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Table 4 Means and standard deviations of the variables (5-point scale) at time point A and B

From: Learning with desktop virtual reality: changes and interrelationship of self-efficacy, goal orientation, technology acceptance and learning behavior

 

A

B

M

SD

M

SD

Self-efficacy

3.98

.53

4.15

.57

Goal orientation

    

Performance-approach

3.91

.75

3.88

.81

Performance-avoidance

3.48

.84

3.16

.90

Mastery-approach

4.11

.61

3.83

.66

Mastery-avoidance

3.44

.82

3.28

.79

PEOU

3.50

.71

3.78

.68

PU

3.75

.66

4.00

.62

Learning behavior

    

Deep learning

3.70

.58

3.71

.61

Surface learning

2.81

.58

3.07

.62

Learning outcome

  

86.38

5.14