Investigation of learners’ behavioral intentions to use metaverse learning environment in higher education: a virtual computer laboratory

ABSTRACTThe aim of this study is to investigate the determinants that affect undergraduate students’ behavioral intentions to continue learning computer hardware concepts utilizing a Metaverse-based system. The current study examined the factors influencing students’ adoption of Metaverse technology at the tertiary level using a model based on the Technology Acceptance Model (TAM) and the General Extended Technology Acceptance Model for E-Learning (GETAMEL). The data was collected from 210 undergraduate students and Structural Equation Modeling (SEM) was adopted to analyze the responses. The findings show that Perceived Usefulness and Hedonic Motivation have significant positive effect on Behavioral Intention. Additionally, Natural Interaction and Perceived Usefulness significantly affect Hedonic Motivation, while Computer Anxiety negatively affects Hedonic Motivation. Furthermore, Natural Interaction was found to be the strongest predictor of Perceived Usefulness, whereas Experience was the strongest predictor of Perceived Ease of Use. The findings also indicate that Subjective Norms and Self-Efficacy have a significant effect on Experience, while Subjective Norms significantly influence Self-Efficacy. The research results also showed that neither gender nor the department had any effect. The results of this study provide major practical outcomes for higher education institutions and teachers in terms of designing Metaverse-based teaching environments.KEYWORDS: Structural equation modeling (SEM)technology acceptance model (TAM)metaverse learning environmentsinformation technologies course (ITC) Disclosure statementNo potential conflict of interest was reported by the author(s).Ethics statementThe study protocol was approved by Afyonkarahisar Health Sciences University Ethical Committee of Medicine Faculty (Approval date: 04.02.2022; Approval number: KAEK-94).Additional informationNotes on contributorsEmin İbiliDr. Ibili holds an associate professor degree in computer and instructional technologies. He conducts research on the use of augmented reality in education. He conducted research on the use of AR in Education as a visiting researcher at the University of South Australia's Emphatic Computing Lab.Melek ÖlmezMelek Ölmez holds a master's degree in English language teaching. She is continuing her doctorate education in this field. She works as a lecturer at Afyonkarahisar University of Health Sciences in the department of joint courses.Abdullah CihanAbdullah Cihan has a master's degree in management information systems. He continues his doctoral studies in this field. He is currently working as a lecturer at the distance education application and research center at Afyonkarahisar University of Health Sciences.Fırat BilalFırat Bilal completed his master's degree in graphic design and animation. He is continuing his doctorate education in the same field. He works as a lecturer at Afyonkarahisar University of Health Sciences, distance education application and research center.Aysel Burcu İbiliAysel Burcu İbili is a pediatrician, and she is an assistant professor of pediatrics at Uşak University, Faculty of Medicine. Dr. Burcu is also a Ph.D. student in the Department of Medical Education, and she is currently working on AR/VR in healthcare.Nurullah OkumusNurullah Okumuş is a Professor in the Department of Neonatology at Dr. Sami Ulus Maternity and Children's Training and Research Hospital. Additionally, he is the Rector of Afyonkarahisar Health Sciences University. One of the research interests is augmented reality in healthcare, and he has many academic publications and awards in this field.Mark BillinghurstMark Billinghurst is the Director of the Empathic Computing Laboratory, and a Professor at the University of South Australia in Adelaide, Australia, and also at the University of Auckland in Auckland, New Zealand. n 2022 he was selected for the ACM SIGCHI Academy, for leading human–computer interaction researchers, and also selected for the IEEE VGTC VR Academy for leading VR researchers.