Author

  • Nuryusmawati Mohd Yusof

    • Faculty of Business Management, University Teknologi Mara, Selangor, Malaysia
    • Malaysia
  • Faizah Mashahadi

    • Faculty of Business Management, University Teknologi Mara, Selangor, Malaysia
    • Malaysia
  • Janiffa Saidon

    • Faculty of Business Management, University Teknologi Mara, Selangor, Malaysia
    • Malaysia
  • Faizah Sohid

    • Faculty of Business Management, University Teknologi Mara, Selangor, Malaysia
    • Malaysia
  • Syed Asherene Syed Omar

    • Faculty of Business Management, University Teknologi Mara, Selangor, Malaysia
    • Malaysia
  • Mohd Fikri Ishak

    • Faculty of Business Management, University Teknologi Mara, Selangor, Malaysia
    • Malaysia
  • Syed Mustaqim Syed Yusof

    • IX Telecom, BIT Group Sdn Bhd, Cyberjaya, Selangor, Malaysia
    • Malaysia

Abstract

The combination of immersive technologies such as Virtual Reality (VR) and the Metaverse is changing the educational patterns by offering interactive, personalized, engaging learning experiences. This research studied the student acceptance in immersive VR and Metaverse-based learning environments through the Technology Acceptance Model (TAM) model. This research examined the influence of perceived usefulness, perceived ease of use, and attitude on behavioral intention among university students in University Teknologi MARA (UiTM) Puncak Alam. By using a quantitative research design, data were collected from 103 undergraduate students via a structured questionnaire. Through regression analysis, it was revealed that only perceived ease of use and attitude significantly influenced students’ behavioral intentions to adopt virtual reality in their learning activities, but not perceived usefulness. These findings highlighted the importance of a friendly user interface and positive emotional engagement in the adoption of virtual reality. The results also contributed to the ongoing discussion on education technology acceptance and provided some insights for software designers, educators, and policymakers for designing and implementing the virtual environment online effectively. Some suggestions for future research were also suggested to explore more variables, such as trust, self-efficacy, and institutional support to further enhance the understanding of adoption behavior across diverse educational methods.

Keywords

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How to Cite

Mohd Yusof, N., Mashahadi, F., Saidon, J., Sohid, F., Syed Omar, S. A., Ishak, M. F., & Syed Yusof, S. M. (2025). Exploring Students’ Acceptance in Using Immersive Virtual Reality (IVR) and Metaverse Integrated Learning Environment. Information Management and Business Review, 17(3(I), 386-393. https://doi.org/10.22610/imbr.v17i3(I).4702

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Research Paper

Published

2025-09-13

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