| Experimental teaching is conducive to consolidating the knowledge content and improving the grasp of operational skills,and is an important part of the education and teaching system.In modern experimental teaching,virtual experiments have become an effective supplement and extension of traditional physical experiments.At present,in many virtual experimental environments,learners lack a sense of reality and immersion,which affects the learning efficiency to a certain extent.The introduction of virtual reality(VR)technology to achieve the fusion of virtual experiments and real experiments will become an effective entry point to improve the imagination,interaction and immersion of the virtual experimental environment.When VR technology is introduced into experimental teaching,learners are the most critical part of its effectiveness.Only when learners accept and are willing to use VR experiments can new technologies be truly promoted and greatly developed in the field of education.In view of this,it is necessary to study the influencing factors of learner behavior intention in VR experimental environment from the perspective of technology acceptance and use.The related issues of learner VR experiment acceptance and adoption deserve our in-depth consideration and special attention.This research uses the technology acceptance model(TAM3)as the basic theoretical framework,and expands the original model from related theories of VR experimental learning,and then builds a research model of the factors affecting the behavioral intention of VR experimental learners.In addition,334 junior and senior high school students from Y Middle School in Chongqing and S School in Guizhou were taken as the research objects.Descriptive statistical analysis was performed on the collected data through social science statistical software SPSS 22.0 and structural equation model analysis software AMOS 24.0.Reliability and validity analysis,path analysis,and multi-group analysis are used to verify and analyze the influencing factors and modify the model.The research results show that the model can better explain and predict the learner’s behavior intention in VR experimental environment.Both perceived usefulness and flow experience had significant positive effects on behavioral intentions.The computer self-efficacy and facilitating conditions have a significant positive impact on perceived ease of use,while the perceived usefulness is significantly positively affected by experiment fidelity,subjective norm,and perceived ease of use.And flow experience is significantly positively affected by learner interaction and perceived ease of use.The effects of experiment fidelity on flow experience,learner interaction on perceived ease of use,and perceived ease of use on behavioral intention were not significant.In terms of comprehensive effects,the degree of influence of eachintermediate variable on behavioral intention is in the order of flow experience,perceived ease of use,and perceived usefulness;the order of influence of external variables on behavioral intention in descending order is learner interaction,facilitating conditions,computer self-efficacy,experiment fidelity,and subjective norm.In addition,with regard to the regulating effect of variables,it was found that the learning stage can regulate the impact of computer self-efficacy on perceived ease of use and perceived ease of use on perceived usefulness;The experience of using VR experiments has a significant moderating effect on the relationship between computer self-efficacy and perceived ease of use,experiment fidelity and perceived usefulness,subjective norm and perceived usefulness,and perceived usefulness and behavioral intention.Based on the above analysis and empirical research,this study explores the learner’s intention mechanism of using VR experiments and the key factors that affect technology adoption,and revises the model of learner behavior intention influencing factors in the VR experimental environment.Corresponding strategies and recommendations.This study can provide a new perspective on the study of VR experimental application of learner groups,and at the same time help developers and educators of VR experimental resources to better understand the intrinsic and behavioral mechanisms of learners’ VR experiments. |