the ACCEPTANCE of virtual reality and its impact towards learning attitude among young adults in petaling jaya, selangor, malaysia

 

Aris Abdul Rahman1*, Khairudin Murad2 and Wardatul Hayat Adnan3

1Mr, Universiti Teknologi Mara (UiTM) Shah Alam, Malaysia, 2022920715@student.uitm.edu.my

2Dr., Universiti Teknologi Mara (UiTM) Shah Alam, Malaysia, khairudinmurad@uitm.edu.my

3Dr., Universiti Teknologi Mara (UiTM) Shah Alam, Malaysia, wardatul@uitm.edu.my

*Corresponding Author

 

Abstract

Virtual Reality (VR) are emerging as next-generation learning platforms in Malaysia education system whereby VR creates deeper human-digital interaction and the ability to provide three-dimensional (3D) visual experiences. Over the decade, the concept of immersive display has been revisited many times and it has created excitement for users in education, gaming and many more sectors as this simulation environment brings joy and fun when using it. The conventional way of learning method is lacklustre and student need more motivation and excitement to value add their current knowledge. VR provide an interactive learning process that enrich young people learning attitude and learning through VR does not mean the young adults need to be at a specific place to use this facility. The study aims to recognise virtual reality acceptance and use among young adults and its impact towards learning attitude. The chances of VR being used as a day-to-day personal communication medium depend on many factors that are related to Performance Expectancy (PE), Effort Expectancy (EE), Social Influence (SI) and Hedonic Motivation (HM). This factor gives the researcher a glimpse that acceptance and use of VR is vital in today’s world that focuses on digitalisation learning. The study applied non-probability convenience sampling method, where questionnaire was distributed a group of 200 young adults in Petaling Jaya, Selangor, Malaysia. The study shows that Virtual Reality Hedonic Motivation (VRHM) and Virtual Reality Effort Expectancy (VREE) is the two highest factor influencing Virtual Learning Behavioural Intention that leads towards virtual reality acceptance and use. All hypothesis factors related towards Virtual Learning Behavioural Intention (VLBI) has been tested and there is significant relationship between them. The purpose of this study aims to identify virtual reality acceptance and use among young adults and its impact towards learning attitude. One of the impactful growths of VR is the use of virtual technology in the education sector where university around the world are emphasising on alternative way of learning. The emerge of COVID-19 has brought the world to shift everything towards online education even the facilities are very limited. This research gives a brief insight of virtual reality acceptance and use in Malaysian education context where learning from conventional to digitalisation environment by utilising technological advancement.

Keywords: Virtual reality, learning attitude, young adults, Malaysia

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DOI: https://doi.org/10.51508/intcess.202305

CITATION: Abstracts & Proceedings of INTCESS 2023- 10th International Conference on Education and Education of Social Sciences, 23-25 January, 2023, Istanbul, Turkey

ISBN: 978-605-72065-0-3