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1.
Heliyon ; 10(12): e33251, 2024 Jun 30.
Article in English | MEDLINE | ID: mdl-39022032

ABSTRACT

This paper investigates the factors influencing the continuous use intention of AI-powered adaptive learning systems among rural middle school students in China. Employing a mixed-method approach, this study integrates Technology Acceptance Model 3 with empirical data collected from rural middle schools in western China. The main contributions of this study include identifying key determinants of usage intention, such as computer self-efficacy, perceived enjoyment, system quality, and the perception of feedback. The findings provide insights into enhancing rural education through AI and suggest strategies for developing more effective and engaging adaptive learning systems. This research not only fills a significant gap in the understanding of AI in education but also offers practical implications for educators and policymakers aiming to improve learning outcomes in rural settings.

2.
Front Psychol ; 14: 1118174, 2023.
Article in English | MEDLINE | ID: mdl-36895747

ABSTRACT

The purpose of this study is to investigate the effects of signaling and prior knowledge on the cognitive loads, motivations, and learning of college students in an immersive virtual reality (IVR) environment. This study applied a 2 (signaling vs. no signaling) by 2 (high vs. low prior knowledge levels) between-subjects factorial design. The results revealed that signaling directed the attention of students with low prior knowledge levels, effectively helped them select relevant information and reduced their cognitive loads, whereas signaling had no significant effect on the cognitive loads, intrinsic motivation, and learning performance of learners with high levels of prior knowledge. These results suggest that IVR environments for students with low prior knowledge levels should reduce cognitive load and improve learning, and signals in the form of text annotations and color changes are recommended for additional support. Students with high prior knowledge levels do not require additional signals to support learning; therefore, the IVR environment needs to be designed in such a way as to be tailored to the individual differences of students.

3.
Front Psychol ; 13: 929270, 2022.
Article in English | MEDLINE | ID: mdl-35992421

ABSTRACT

Preservice teachers' preparedness, perception, and affect toward certain technology systems influence the student acquisition of science knowledge, process skills, teaching innovation, and willingness to use technology in their classroom. The purpose of this study was to explore teachers' affective responses to a virtual reality-enabled scientific experiment (VaSE) system. Fifty-one preservice teachers majoring in educational technology participated in the study. They were divided into two groups, and their reactions were measured separately on two occasions. The first occasion used a standard system following the principle of Donald Norman's affective design model (ADM). The VaSE system was then revised with a strict version of ADM before the participants' reactions were measured for a second time. The positive and negative affect scale (PANAS) was utilized for affective state evaluation. Semi-structured interviews that focused on affective experiences were organized using an ADM framework and conducted immediately after the participants used VaSE. The results indicated that the positive affect experienced by the preservice teachers was significantly enhanced, and the negative affect was significantly weakened. Academic level, gender, and prior experience were important random effect factors that impacted the affective experience. It was also revealed that participants were more likely to be affected by immersion and interactivity in terms of enhancing positive affect and were more likely to be affected by behavioral layer elements in terms of weakening negative affect. A conclusion has been drawn to provide theoretical and practical suggestions for training preservice teachers in ways that improve their ability to integrate technology into the classroom.

4.
Virtual Real ; 26(4): 1725-1744, 2022.
Article in English | MEDLINE | ID: mdl-35730035

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 (ß = 0.451). However, perceived immersion seemed to be influenced mostly by learner interaction (ß = 0.332). Among external variables, learner interaction (ß = 0.149) had the largest total effect on use intention, followed by facilitating conditions (ß = 0.138), computer self-efficacy (ß = 0.104), experimental fidelity (ß = 0.083), and subjective norms (ß = 0.077). The moderating roles of gender differences, grade level, and previous experience in structural relations were also identified. The findings of the present study highlight the ways in which factors and associations are considered in the practical development of VR training systems.

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