Factors Influencing Student Acceptance of AR, VR, and XR in Learning

The adoption of Augmented Reality (AR), Virtual Reality (VR), and Extended Reality (XR) technologies in education has gained increasing attention due to their potential to enhance learning experiences. This study employs a quantitative research approach to examine the key factors influencing students’ behavioral intention to adopt these technologies. Data were collected from 178 students via an online Google Forms survey and analyzed using SPSS. The study applied Cronbach’s Alpha to test reliability, descriptive statistics for demographic analysis, and one-way ANOVA to explore significant differences among groups. The results highlight the importance of performance expectancy, effort expectancy, social influence, and facilitating conditions in shaping students’ willingness to engage with $A R, V R$, and XR tools. These findings provide insights for educators and institutions aiming to integrate immersive technologies into academic environments effectively.

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Publication Details

Published
2025-07-30
DOI
https://doi.org/10.1109/istem-ed65612.2025.11129414
Primary Topic
Education and Learning Interventions
Type
article
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article

Factors Influencing Student Acceptance of AR, VR, and XR in Learning

Luan Trong Nguyen, Thai Nguyen
Education and Learning Interventions
article

Factors Influencing Student Acceptance of AR, VR, and XR in Learning

Luan Trong Nguyen, Thai Nguyen
article en

Abstract

The adoption of Augmented Reality (AR), Virtual Reality (VR), and Extended Reality (XR) technologies in education has gained increasing attention due to their potential to enhance learning experiences. This study employs a quantitative research approach to examine the key factors influencing students’ behavioral intention to adopt these technologies. Data were collected from 178 students via an online Google Forms survey and analyzed using SPSS. The study applied Cronbach’s Alpha to test reliability, descriptive statistics for demographic analysis, and one-way ANOVA to explore significant differences among groups. The results highlight the importance of performance expectancy, effort expectancy, social influence, and facilitating conditions in shaping students’ willingness to engage with $A R, V R$, and XR tools. These findings provide insights for educators and institutions aiming to integrate immersive technologies into academic environments effectively.

FPT University (VN)
Quality Education
Openalex Percentile: Top 67%
Education and Learning Interventions
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