ArticleVirtual reality2022
Exploring structural relations among computer self-efficacy, perceived immersion, and intention to use virtual reality training systems.
Article in Virtual reality, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers, 1 of them a synthesis that pooled it.
What it found
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Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
10 citing papers in PubMed, 1 synthesis or guideline pooled it.
- VR-Based Physical Activity and Self-Management Interventions for Glycemic Control and Behavioral Outcomes in Type 2 Diabetes: A Systematic Review and Meta-Analysis.Journal of medical systems · 2026Pooled it
- A Methodology for Evaluating User Experience in Human-Centered Extended Reality Applications.Biomimetics (Basel, Switzerland) · 2026Article
- Psychological responses and cognitive mechanisms of university teachers in using generative AI in teaching: a configurational path analysis based on the MOA framework.Frontiers in psychology · 2026Article
- What drives people to use self-driving cars? An integrated model.BMC psychology · 2025Article
- Understanding continued use of smart learning platforms: psychological wellbeing in an extended TAM-ISCM model.Frontiers in psychology · 2025Article
- Factors Associated With Continuous Use of a Cancer Education Metaverse Platform: Mixed Methods Study.Journal of medical Internet research · 2024Article
- Pre-Service Teachers' GenAI Anxiety, Technology Self-Efficacy, and TPACK: Their Structural Relations with Behavioral Intention to Design GenAI-Assisted Teaching.Behavioral sciences (Basel, Switzerland) · 2024Article
- The Multidomain Metaverse Cancer Care Digital Platform: Development and Usability Study.JMIR serious games · 2023Article
- Techno-Stress Creators, Burnout and Psychological Health among Remote Workers during the Pandemic: The Moderating Role of E-Work Self-Efficacy.International journal of environmental research and public health · 2023Article
- Article
Corrections and comments
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
The use of virtual reality (VR) training systems for education has grown in popularity in recent years. Scholars have reported that self-efficacy and interactivity are important predictors of learning outcomes in virtual learning environments, but little empirical research has been conducted to explain how computer self-efficacy (as a subcategory of self-efficacy) and perceived immersion (as a correlate of interactivity) are connected to the intention to use VR training systems. The present study aims to determine which factors significantly influence behavioral intention when students are exposed to VR training systems via an updated technology acceptance frame by incorporating the constructs of computer self-efficacy and perceived immersion simultaneously. We developed a VR training system regarding circuit connection and a reliable and validated instrument including 9 subscales. The sample data were collected from 124 junior middle school students and 210 senior high school students in two schools located in western China. The samples were further processed into a structural equation model with path analysis and cohort analysis. The results showed that the intention to use VR training systems was indirectly influenced by computer self-efficacy but directly influenced by perceived immersion (
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.