Social Sciences
Virtual Reality
100%
Students
100%
Program
50%
Perspective
50%
Research
50%
Academic Teaching Personnel
50%
Technology Acceptance Model
50%
Intention
50%
Classroom
50%
Public Speaking
50%
Subject
25%
Technology
25%
Instructors
25%
Technological Change
12%
Influence
12%
Longitudinal Analysis
12%
University Students
12%
Quantitative
12%
Anxiety
12%
Technology Adoption
12%
Speech
12%
Communication
12%
Procedure
12%
Computer Science
Virtual Reality
80%
Model
50%
Engineering Process
50%
Behavioral Intention
20%
Influence Student
10%
Facilitator
10%
Virtual Reality Technology
10%
Communication
10%
Emotional Reaction
10%
Procedure
10%
Psychology
Intention
50%
Communication
16%
Longitudinal Study
16%
Mixed Methods
16%
College Students
16%
Anxiety
16%
Interpersonal Communication
16%