From: VR as a choice: what drives learners’ technology acceptance?
Measure | M (SD) | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|---|
1. Performance expectancy | 5.18 (1.04) | (0.89) | |||||
2. Effort expectancy | 5.04 (1.08) | 0.52** | (0.87) | ||||
3. Social influence | 4.02 (1.04) | 0.34** | 0.27** | (0.78) | |||
4. Behavioral intention to use VR | 4.56 (1.20) | 0.49** | 0.38** | 0.32** | (0.92) | ||
5. Preference for VR | 0.65 (0.48) | 0.49** | 0.26** | 0.24** | 0.36** | – | |
6. VR experience | 4.47a (15.15) | 0.05 | 0.17** | 0.13* | 0.10 | − 0.02 | – |