The acceptance and use of virtual reality on learning attitude among junior boy scouts in Kuala Lumpur, Malaysia

Virtual reality (VR) technology is a computer simulation system that generates immersive learning experiences in a virtual world. Simulated environments created using VR has the potential to impact learner attitude which directly influences learners’ physical learning behaviour through interactive t...

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Published in:SEARCH Journal of Media and Communication Research
Main Author: Rahman A.A.; Murad K.; Adnan W.H.
Format: Article
Language:English
Published: Taylor's University Lakeside Campus 2024
Online Access:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85207510137&doi=10.58946%2fsearch-SpecialIssue.ICOMS2023.P9&partnerID=40&md5=317dafdeea16e25f20116986f4a68ec6
id 2-s2.0-85207510137
spelling 2-s2.0-85207510137
Rahman A.A.; Murad K.; Adnan W.H.
The acceptance and use of virtual reality on learning attitude among junior boy scouts in Kuala Lumpur, Malaysia
2024
SEARCH Journal of Media and Communication Research
16
14 Special Issue
10.58946/search-SpecialIssue.ICOMS2023.P9
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85207510137&doi=10.58946%2fsearch-SpecialIssue.ICOMS2023.P9&partnerID=40&md5=317dafdeea16e25f20116986f4a68ec6
Virtual reality (VR) technology is a computer simulation system that generates immersive learning experiences in a virtual world. Simulated environments created using VR has the potential to impact learner attitude which directly influences learners’ physical learning behaviour through interactive three-dimensional views. This innovative approach of communication is able to guide students engaging with real-time simulations, making it a powerful tool for gaining a deeper understanding of knowledge. In contrast to the monotonous nature of traditional learning methods, interactive learning processes facilitated by VR are less time-consuming and enhance learning attitudes among students. The flexibility to learn anytime and anywhere encourages students to adapt to new skills fast. In this context, the main objective of this study is to explore the acceptance of VR among junior boy scouts and its influence on their learning attitude. The understanding and acceptance of VR among young scouts can assist the education sector in adopting this new communication technology to enhance unique learning methods. The study employed a quantitative study, involving face-to-face surveys with 300 junior boy scouts from Kuala Lumpur, Malaysia. The results indicate that Virtual Reality Hedonic Motivation is the most influential factor influencing Virtual Learning Behavioural Intention with a Pearson correlation (r) score of =.750. The findings validate the growth of VR in the education sector as an alternative way of learning and as a part of the Malaysia Education Blueprint, Shift 7 (System Structure), that emphasises on leveraging information technology for self-paced learning. Furthermore, VR boosts students’ learning attitude which is aligned with the digitalisation niche in the context of integrating interactive learning beyond the classroom. © SEARCH Journal 2024.
Taylor's University Lakeside Campus
26727080
English
Article

author Rahman A.A.; Murad K.; Adnan W.H.
spellingShingle Rahman A.A.; Murad K.; Adnan W.H.
The acceptance and use of virtual reality on learning attitude among junior boy scouts in Kuala Lumpur, Malaysia
author_facet Rahman A.A.; Murad K.; Adnan W.H.
author_sort Rahman A.A.; Murad K.; Adnan W.H.
title The acceptance and use of virtual reality on learning attitude among junior boy scouts in Kuala Lumpur, Malaysia
title_short The acceptance and use of virtual reality on learning attitude among junior boy scouts in Kuala Lumpur, Malaysia
title_full The acceptance and use of virtual reality on learning attitude among junior boy scouts in Kuala Lumpur, Malaysia
title_fullStr The acceptance and use of virtual reality on learning attitude among junior boy scouts in Kuala Lumpur, Malaysia
title_full_unstemmed The acceptance and use of virtual reality on learning attitude among junior boy scouts in Kuala Lumpur, Malaysia
title_sort The acceptance and use of virtual reality on learning attitude among junior boy scouts in Kuala Lumpur, Malaysia
publishDate 2024
container_title SEARCH Journal of Media and Communication Research
container_volume 16
container_issue 14 Special Issue
doi_str_mv 10.58946/search-SpecialIssue.ICOMS2023.P9
url https://www.scopus.com/inward/record.uri?eid=2-s2.0-85207510137&doi=10.58946%2fsearch-SpecialIssue.ICOMS2023.P9&partnerID=40&md5=317dafdeea16e25f20116986f4a68ec6
description Virtual reality (VR) technology is a computer simulation system that generates immersive learning experiences in a virtual world. Simulated environments created using VR has the potential to impact learner attitude which directly influences learners’ physical learning behaviour through interactive three-dimensional views. This innovative approach of communication is able to guide students engaging with real-time simulations, making it a powerful tool for gaining a deeper understanding of knowledge. In contrast to the monotonous nature of traditional learning methods, interactive learning processes facilitated by VR are less time-consuming and enhance learning attitudes among students. The flexibility to learn anytime and anywhere encourages students to adapt to new skills fast. In this context, the main objective of this study is to explore the acceptance of VR among junior boy scouts and its influence on their learning attitude. The understanding and acceptance of VR among young scouts can assist the education sector in adopting this new communication technology to enhance unique learning methods. The study employed a quantitative study, involving face-to-face surveys with 300 junior boy scouts from Kuala Lumpur, Malaysia. The results indicate that Virtual Reality Hedonic Motivation is the most influential factor influencing Virtual Learning Behavioural Intention with a Pearson correlation (r) score of =.750. The findings validate the growth of VR in the education sector as an alternative way of learning and as a part of the Malaysia Education Blueprint, Shift 7 (System Structure), that emphasises on leveraging information technology for self-paced learning. Furthermore, VR boosts students’ learning attitude which is aligned with the digitalisation niche in the context of integrating interactive learning beyond the classroom. © SEARCH Journal 2024.
publisher Taylor's University Lakeside Campus
issn 26727080
language English
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