4.1. Validity
Validity and reliability are important components of quantitative measurement (Jordan & Hoefer, 2001). The validity and reliability of the data were measured using principal component factor loading with varimax rotation that aims to uncover the latent structure (dimensions) of a set of variables and reduces the attribute space from a larger number of variables to a smaller number of factors (Garson, 2013). Cronbach’s alpha, composite reliability, and the average variance extracted (AVE) were also measured with the minimum value according to Fornell & Larcker (1981).
After the Kaiser-Meyer-Olkin (KMO) value reaches the standard (KMO = 0.885), several tests were performed for content validity, convergent validity, and discriminant validity to assess the overall validity in the SEM approach. First, content validity was achieved using previously tested scales and standard procedures for scale adaptation (Lee et al., 2019; Manis & Choi, 2019; Sagnier et al., 2020). Second, convergent validity was assessed by calculating Cronbach’s alpha, composite reliability, and AVE values, which were greater than the minimum values (Fornell & Larcker, 1981), as presented in Table 5.
Table 5
Construct | Items | Factor loading (≥ 0.7, min 0.5) | Cronbach’s alpha (≥ 0.7) | Composite reliability (≥ 0.7) | AVE (> 0.5) |
PU | PU1 | 0.83 | 0.93 | 0.95 | 0.79 |
PU2 | 0.90 | | | |
PU3 | 0.93 | | | |
PU4 | 0.88 | | | |
PU5 | 0.89 | | | |
PEU | PEU1 | 0.91 | 0.90 | 0.94 | 0.83 |
PEU2 | 0.90 | | | |
PEU5 | 0.93 | | | |
PE | PE1 | 0.94 | 0.95 | 0.97 | 0.88 |
PE2 | 0.93 | | | |
PE3 | 0.93 | | | |
PE4 | 0.94 | | | |
IU | IU1 | 0.93 | 0.96 | 0.97 | 0.92 |
| IU2 | 0.98 | | | |
| IU3 | 0.97 | | | |
UA | UA1 | 0.93 | 0.91 | 0.94 | 0.84 |
| UA2 | 0.93 | | | |
| UA3 | 0.89 | | | |
CS | CS2 | 0.30* | 0.87 | 0.88 | 0.40* |
| CS4 | 0.67 | | | |
| CS5 | 0.51 | | | |
| CS6 | 0.82 | | | |
| CS8 | 0.47* | | | |
| CS9 | 0.80 | | | |
| CS10 | 0.57 | | | |
| CS11 | 0.84 | | | |
| CS12 | 0.56 | | | |
| CS13 | 0.32* | | | |
| CS14 | 0.80 | | | |
| CS15 | 0.60 | | | |
Note: *Exclusion |
Several items with factor loadings of less than 0.5 were deleted (i.e., curiosity, intention to purchase). However, cybersickness items with validity values of less than 0.2 were deleted (i.e., CS1, CS3, CS7), while cybersickness items with factor loadings of more than 0.3 were retained (see Sagnier et al. (2020)). Cybersickness items were retained because previous studies (Israel et al., 2019; Sagnier et al., 2020) revealed that it has a significant influence on VR technology, although it has an improper scale and will be discussed in the limitation section.
Third, the first discriminant validity test was implemented with the Fornell-Larcker criterion. For satisfactory discriminant validity, the square roots of the AVE values (in bold) should be significantly higher than the off-diagonal elements in the corresponding rows and columns (Fornell & Larcker, 1981). The results of the Fornell-Larcker criterion were satisfied because the square roots of the AVE values were greater than other correlations (Appendix G). The second discriminant validity test was the heterotrait–monotrait (HTMT). The HTMT ratio of correlations evaluates the average of the heterotrait–monotrait ratio, which must be below the threshold of 0.85 or 0.90 (Henseler et al., 2015). In all constructs, the HTMT correlation values in the data reach the standard (Appendix G).
