Keyphrases
Teaching-learning
100%
University of Nottingham
89%
Ningbo China
89%
Microlearning
84%
Design Education
67%
Engineering Education
51%
Utility Model
47%
Learning Experience
46%
Virtual Reality
46%
Post-pandemic
43%
Augmented Reality
40%
Educational Institutions
39%
Augmented Reality Games
39%
Immersive Virtual Reality
36%
Design for Manufacturing
35%
Design for Assembly
33%
Product Design
33%
Transformative Teaching
31%
Post-secondary
31%
Transformative Learning
31%
Immersive VR
31%
Reciprocating Saw
31%
Sino-foreign
31%
Higher Education Institutions
30%
Educational Games
30%
Foreign Universities
27%
Higher Education
27%
Digital Pedagogy
25%
COVID-19 Pandemic
22%
Students as Partners
20%
Emergency Remote Teaching
20%
Learning Content
20%
Student Perceptions
20%
Educators
20%
Lockdown
19%
Universal Design for Learning
19%
Intrinsic Motivation
19%
Interdisciplinary Learning
17%
Breaking Boundaries
15%
Post-COVID-19
15%
Product Design Education
15%
Learning in Higher Education
15%
External Financing
15%
VR Application
15%
Resource Application
15%
Open Education Resources
15%
Web Accessibility
15%
Interaction Interface
15%
Science Education
15%
Design History
15%
Social Sciences
China
77%
Learning Experience
72%
Case Study
67%
Augmented Reality
52%
Design Education
47%
COVID-19
47%
Engineering Education
46%
Product Design
44%
Gamification
34%
Lockdown
33%
COVID 19 Epidemic
33%
Higher Education Institution
33%
Electronic Learning
31%
Higher Education
31%
Pilot Study
31%
Personnel
30%
Virtual Reality
29%
Emergency Remote Teaching
23%
Intrinsic Motivation
23%
Student Motivation
23%
Immersive Virtual Reality
20%
Educational Game
20%
Best Practice
18%
Learning Strategy
17%
Teaching Strategy
15%
Semi-Structured Interview
15%
Teaching Practice
15%
Online Teaching
15%
Virtual Reality
15%
Research Project
15%
Quality Teaching
15%
Interdisciplinarity
15%
Curriculum Development
15%
Classroom Environment
15%
Project-Based Learning
15%
Research Design
15%
Game-Based Learning
15%
Student Learning
9%
Activity Learning
9%
Survey Analysis
9%
Student Performance
9%
Knowledge Economy
7%
Teaching Method
7%
Design for Sustainability
7%
Design for Manufacture
7%
Industry and Education
7%
World Problems
7%
Mathematics
7%
Educational Environment
7%
Interdisciplinary Approach
7%
Computer Science
Virtual Reality
56%
Teaching and Learning
53%
Immersive Virtual Reality
52%
Augmented Reality
52%
Learning Experiences
45%
Engineering Education
45%
Product Design
41%
Gamification
35%
Education Institution
30%
Educational Game
24%
Intrinsic Motivation
24%
Universal Design
23%
Case Study
20%
Student Perception
18%
Learning Resource
15%
Open Education
15%
Web Accessibility
15%
Student Interaction
15%
Online Learning
15%
Virtual Classroom
15%
Relevance Model
15%
Satisfaction Model
15%
game based learning
15%
Negative Impact
13%
Learning Approach
10%
Motivational Factor
10%
Emerging Technology
10%
Technological Capability
7%
Augmented Reality System
7%
Potential Application
7%
Digital Transformation
7%
Semistructured Interview
7%
Best Practice
7%
Virtual Reality System
7%
Positive Correlation
6%
Virtual Reality Experience
6%
Positive Attitude
6%
Test Questionnaire
5%
Gain Knowledge
5%
Educational Context
5%
Scientific Knowledge
5%
Virtual Reality Technology
5%
Emotional State
5%
Design Objective
5%
Correlation Analysis
5%
Technology Driven
5%
Class Communication
5%
Quantitative Data
5%
Human Computer Interaction
5%
Mobile Device
5%