Keyphrases
Immersive Virtual Reality
50%
Design Education
50%
Immersive VR
50%
Educational Virtual Environments
50%
Human-centered Design
50%
Relevance Model
50%
Mobile Microlearning
50%
Learning Experience
25%
Research Toolkit
20%
Product Design
16%
University of Nottingham
16%
Higher Education Institutions
16%
Ningbo China
16%
Motivation
16%
Multisensory Instruction
10%
Motivational Design
10%
Instruction Method
10%
Low-performing Students
10%
Instructional Materials Motivation Survey
10%
Triangulating
8%
Educational Context
8%
Student Choice
8%
Student Performance
8%
Learning Context
8%
Motivational Factors
8%
Science Faculty
8%
Technology Implementation
8%
Immersive Learning
8%
Rating Experience
8%
VR Learning
8%
Engineering Product Design
8%
Engineering Faculty
8%
Bauhaus
8%
Motivation States
8%
Significant Knowledge
8%
Virtual Reality Design
8%
Knowledge Gain
8%
Digital Experience
8%
Scientific Products
8%
Learning Objectives
8%
Educational Benefits
8%
Engaged Pedagogy
8%
Design History
8%
Motivation Level
8%
Creative Use of Technology
8%
Paired T-test
8%
VR Training
8%
Innovative University
8%
Engagement State
8%
Movement Experience
8%
Traditional Instruction
8%
Innovative Learning
8%
State Performance
8%
Instructional Effectiveness
8%
Sino-foreign Higher Education
8%
Correlation Analysis
8%
Virtual Reality Technology
8%
Digital Instruction
8%
Teaching-learning
8%
Emotional State
8%
Engagement Levels
8%
China
8%
Technology in the Classroom
8%
Virtual Learning Environment
8%
Gamification
8%
Virtual Reality Experience
8%
Computer Science
Immersive Virtual Reality
100%
Product Design
50%
Learning Experiences
50%
Relevance Model
50%
Satisfaction Model
50%
Virtual Reality
33%
Education Institution
33%
Motivational Factor
33%
Teaching and Learning
33%
Virtual Reality Experience
16%
Test Questionnaire
16%
Gain Knowledge
16%
Educational Context
16%
Correlation Analysis
16%
Scientific Knowledge
16%
Positive Correlation
16%
Virtual Reality Technology
16%
Gamification
16%
Emotional State
16%
Emerging Technology
16%
Intrinsic Motivation
16%
learning design
16%
Arts and Humanities
Virtual Reality
50%
Design Education
50%
Manufacture
30%
Engagement
30%
China
30%
Affective
20%
Nottingham
20%
Digital
20%
Teaching Process
10%
Under-graduate
10%
Emotional State
10%
Faculty
10%
Bauhaus movement
10%
GaIN
10%
posttests
10%
Science
10%
Application
10%
Design History
10%
Initiative
10%
Classroom
10%
Tradition
10%