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Table 8 Research hypotheses results

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

 

Independent variable

Dependent variable

Time point

Conclusion

A

B

H1

Self-efficacy

PU

.330*

.446*

Confirmed

H2

Self-efficacy

PEOU

.287*

.324*

Confirmed

H3

Self-efficacy

Goal orientation

  

Partially confirmed

 

Self-efficacy

Performance approach/avoidance

.427*/.273*

.487*/.141

 
 

Self-efficacy

Mastery approach/avoidance

.284*/.032

.387*/−.138

 

H4

PU

Learning behavior (Surface/Deep approach)

− .198/.395*

−.001/589*

Partially confirmed

H5

PEOU

Learning behavior (Surface/Deep approach)

−.085/.211*

.213**/.468*

Partially confirmed

H6

Goal orientation

Learning behavior (Surface/Deep approach)

  

Confirmed

 

Performance approach/avoidance

Surface approach

−.202/.518*

−.109/.491*

 
 

Performance approach/avoidance

Deep approach

.474*/−.053

.467*/−.100

 
 

Mastery approach/avoidance

Surface approach

−.268*/.457*

−.239**/.366

 
 

Mastery approach/avoidance

Deep approach

.677*/.104

.441*/−.155

 

H7

Learning behavior (Surface/Deep approach)

Learning outcome

 

−.263**/.312*

Confirmed