A Model for the Acceptance of Immersive Learning Through Virtual Reality Games

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Kanokkarn Yamyim, Noawanit Songkram, Wilawan Inchamnan, Boonanan Natakun


In the world of technology and information, schools must adapt and update their learning approach to interest learners by replacing the customary learning methods. For this reason, many schools are interested in learning through gaming. This research studies the factors affecting the technology acceptance model (TAM) through virtual reality game-based learning for high school students in Thailand. The sample group consists of 1,004 students nationwide, with a questionnaire used to collect data and structural equation modeling applied for analysis. The research results show that students are interested in learning through virtual reality games, based on their motivation to learn, behavior imitations, creative practices, and innovation tryouts. Schools successfully and appropriately adapted the teaching approach by applying these factors to improve the learning efficiency of students.

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