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The aim of this study is to examine university students’ self-efficacy, enjoyment, and experience in using Metaverse in their learning. To achieve the goal of the study, the Technology Acceptance Model (TAM) was used to investigate the effect of the variables (self-efficacy, enjoyment, and experience) in the use of Metaverse. This study followed a quantitative methodology, and the data was collected from 314 students at the University of Ha’il. The results of the study revealed that self-efficacy significantly influences Perceived Usefulness, Perceived Ease of Use, and Perceived Experience. Enjoyment influences Perceived Usefulness, Perceived Ease of Use, and Perceived Experience. However, Perceived Usefulness and Perceived Experience do not significantly influence Behavioral Intention to use Metaverse. Recommendations, practical implications, and future directions were discussed.
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Amal Alzahrani (2025) studied this question.
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