Exploring the Acceptance of Learning English Through VR Technology Amongst Secondary School Students: Intrinsic and Extrinsic Motivation as Key Determinants

The extensive adoption of virtual reality (VR) technology is revolutionising the English learning landscape by facilitating immersive experiences. However, few quantitative studies have examined the factors influencing the acceptance of learning English through VR technology amongst secondary school students. This research intended to propose a study framework that incorporates the technology acceptance model (TAM), intrinsic motivation (IM) and extrinsic motivation (EM), mediated by self-efficacy (SE) and learning engagement (LE), to investigate secondary school students’ acceptance of learning English through VR technology. 524 respondents participated in the study and completed a structured questionnaire. Structural equation modelling was employed to analyse the data. Results indicated that the EM and IM positively affect SE and LE. SE positively affects perceived usefulness (PU) and perceived ease of use (PEOU). PU positively affect secondary school students’ attitudes towards using VR technology (AT). However, PEOU did not significantly influence AT. PU and LE positively affect students’ behavioural intention to use VR technology. In light of these findings, practical implications are provided for VR developers, English educators and other stakeholders to improve the learning efficiency and outcomes of secondary school students utilising VR technology for English learning.

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Publication Details

Journal
Journal of Educational Computing Research
Published
2025-10-16
DOI
https://doi.org/10.1177/07356331251390717
Citations
2
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
6.49
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article

Exploring the Acceptance of Learning English Through VR Technology Amongst Secondary School Students: Intrinsic and Extrinsic Motivation as Key Determinants

Siu Shing Man, Alan H. S. Chan, Jiayan Han, Yizhen Fang
2 citations
Journal of Educational Computing Research
Education and Learning Interventions
6.49
article

Exploring the Acceptance of Learning English Through VR Technology Amongst Secondary School Students: Intrinsic and Extrinsic Motivation as Key Determinants

Siu Shing Man, Alan H. S. Chan, Jiayan Han, Yizhen Fang
article en
2 citations

Abstract

The extensive adoption of virtual reality (VR) technology is revolutionising the English learning landscape by facilitating immersive experiences. However, few quantitative studies have examined the factors influencing the acceptance of learning English through VR technology amongst secondary school students. This research intended to propose a study framework that incorporates the technology acceptance model (TAM), intrinsic motivation (IM) and extrinsic motivation (EM), mediated by self-efficacy (SE) and learning engagement (LE), to investigate secondary school students’ acceptance of learning English through VR technology. 524 respondents participated in the study and completed a structured questionnaire. Structural equation modelling was employed to analyse the data. Results indicated that the EM and IM positively affect SE and LE. SE positively affects perceived usefulness (PU) and perceived ease of use (PEOU). PU positively affect secondary school students’ attitudes towards using VR technology (AT). However, PEOU did not significantly influence AT. PU and LE positively affect students’ behavioural intention to use VR technology. In light of these findings, practical implications are provided for VR developers, English educators and other stakeholders to improve the learning efficiency and outcomes of secondary school students utilising VR technology for English learning.

Journal of Educational Computing ResearchVol. 64(2)
City University of Hong Kong (HK), Second Affiliated Hospital of Guangzhou Medical University (CN), South China University of Technology (CN), Guangzhou Medical University (CN)
Openalex Percentile: Top 3%
Education and Learning Interventions
6.49
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