ABSTRACT

Virtual Reality (VR) is a technology that has seen increased usage in the last decade, both in the entertainment and professional fields. The application of VR systems is widespread in different sectors, such as industry, healthcare, training and education. Especially in education, VR has demonstrated clear advantages over other technologies, and its implementation in learning and teaching is growing. However, for every technology to be effective and used, users’ trust has to be taken into account. This is true for VR and for education technologies. Various studies demonstrated that e-learning systems can be ineffective and even cause higher dropout rates if not trusted by the user. This chapter describes a study intended to validate trust in a VR model, where usability, technology acceptance and presence are theorised to be the factors influencing trust. The results are a starting point for validating the model, which, when fully demonstrated, could shape the design of VR technologies to enhance users’ trust and, consequentially, improve human-system interaction and the effectiveness of the technology.