4.2. Hypothesis Testing
The proposed research model was tested with SmartPLS 3.3.5 (Ringle et al., 2015). A complete bootstrapping procedure with bias-corrected and accelerated (BCa) bootstrap was implemented, and 5000 subsamples were used to estimate path significance. Since the intention to purchase and curiosity were not valid, the dimensions and hypotheses related to the dimensions were excluded from the modeling. Figure 4 shows the results of the structural model. The model explained 30.8% of the variance in perceived usefulness of VR, 71.2% of the variance in usage attitude, 64.7% of the variance in intention to use VR, and 33.9% of the variance in perceived enjoyment. If the research model reaches more than 50% of the total variance, it implies that the model has a good level of predictability and explanatory power (Chin, 1998).
Based on the R2 value (also called the coefficient of determination), perceived enjoyment has a low-level prediction, where 33.9% of the variation in the output variable (i.e., perceived enjoyment) is explained by the input variable (i.e., perceived ease of use). This finding indicates that perceived ease of use does not mean teachers have perceived enjoyment of VR in the classroom (only a 0.339 possibility to have enjoyment). Regarding behavioral intention to use VR, a 64.7% probability of true intention can be predicted by cybersickness, perceived enjoyment, and perceived usefulness. The hypotheses revealed from the structural model are presented in Table 6.
Table 6
Hypothesis | Path | Path coefficient | t | p-value | Supported or not |
H1a | CS → IU | -0.19 | 2.11* | 0.035 | Yes |
H1b | CS → PU | -0.34 | 3.27*** | 0.001 | Yes |
H2a | PEU → IU | 0.12 | 1.02 | 0.308 | No |
H2b | PEU → PE | 0.58 | 7.76*** | 0.000 | Yes |
H2c | PEU → PU | 0.37 | 3.40*** | 0.001 | Yes |
H2d | PEU → UA | 0.13 | 1.92 | 0.055 | No |
H3a | PE → IU | 0.27 | 2.35* | 0.019 | Yes |
H3b | PE → UA | 0.39 | 4.16*** | 0.000 | Yes |
H4a | PU → IU | 0.43 | 3.86*** | 0.000 | Yes |
H4b | PU → UA | 0.45 | 5.38*** | 0.000 | Yes |
H5 | UA → IU | -0.02 | 0.15 | 0.884 | No |
Note. *p < 0.05; **p < 0.01; ***p < 0.001 |
The results reveal that cybersickness is negatively correlated with intention to use (p = 0.035) and perceived usefulness (p = 0.001); thus, H1a and H1b were supported, similar to Sagnier et al. (2020). Importantly, teaching aids for students should not induce dizziness, and careful consideration of cybersickness for VR tools is necessary to promote widespread use as pedagogical tools (Detyna & Kadiri, 2020).
Perceived ease of use impacts perceived enjoyment and usefulness, similar to previous research (Manis & Choi, 2019); thus, H2b and H2c were supported. However, perceived ease of use has no impact on usage attitude and intention to use (H2a and H2d were rejected), although other studies reveal a correlation with VR intention (Manis & Choi, 2019; Moreira et al., 2021). Moreover, perceived enjoyment positively correlates with the intention to use (H3a). In addition, perceived enjoyment also positively correlates with usage attitude (H3b), similar to previous research (Manis & Choi, 2019; Moreira et al., 2021).
According to Davis (1989), some theories argue that beliefs influence behavior intention only via their indirect influence of attitude, while other views stated that belief and attitude act as co-determinants of behavioral intention. However, in the current research, behavioral intention is apparently influenced by belief (PEU, PE, and PU) only via the indirect influence of attitude, whereas the usage attitude has no direct impact on intention to use (H5 is rejected), although other studies indicate a co-determinant mechanism (Manis & Choi, 2019; Moreira et al., 2021). Furthermore, perceived usefulness correlates with the intention to use (H4a) and usage attitude (H4b) in the current research, similar to other research (Moreira et al., 2021; Sagnier et al., 2020).
4.3. Open-ended Question
Regarding perceived usefulness (Theme 1) of VR in 360-degree VR (E1) and Graphics-based VR (E2), preservice teachers expressed a positive attitude toward the usefulness, as shown in the opinions of some participants (P).
…can go through VR to places you've never been before (E1, P8).
Makes people feel immersive (E1, P16).
