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A study of college students' intention to use metaverse technology for basketball learning based on UTAUT2

Recent advancements in virtual reality technology have attracted increasing attention from enterprises and scholars, and many new related products have been launched. Due to the current COVID-19 epidemic, the non-face-to-face teaching environment will seriously affect students' basketball learn...

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Detalles Bibliográficos
Autores principales: Yang, Fangfang, Ren, Longfei, Gu, Chao
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9483595/
https://www.ncbi.nlm.nih.gov/pubmed/36132173
http://dx.doi.org/10.1016/j.heliyon.2022.e10562
Descripción
Sumario:Recent advancements in virtual reality technology have attracted increasing attention from enterprises and scholars, and many new related products have been launched. Due to the current COVID-19 epidemic, the non-face-to-face teaching environment will seriously affect students' basketball learning. We therefore combined basketball learning with metaverse technology, discussed basketball teaching in a virtual reality environment, and examined the influencing factors of college students' intentions to use metaverse technology. In the light of UTAUT2, a new research model was proposed, and quantitative research was carried out. The results of a survey of 1074 valid samples revealed that habits and attitudes are crucial factors in the success of basketball learning using a metaverse. The findings also indicate that grade and gender are moderator variables.