PACIS 2022 Proceedings

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Paper Number

1050

Abstract

The number of people learning new languages is growing significantly due to the high demand in many sectors. This has contributed to an unparalleled growth of students learning foreign languages in higher education institutions. However, there are several challenges associated with learning a new language including poor motivation, negative attitude, and lack of sufficient resources ( Nizar et al., 2019). To address these challenges associated with learning new languages, several studies (Wienrich et al., 2020; Yusof et al., 2019) have suggested the need to adopt new technologies for achieving positive students’ learning outcomes. One of these new technologies include the adoption of Extended Reality (XR) technologies for language learning. These XR technologies include Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR) which allow the creation of virtual spaces for students to learn and interact with other students for improving their language skills. Even though XR technologies can offer an immersive experience to students and help overcome challenges associated with learning new languages, the adoption rate of these XR technologies is still relatively slow. Thus, this study aims to investigate the critical factors behind the slow adoption of XR technologies by students in the higher education sector. An integrated research framework based on the General Extended Technology Acceptance Model for eLearning (GETAMEL) and the Unified Theory of Acceptance and Use of Technology (UTAUT) will be adopted. Such a framework will then be tested and validated using structural equation modelling of the survey data collected from students in Australian higher education institutions. From a theoretical perspective, this study explores the critical factors that affect the adoption of XR technologies for learning new languages in the higher education institution. From a practical perspective, this study will provide insightful research findings for university academics and education providers to aid in the creation of tailored strategies and policies to increase XR technology adoption for enhancing students’ learning experience.

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