This study explores the effectiveness of disaster prevention programs using virtual reality and partial least squares techniques. The purpose is to gain an understanding of IS (information system) usage and acceptance behaviors, mainly the users' acceptance of virtual reality, as well as provide a reference for future disaster prevention programs. Virtual reality is an important part of this process and needs a lot of special skills like knowledge of software and hardware for its development. To date, virtual reality has been used in many ways, such as in movies, for medical treatment and for educational training. This model incorporates the technology acceptance model, technology acceptance model 2 and IS success model and uses the partial least squares technique for structural modeling. The results indicate that virtual reality learning self-efficacy, subjective norms, system quality, information quality and service quality have a significant influence on perceived usefulness, perceived ease of use and playfulness. Considering the users' intention to use and attitude while using virtual reality, playfulness is more significant than either perceived usefulness or perceived ease of use.