022.9815996\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.23919/iLRN55037.2022.9815996","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Work-in-progress—The Effect of Students’ Perceptions on Intention to use Metaverse Learning Environment in Higher Education
The purpose of this work-in-progress study is to identify the predictiveness of perceived ease to use(PEU), perceived usefulness (PU), perceived enjoyment (PE), and frequency of experience (FE) on the intention to use (IU) a metaverse-based learning environment. A total of 226 undergraduate students participated in the metaverse-based learning using V-story (VirBELA) for a one-semester. Multiple regression was used for data analysis. As a result, PU, PE, and PEU predicted IU in the metaverse-based learning environment. This study empirically analyzed the acceptance factors of learners in a metaverse-based learning environment and is meant as basic data for metaverse research in a learning environment.