Perceptions of Higher Education Students on Immersive Virtual Reality for Communication Skills Training. The Bodyswaps Case

被引:0
作者
Boel, Carl [1 ]
机构
[1] Thomas More Univ Appl Sci, Raghenoplein 21 Bis, B-2800 Mechelen, Belgium
来源
IMMERSIVE LEARNING RESEARCH NETWORK, ILRN 2024, PT I | 2025年 / 2271卷
关键词
Immersive Virtual Reality; Higher Education; Acceptance; UTAUT2; Communication Skills Training; Soft Skills; INFORMATION-TECHNOLOGY; USER ACCEPTANCE;
D O I
10.1007/978-3-031-80475-5_10
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Instructors in higher education often struggle to organize communication skills trainings in an efficient way. Consequently, higher education students often lack the necessary communication skills for future work. To address this skills gap, immersive virtual reality (IVR) is seen as a promising avenue. Hence, it is of importance to investigate students' acceptance on IVR as an instructional means for communication skills training. To tap into their perceptions we ran an international, cross-institution survey study, engaging 480 students across 45 higher education institutions in three different geographical locations. Students were immersed in a Bodyswaps IVR learning experience, and subsequently questioned about their perceptions, using a research model elaborating on the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2). General linear modelling was applied to test our hypotheses, resulting in an explained variance of 57% for behavioral intention to use. Performance expectancy, social influence, facilitating conditions, and hedonic motivation proved to significantly predict behavioral intention to use. No significant moderating effects were retrieved. Our results have both theoretical and practical implications guiding future researchers and implementation strategies.
引用
收藏
页码:142 / 155
页数:14
相关论文
共 41 条
[1]   A conceptual and operational definition of personal innovativeness in the domain of information technology [J].
Agarwal, R ;
Prasad, J .
INFORMATION SYSTEMS RESEARCH, 1998, 9 (02) :204-215
[2]   Learners' Experience Towards e-Assessment Tools: A Comparative Study on Virtual Reality and Moodle Quiz [J].
Al-Azawei, Ahmed ;
Baiee, Wadhah R. ;
Mohammed, Mustafa A. .
INTERNATIONAL JOURNAL OF EMERGING TECHNOLOGIES IN LEARNING, 2019, 14 (05) :34-50
[3]  
[Anonymous], INTRINSIC MOTIVATION
[4]  
Bandura A, 2001, ANNU REV PSYCHOL, V52, P1, DOI 10.12681/psy_hps.23964
[5]   Student perceptions of virtual reality use in higher education [J].
Baxter, Gavin ;
Hainey, Thomas .
JOURNAL OF APPLIED RESEARCH IN HIGHER EDUCATION, 2020, 12 (03) :413-424
[6]   Investigating Engagement and Flow with a Placed-Based Immersive Virtual Reality Game [J].
Bodzin, Alec ;
Araujo Junior, Robson ;
Hammond, Thomas ;
Anastasio, David .
JOURNAL OF SCIENCE EDUCATION AND TECHNOLOGY, 2021, 30 (03) :347-360
[7]  
Boel C., 2024, ACCEPTANCE MOBILE IM, P84, DOI [10.1007/978-3-031-47328-96, DOI 10.1007/978-3-031-47328-96]
[8]   Learning procedural skills with a virtual reality simulator: An acceptability study [J].
Bracq, Marie-Stephanie ;
Michinov, Estelle ;
Arnaldi, Bruno ;
Caillaud, Benoit ;
Gibaud, Bernard ;
Gouranton, Valerie ;
Jannin, Pierre .
NURSE EDUCATION TODAY, 2019, 79 :153-160
[9]  
Ciftci O., 2021, INFO COMM TECHNOL TO, V2021, P162, DOI [10.1007/978-3-030-65785-7_14, DOI 10.1007/978-3-030-65785-714]