Siu Shing Man, Yizhen Fang, Alan Hoi Shou Chan, Jiayan Han
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引用次数: 0
Abstract
With the continuous evolution of information technology shaping advancements in education, virtual reality (VR) technology has been increasingly applied to enhance English learning amongst students, aiming to boost learning efficiency and performance. This study introduced a VR technology acceptance model (TAM) to fulfil these requirements. The proposed model highlighted language learning anxiety (LLA) as a critical factor and delineated secondary school students’ acceptance of VR technology through four classroom climate constructs: respecting viewpoints (RV), promoting mutual respect (PMR), academic support from teachers (AS) and promoting interaction (PI). The current study surveyed 512 secondary school students using a questionnaire. Data gathered were scrutinised utilising structural equation modelling for the assessment of the hypothetical model. This research validated the suitability of TAM in elucidating the acceptance of VR technology for English learning. Perceived ease of use (PEOU) positively influenced perceived usefulness (PU). PU and PEOU positively influenced secondary school students’ attitudes towards using VR. Amongst the four classroom climate dimensions, AS and PMR significantly negatively affected secondary school students’ LLA, whereas PI and RV had no significant effect on LLA. Attitudes towards using VR and PU positively influenced students’ willingness to use VR. Practical recommendations were provided to enhance secondary school students’ inclination towards utilising VR technology to enhance their efficiency and performance in learning English.
期刊介绍:
The Journal of Education and Information Technologies (EAIT) is a platform for the range of debates and issues in the field of Computing Education as well as the many uses of information and communication technology (ICT) across many educational subjects and sectors. It probes the use of computing to improve education and learning in a variety of settings, platforms and environments.
The journal aims to provide perspectives at all levels, from the micro level of specific pedagogical approaches in Computing Education and applications or instances of use in classrooms, to macro concerns of national policies and major projects; from pre-school classes to adults in tertiary institutions; from teachers and administrators to researchers and designers; from institutions to online and lifelong learning. The journal is embedded in the research and practice of professionals within the contemporary global context and its breadth and scope encourage debate on fundamental issues at all levels and from different research paradigms and learning theories. The journal does not proselytize on behalf of the technologies (whether they be mobile, desktop, interactive, virtual, games-based or learning management systems) but rather provokes debate on all the complex relationships within and between computing and education, whether they are in informal or formal settings. It probes state of the art technologies in Computing Education and it also considers the design and evaluation of digital educational artefacts. The journal aims to maintain and expand its international standing by careful selection on merit of the papers submitted, thus providing a credible ongoing forum for debate and scholarly discourse. Special Issues are occasionally published to cover particular issues in depth. EAIT invites readers to submit papers that draw inferences, probe theory and create new knowledge that informs practice, policy and scholarship. Readers are also invited to comment and reflect upon the argument and opinions published. EAIT is the official journal of the Technical Committee on Education of the International Federation for Information Processing (IFIP) in partnership with UNESCO.