A novel experience that brings the world into the lens (E1, P21).
… the way you operate it is also interesting (E2, P11).
It's very immersive and authentic (E2, P15).
Teachers can experience places that they have never visited before (P8) and feel that they are in a virtual environment, also known as being immersed (Tibaldi et al., 2020; Tomlinson et al., 2019), as stated by P16 and P15. In addition, participants revealed that VR is a novel experience that brings the world into a lens (P21). A similar opinion is stated by Alfalah (2018): “VR is considered a novel option to add value to the learning journey” (p. 2633). Moreover, P15 was also mentioned VR as an authentic experience; this observation is similar to the findings of Yang and Goh (2022), who argued VR could simulate a realistic environment where the learners could perform authentic learning activities, for example, for medical, robotics, and other fields where practical knowledge and training are necessary. In addition, P11 on E2 stated that the mode of operation was interesting; it came from haptic feedback – a feature to experience the sensation of touch while in the virtual world (Huang & Liao, 2017).
In terms of perceived enjoyment (Theme 2), teachers experience discomfort problems especially in 360-degree VR, as shown in the opinions of some participants.
After watching a 10-minute video, my eyes find it difficult to focus (E1, P24).
There is only a very low level of discomfort (E2, P18).
P24 which doing E1 revealed that discomfort appears after watching a 10-minute video; the future study is needed consider the limit time for using 360-degree VR for science content to provide an optimal experience in science classes. Contrary with 360-degree VR, when experiencing graphics-based VR participants perceived more enjoyment as shown in the opinion of some participants; only a few expressed their discomfort and said that they were slightly dizzy or had a low level of discomfort (P18).
One of the remaining weaknesses of E2 is in term of ease of use (Theme 3), while participants in E1 completely consider it is easy, as shown of some participants opinion.
Although it was a little confusing at first how to use it, it was finally completed (E2, P13).
The first time you use the device, you do not know much about it, and you need someone to assist you (E2, P25).
According to previous studies, graphics-based VR devices (e.g., Meta Quest) involved complex procedures in order to be used in the classroom, similar to the opinion of P13; thus, a teaching assistant was recruited to support the participants in this experience. According to Fransson et al. (2020), some teachers even warned about a “backlash when implementing VR technology if it was too complicated to use; thus, student support and ideally two teachers in the classroom is recommended” (p. 3394). The use of assistants who helped to process the VR intervention in this study was proven to positively impact participant attitudes regarding the ease of use of VR devices (P25). This process serves as a recommendation so that either students or assistant teachers can assist educators in implementing VR in the classroom.
In terms of intention to use (Theme 4), experiencing either 360-degree VR or Graphics-based VR showed their intention to use VR in their teaching process, as shown in the opinion of some participants.
… used in teaching students; must be very interesting (E1, P2).
Novelty increases students' motivation to learn (E1, P3).
It can be applied to teaching (E2, P9).
Suitable for teaching (E2, P17).
You can learn by doing it (E2, P20).
Some of the participants revealed that using VR in their teaching will be very interesting (P2), it increases students' motivation to learn (P3), it can be helpful for both teachers and learners (P8). The argument of preservice teachers is also similar to previous research that reveals that VR as a tool makes the lesson more interesting (Kamińska et al., 2019), it can promote students’ motivation (Ho et al., 2019), as well as it helps both teachers and students as a visualization aid for complicated three-dimensional objects (Song & Lee, 2002)
Specifically in graphics-based VR, some participants stated that VR could be applied (P9) and is suitable (P17) for the teaching process. There are significant potential benefits of using VR technology to improve learning outcomes and students’ motivation, overcome school-based and test anxiety, influence empathy, and ensure students focus on teaching content (Stojšić et al., 2019). A participant also stated that VR could propose “learn by doing” (P20). In addition, graphics-based VR could potentially develop into a hands-on activity and learning by doing, which cannot be developed in 360-degree VR. Moreover, Radianti et al. (2020) believed that the true potential of VR did not lie in better teaching of declarative knowledge but in offering opportunities to ‘‘learn by doing,’’ which is often very difficult to implement in traditional lectures (p. 23).