Bridging Tradition and Innovation: Exploring the Factors Influencing Students' Intention to Use Metaverse Technology for Chinese Calligraphy Learning

被引:0
作者
Li, Yang [1 ]
He, Zhuoning [1 ]
Yang, Yi [2 ]
机构
[1] Honam Univ, Dept Culture & Arts Management, Gwangju 62399, South Korea
[2] Soochow Univ, Sch Art, Suzhou 215000, Peoples R China
来源
VIRTUAL, AUGMENTED AND MIXED REALITY, PT I, VAMR 2024 | 2024年 / 14706卷
关键词
Metaverse; Chinese calligraphy teaching; Virtual; TPE; CONTINUANCE INTENTION; PERCEIVED NOVELTY; ACCEPTANCE; INTERACTIVITY; ENGAGEMENT; EXPERIENCE; EDUCATION; ADOPTION; GAMES; FLOW;
D O I
10.1007/978-3-031-61041-7_3
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
With the continuous development of metaverse technology, various innovative ideas have been brought to traditional teaching methods. However, there is little attention paid to the impact and effectiveness of metaverse technology on university students' art curriculum learning. Therefore, The Technology Perception Experience (TPE) model was applied to investigate university students' willingness to use metaverse technology in a virtual reality environment. The research findings indicate that the technology perception experience, composed of perceived vividness, perceived interactivity, perceived novelty, and immersion, positively impacts Chinese university students' intrinsic and extrinsic motivation (perceived enjoyment and perceived usefulness) for learning. Additionally, there is a significant correlation between the intrinsic and extrinsic motivation of university students using metaverse technology for Chinese calligraphy learning and theirwillingness to use it. Furthermore, the research results prove that gender has a conditional effect between perceived enjoyment and perceived usefulness. These empirical findings provide valuable insights and implications for understanding the factors influencing Chinese university students' use of metaverse technology and exploring practical directions for development.
引用
收藏
页码:22 / 43
页数:22
相关论文
共 74 条
[1]  
Abisuga-Oyekunle O.A., 2017, Creative Industries Journal, V10, P59, DOI [DOI 10.1080/17510694.2016.1247628, 10.1080/17510694.2016.1247628]
[2]   Examining the antecedents and consequences of perceived shopping value through smart retail technology [J].
Adapa, Sujana ;
Fazal-e-Hasan, Syed Muhammad ;
Makam, Sathyaprakash Balaji ;
Azeem, Muhammad Masood ;
Mortimer, Gary .
JOURNAL OF RETAILING AND CONSUMER SERVICES, 2020, 52
[3]  
Aguayo J.M. B., 2022, Advances in Mobile Learning Educational Research, V2, P297, DOI [DOI 10.25082/AMLER.2022.01.014, 10.25082/amler.2022.01.014]
[4]  
Al-Adwan AS, 2023, Education and Information Technologies, P1
[5]  
[Anonymous], UNESCO-Chinese Calligraphy
[6]   The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective [J].
Bae, Sujin ;
Jung, Timothy Hyungsoo ;
Moorhouse, Natasha ;
Suh, Minjeong ;
Kwon, Ohbyung .
SUSTAINABILITY, 2020, 12 (07)
[7]   A new flow of Location Based Service mobile games: Non-stickiness on Pokemon Go [J].
Chen, Chiao-Shan ;
Lu, Hsi-Peng ;
Luor, Tainyi .
COMPUTERS IN HUMAN BEHAVIOR, 2018, 89 :182-190
[8]   Between the technology acceptance model and sustainable energy technology acceptance model: Investigating smart meter acceptance in the United States [J].
Chen, Chien-fei ;
Xu, Xiaojing ;
Arpan, Laura .
ENERGY RESEARCH & SOCIAL SCIENCE, 2017, 25 :93-104
[9]   Continuance Intention of Augmented Reality Textbooks in Basic Design Course [J].
Chen, Jiang-Jie ;
Hsu, Yen ;
Wei, Wei ;
Yang, Chun .
EDUCATION SCIENCES, 2021, 11 (05)
[10]   Elements of destination brand equity and destination familiarity regarding travel intention [J].
Chi, Hsin-Kuang ;
Huang, Kuo-Chung ;
Huan Minh Nguyen .
JOURNAL OF RETAILING AND CONSUMER SERVICES, 2020, 52