Cross-cultural factors influencing the adoption of virtual reality for practical learning.

Diego Monteiro, Teng Ma, Yue Li, Zhigeng Pan, Hai-Ning Liang
Author Information
  1. Diego Monteiro: Digital Engineering School, ESIEA, Laval, France.
  2. Teng Ma: Department of Computing, Xi'an Jiaotong-Liverpool University, Suzhou, China.
  3. Yue Li: Department of Computing, Xi'an Jiaotong-Liverpool University, Suzhou, China.
  4. Zhigeng Pan: School of Artificial Intelligence, Nanjing University of Information Science and Technology, Nanjing, China.
  5. Hai-Ning Liang: Department of Computing, Xi'an Jiaotong-Liverpool University, Suzhou, China. ORCID

Abstract

Education is one area that was significantly affected by the COVID-19 pandemic with much of the education being transferred online. Many subjects that require hands-on experimental experience suffer when taught online. Education is also one area that many believe can benefit from the advances in virtual reality (VR) technology, particularly for remote, online learning. Furthermore, because the technology shows overall good results with hands-on experiential learning education, one possible way to overcome online education barriers is with the use of VR applications. Given that VR has yet to make significant inroads in education, it is essential to understand what factors will influence this technology's adoption and acceptance. In this work, we explore factors influencing the adoption of VR for hands-on practical learning around the world based on the Unified Theory of Acceptance and Use of Technology and three additional constructs. We also performed a cross-cultural analysis to examine the model fit for developed and developing countries and regions. Moreover, through open-ended questions, we gauge the overall feeling people in these countries have regarding VR for practical learning and how it compares with regular online learning.

Keywords

References

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