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Table 1 Correlations, means, and standard deviations

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

  1. (N = 300), *p < 0.05, **p < 0.01. Cronbach’s alphas are shown on the diagonal. Preference for VR was coded as 0 for video preference and 1 for preference for VR
  2. aThe mean VR experience value was influenced by two outliers; the median and mode for VR experience were both 0