From Exposure to Adoption: Investigating Perceptions of Augmented and Virtual Realities in Instructional Settings
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University of Baltimore. Yale Gordon College of Arts and Sciences
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University of Baltimore. Doctor of Science in Information and Interaction Design
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CC0 1.0 Universal
This item may be protected under Title 17 of the U.S. Copyright Law. It is made available by The University of Baltimore for non commercial research and educational purposes.
This item may be protected under Title 17 of the U.S. Copyright Law. It is made available by The University of Baltimore for non commercial research and educational purposes.
Subjects
Augmented Reality (AR)
Virtual Reality (VR)
Immersive Technology
Technology Adoption
Instructional Technology
Educational Technology
User Perception
Technology Integration
UTAUT Model
Social Cognitive Theory
Adult Learning Theory
Diffusion of Innovation
Schema Theory
Mixed Methods Research
System Usability Scale (SUS)
Diary Study
Survey Research
Repeated Measures Design
Digital Literacy
Generational Differences
Instructional Settings
Technology Exposure
Barriers to Adoption
Educational Innovation
Virtual Reality (VR)
Immersive Technology
Technology Adoption
Instructional Technology
Educational Technology
User Perception
Technology Integration
UTAUT Model
Social Cognitive Theory
Adult Learning Theory
Diffusion of Innovation
Schema Theory
Mixed Methods Research
System Usability Scale (SUS)
Diary Study
Survey Research
Repeated Measures Design
Digital Literacy
Generational Differences
Instructional Settings
Technology Exposure
Barriers to Adoption
Educational Innovation
Abstract
This study investigates how exposure to Augmented Reality (AR) and Virtual Reality (VR) technology influences perceptions of usability, motivational readiness, and willingness to adopt immersive tools in instructional settings. Using a mixed-methods design, the research draws from survey responses (n = 102), semi-structured interviews, diary reflections, and a repeated measures experiment involving structured hands-on sessions (n = 16). Grounded in the Unified Theory of Acceptance and Use of Technology (UTAUT), Social Cognitive Theory (SCT), Adult Learning Theory, Diffusion of Innovation, and Schema Theory, the study examines how demographic factors, such as generational cohort, gender, education, socioeconomic status, and prior experience, shape adoption intent. Findings reveal that prior exposure to AR and VR strongly correlates with higher perceived usability and a greater likelihood of future use for instructional purposes. Participants with repeated exposure and guided interactions reported significantly increased System Usability Scale (SUS) scores over time. Thematic analyses of qualitative data further underscore the importance of scaffolded exposure, reflective practice, and the need to move beyond passive demonstrations. The study concludes that meaningful adoption of AR and VR in instructional settings depends not only on access, but on intentional, iterative design strategies that foster user confidence and reshape cognitive frameworks. These findings offer practical implications for educators, instructional designers, institutions, and other organizations seeking to integrate immersive technologies effectively and equitably. Recommendations include multi-phase implementation models, mentorship opportunities, and authentic task-based learning to support sustainable adoption across diverse learner populations.
