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Virtual Reality in Digital Education: An Affordance Network Perspective on Effective Use Behavior

Published: 03 May 2024 Publication History

Abstract

Virtual reality promises high potential as an immersive, hands-on learning tool for training 21st-century skills. However, previous research revealed that the mere use of digital tools in higher education does not automatically translate into learning outcomes. Instead, information systems studies emphasized the importance of effective use behavior to achieve technology usage goals. Applying the affordance network approach, we investigated what constitutes effective usage behavior regarding a virtual reality collaboration system in digital education. Therefore, we conducted 18 interviews with students and observations of six course sessions. The results uncover how affordance actualization contributed to the achievement of learning goals. A comparison with findings of previous studies on other information systems (i.e., electronic medical record systems, big data analytics, fitness wearables) allowed us to highlight system-specific differences in effective use behavior. We also demonstrated a clear distinction between concepts surrounding effective use theory facilitating the application of the affordance network approach in information systems research.

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cover image ACM SIGMIS Database: the DATABASE for Advances in Information Systems
ACM SIGMIS Database: the DATABASE for Advances in Information Systems  Volume 55, Issue 2
May 2024
141 pages
EISSN:1532-0936
DOI:10.1145/3663682
Issue’s Table of Contents
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Published: 03 May 2024
Published in SIGMIS Volume 55, Issue 2

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Author Tags

  1. affordance network approach
  2. digital education
  3. effective use behavior
  4. qualitative research
  5. virtual reality

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