three-dimensional virtual world user acceptance Second Life higher education eLearning
Aim/Purpose:
The purpose of this study was to examine the impact of five factors on the user acceptance of Three-Dimensional Virtual Worlds (3DVWs) in higher education. Another objective of the study was to investigate the effects of the use of 3DVWs on five variables relevant to positive outcomes for higher education students.
Background:
Three-Dimensional Virtual Worlds (3DVW) are of considerable importance and potential for the creation of the next generation of teaching and learning environments. There has been a tremendous interest in the educational communities in applying virtual environments for teaching and learning, and this technology has been largely adopted to favour educational settings. With the increasing development of 3DVW technologies in the education sector, two uncertainties have emerged with respect to higher education that significantly influence the applicability of the technology in the field: user acceptance of the technology and educational benefits of the technology for both individuals and institutions. Thus, this study examined the relationship between various factors and the user acceptance of 3DVWs in higher education as well as the relationship between the application of 3DVWs in higher education and positive educational outcomes.
Methodology:
By conducting a quantitative study, an extensive research model was developed by which 21 hypotheses were examined to assess the relationships between 12 variables. In order to evaluate the hypotheses, an online survey with 32 questions was developed and distributed among the participants. The questionnaire was developed to analyse the relationship between independent and dependent constructs of the research model. By applying a purposive convenience sampling technique, 135 undergraduate students enrolled in a first-year elective course participated in the survey. The PLS-SEM method was used to analyse the relationships between variables based on the hypothesised hypotheses. Second Life was used as the primary 3DVW environment for the research experiment in this study.
Contribution:
This study is among the first to conduct a quantitative method by developing an extensive research model to examine both antecedents and consequences of the application of 3DVWs in higher education. The research model examined several self-developed variables relevant to the antecedents and consequences of user acceptance of 3DVWs that had not been defined or examined previously in this field. The study takes 3DVW engagement into account, which is a variable associated with continuous use of the technology and deeper involvement with the technology. This study contributes to the research and practitioner body of knowledge by introducing various factors significant in preparing a distance learning environment and activities that can be adapted in higher education.
Findings:
The findings suggest the effectiveness of ease of use, usefulness, enjoyment, and visual attractiveness of a 3DVW-based learning environment on user acceptance of the technology. Findings also suggest that the application of 3DVWs has a significant impact on student satisfaction, learning outcome, retention, course engagement, and students’ graduate outcome. The study confirms that the computer self-efficacy of higher education students does not have a positive impact on the acceptance of 3DVWs.
Details
Title
A Study of University Students' Adoption of 3D Online Immersive Worlds
Creators
Reza Ghanbarzadeh - Southern Cross University
Amir Hossein Ghapanchi - Victoria University
Publication Details
Proceedings of InSITE 2022: Informing Science and Information Technology Education Conference, 13
Conference
InSITE 2022: Informing Science and Information Technology Education Conference (Virtual, 06/07/2022 - 07/07/2022)
Publisher
Informing Science Institute
Identifiers
991013102512602368
Copyright
(CC BY-NC 4.0) This article is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License (https://creativecommons.org/licenses/by-nc/4.0/).
Academic Unit
Faculty of Science and Engineering; Information Technology
Language
English
Resource Type
Conference proceeding
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Details
A Study of University Students' Adoption of 3D Online Immersive Worlds