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Virtual worlds are becoming increasingly sophisticated, showing potential as an effective platform for a variety of collaborative activities, including learning. This study examines students’ intentions to use the virtual world Second Life (SL) for education, and explores factors associated with their intentions. Based on the Technology Acceptance Model (TAM) and extended factors, a research model is proposed. The model is tested through a survey administered to business school students who participated in Second Life in upper level MIS courses. Results suggest that perceived ease of use affects user’s intention to adopt SL through perceived usefulness. Computer self-efficacy and computer playfulness are also significant antecedents to perceived ease of use of virtual worlds. Implications for educators are presented.
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Stored only when both papers are in the corpus — 135 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.