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Exploring Students' Acceptance in Using Immersive Virtual Reality (IVR) and Metaverse Integrated Learning Environment

Author

Listed:
  • Nuryusmawati Mohd Yusof
  • Faizah Mashahadi
  • Janiffa Saidon
  • Faizah Sohid
  • Syed Asherene Syed Syed Omar
  • Mohd Fikri Ishak
  • Syed Mustaqim Syed Yusof

Abstract

The combination of immersive technologies such as Virtual Reality (VR) and the Metaverse is changing the educational patterns by offering interactive, personalized, engaging learning experiences. This research studied the student acceptance in immersive VR and Metaverse-based learning environments through the Technology Acceptance Model (TAM) model. This research examined the influence of perceived usefulness, perceived ease of use, and attitude on behavioral intention among university students in University Teknologi MARA (UiTM) Puncak Alam. By using a quantitative research design, data were collected from 103 undergraduate students via a structured questionnaire. Through regression analysis, it was revealed only perceived ease of use and attitude significantly influenced students’ behavioral intentions to adopt virtual reality in their learning activities but not perceived usefulness. These findings highlighted the importance of friendly user interface and positive emotional engagement in adapting the adoption of virtual reality. The results also contributed to the ongoing discussion on education technology acceptance and provided some insights towards software designers, educators, and policymakers for designing and implementing the virtual environment online effectively. Some suggestions for future research were also suggested to explore more variables such as trust, self-efficacy, and institutional support in order to further enhance the understanding of adoption behavior across diverse educational methods.

Suggested Citation

  • Nuryusmawati Mohd Yusof & Faizah Mashahadi & Janiffa Saidon & Faizah Sohid & Syed Asherene Syed Syed Omar & Mohd Fikri Ishak & Syed Mustaqim Syed Yusof, 2025. "Exploring Students' Acceptance in Using Immersive Virtual Reality (IVR) and Metaverse Integrated Learning Environment," Information Management and Business Review, AMH International, vol. 17(3), pages 386-393.
  • Handle: RePEc:rnd:arimbr:v:17:y:2025:i:3:p:386-393
    DOI: 10.22610/imbr.v17i3(I).4702
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    References listed on IDEAS

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    1. Agus Wibowo & Ari Saptono & Bagus Shandy Narmaditya & Mohammad Sofwan Effendi & Saparuddin Mukhtar & Suparno & Muhammad Hakimi Mohd Shafiai, 2024. "Using technology acceptance model to investigate digital business intention among Indonesian students," Cogent Business & Management, Taylor & Francis Journals, vol. 11(1), pages 2314253-231, December.
    2. Szabolcs Nagy & Noemi Hajdu, 2021. "Consumer Acceptance of the Use of Artificial Intelligence in Online Shopping: Evidence From Hungary," The AMFITEATRU ECONOMIC journal, Academy of Economic Studies - Bucharest, Romania, vol. 23(56), pages 155-155, February.
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