Acceptance of Metaverse Technology in Teaching and Learning: A Case Study of Virtual Reality Course

Authors

Ikmal Faiq Albakri Mustafa Albakri

Pervasive Computing & Educational Technology, Department of Interactive Media, Fakulti Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka (Malaysia)

Mohd Hafiz Zakaria

Advanced Interaction Technology, Department of Interactive Media, Fakulti Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka (Malaysia)

Mohd Khalid Mokhtar

Pervasive Computing & Educational Technology, Department of Interactive Media, Fakulti Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka (Malaysia)

Asniyani Nur Haidar Abdullah

Pervasive Computing & Educational Technology, Department of Interactive Media, Fakulti Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka (Malaysia)

Mohamad Lutfi Dolhalit

Pervasive Computing & Educational Technology, Department of Interactive Media, Fakulti Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka (Malaysia)

Amni Syazana Nor Hisham

Advanced Interaction Technology, Department of Interactive Media, Fakulti Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka (Malaysia)

Muhammad Aliff Muhd Farid Arfian

Pervasive Computing & Educational Technology, Department of Interactive Media, Fakulti Teknologi Maklumat dan Komunikasi, Universiti Teknikal Malaysia Melaka (Malaysia)

Low Wei Shang

Virtualtech Frontier (VTF) Sdn Bhd, Selangor (Malaysia)

Article Information

DOI: 10.47772/IJRISS.2025.910000317

Subject Category: Computer Science

Volume/Issue: 9/10 | Page No: 3900-3909

Publication Timeline

Submitted: 2025-10-14

Accepted: 2025-10-22

Published: 2025-11-11

Abstract

The acceptance of metaverse technology in the field of teaching and learning (T&L) among educators and students is a relatively new and emerging area of study. While Metaverse has the potential to enhance educational experiences, its adoption and implementation in educational environments remain limited. This study aims to investigate the acceptance of metaverse in T&L and identify the factors that influence educators' willingness to use it. This study employs a quantitative research approach and utilizes a survey questionnaire that consists of Likert-scale questions, open-ended questions, and items based on the Technology Acceptance Model (TAM). The survey will be administered to students who have used the Mitoworld platform to create metaverse worlds in virtual reality classes. The study found that educators and students have a positive attitude towards the use of metaverse in T&L. Perceived usefulness, ease of use, and compatibility are expected to be significant factors that influence educators' and students' acceptance of the metaverse. The study also reveals that educators who have prior experience in using virtual worlds are more likely to accept and use metaverse in their teaching practice. The findings of this study will have practical implications for educators and students who are interested in promoting the use of metaverse in teaching and learning.

Keywords

Metaverse Technology, Teaching and Learning, Technology Acceptance Model

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