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Understanding AR/VR Adoption through heutagogy and cybergogy: Insights from the UTAUT2 model in vocational education

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Integrating advanced technologies like Virtual Reality (VR) and Augmented Reality (AR) in educational settings can significantly enhance learning, especially in vocational education, where practical application is crucial. However, understanding the factors influencing student acceptance of these technologies remains challenging. This study examines how Heutagogical and Cybergogical Behaviors affect vocational high school students' intentions to use AR and VR in classrooms, with Virtual Experience as a mediator. By extending the UTAUT2 model, the research offers insights into technology adoption in vocational education. Conducted in July 2024 with 438 students from six Indonesian regencies, the study used a quantitative, non-experimental design. PLS-SEM analysis revealed that Heutagogical and Cybergogical activities significantly influenced students' performance and effort expectancy, increasing their intention to use AR and VR. Virtual Experience fully mediated the effects of performance expectancy, hedonic motivation, social influence, and price value on students' intentions. However, effort expectancy and facilitating conditions directly impacted behavioral intentions, underscoring the importance of ease of use and support in adopting these technologies. The findings suggest that integrating structured and self-directed learning approaches, providing immersive hands-on opportunities with AR/VR tools, and ensuring ease of use and strong institutional support can enhance technology adoption. These strategies align vocational training with industry demands, preparing students for technologically driven workplaces.
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Vol.:(0123456789)
Education and Information Technologies
https://doi.org/10.1007/s10639-025-13465-0
Understanding AR/VR Adoption throughheutagogy
andcybergogy: Insights fromtheUTAUT2 model
invocational education
NurlaelaNurlaela1 · AndiMuhammadIrfan1· MuhammadHaristoRahman2·
KurniaPrimaPutra3· AmiruddinMahmud1· WirawanSetialaksana3
Received: 22 September 2024 / Accepted: 17 February 2025
© The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature
2025
Abstract
Integrating advanced technologies like Virtual Reality (VR) and Augmented Reality
(AR) in educational settings can significantly enhance learning, especially in voca-
tional education, where practical application is crucial. However, understanding the
factors influencing student acceptance of these technologies remains challenging.
This study examines how Heutagogical and Cybergogical Behaviors affect voca-
tional high school students’ intentions to use AR and VR in classrooms, with Vir-
tual Experience as a mediator. By extending the UTAUT2 model, the research offers
insights into technology adoption in vocational education. Conducted in July 2024
with 438 students from six Indonesian regencies, the study used a quantitative, non-
experimental design. PLS-SEM analysis revealed that Heutagogical and Cybergogi-
cal activities significantly influenced students’ performance and effort expectancy,
increasing their intention to use AR and VR. Virtual Experience fully mediated the
effects of performance expectancy, hedonic motivation, social influence, and price
value on students’ intentions. However, effort expectancy and facilitating conditions
directly impacted behavioral intentions, underscoring the importance of ease of
use and support in adopting these technologies. The findings suggest that integrat-
ing structured and self-directed learning approaches, providing immersive hands-on
opportunities with AR/VR tools, and ensuring ease of use and strong institutional
support can enhance technology adoption. These strategies align vocational training
with industry demands, preparing students for technologically driven workplaces.
Keywords UTAUT2· Augmented reality· Virtual reality· Structural equation
model· Vocational high school
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