2020
DOI: 10.28945/4660
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Antecedents and Consequences of User Acceptance of Three-Dimensional Virtual Worlds in Higher Education

Abstract: Aim/Purpose: The purpose of this study was to examine the impact of five factors on the user acceptance of Three-Dimensional Virtual Worlds (3DVWs) in higher education. Another objective of the study was to investigate the effects of the application of 3DVWs on five variables relevant to positive outcomes for higher education students. Background: Three-Dimensional Virtual Worlds (3DVW) are of considerable importance and potential for the creation of the next generation of teaching and learning environments. … Show more

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Cited by 15 publications
(14 citation statements)
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“…The variables proposed in the technology acceptance model (Davis, 1989) developed for the acceptance of 3D virtual worlds (Ghanbarzadeh & Ghapanchi, 2020) are: visual attractiveness, perceived ease of use, perceived usefulness, perceived enjoyment, and computer self-efficacy. Visual attractiveness is defined as the degree to which users believe that a virtual environment is esthetically pleasing to the eye (Ghanbarzadeh & Ghapanchi, 2020).…”
Section: Users' Acceptance Of the Virtual World Second Lifementioning
confidence: 99%
See 1 more Smart Citation
“…The variables proposed in the technology acceptance model (Davis, 1989) developed for the acceptance of 3D virtual worlds (Ghanbarzadeh & Ghapanchi, 2020) are: visual attractiveness, perceived ease of use, perceived usefulness, perceived enjoyment, and computer self-efficacy. Visual attractiveness is defined as the degree to which users believe that a virtual environment is esthetically pleasing to the eye (Ghanbarzadeh & Ghapanchi, 2020).…”
Section: Users' Acceptance Of the Virtual World Second Lifementioning
confidence: 99%
“…Three‐dimensional (3D) virtual worlds are environments displayed on a computer monitor, where users can enter and move through a representation of them, called avatars, interact with the objects in‐world, and communicate with other users (Richardson et al, 2011; Veltman et al, 2012; Olteanu et al, 2014; Liaw et al, 2018). They have been recognized as having great potential for the creation and development of the next generation of teaching and learning environments (Ghanbarzadeh & Ghapanchi, 2020) and engaging educational games (Pellas & Mystakidis, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…We need to understand, when designing VR-assisted learning environments, the students' cognitive and affective processes when they adopt VR technologies (Vesisenaho et al, 2019). Behavioral studies have pointed out that affective evaluation plays a crucial role in a user's experience (Dirin et al, 2018;Knutson & Greer, 2008), and VR technologies are an effective medium for evoking affective experiences, such as impressions (Bergmann et al, 2012;Cafaro et al, 2016;Ghanbarzadeh & Ghapanchi, 2020). Video technologies provide a sample of affective visuals from real-life experiences (X.…”
Section: Affective User Experiencementioning
confidence: 99%
“…In the context of the 2020 pandemic, the problem of improving the skills of academic personnel of the university with the help of a digital educational environment has become particularly relevant [3]. Scientific discussions' subjects are digital technologies in teaching and research [4,5,6]; intellectualisation of professional and pedagogical activity in the digital educational environment [7,8]. In a study by Liu et al noted: An important feature of the digital universe is the peer-to-peer information sources from the point of view of the receiver, who, based on his experience and world model, builds a ranking of these sources.…”
Section: Introductionmentioning
confidence: 99%