Keyphrases
Augmented Reality
40%
Augmented Reality Games
39%
Breaking Boundaries
15%
COVID-19 Pandemic
22%
Design Education
67%
Design for Assembly
33%
Design for Manufacturing
35%
Digital Pedagogy
25%
Educational Games
30%
Educational Institutions
39%
Educators
20%
Elderly Users
23%
Emergency Remote Teaching
20%
Engineering Education
51%
External Financing
15%
Foreign Universities
27%
Heart Rate
47%
Higher Education
27%
Higher Education Institutions
30%
Immersive Virtual Reality
36%
Immersive VR
31%
Interdisciplinary Learning
17%
Intrinsic Motivation
19%
Learning Content
20%
Learning Experience
46%
Learning in Higher Education
15%
Lockdown
19%
Microlearning
84%
Ningbo China
89%
Open Education Resources
15%
Post-COVID-19
15%
Post-pandemic
43%
Post-secondary
31%
Product Design
33%
Product Design Education
15%
Reciprocating Saw
31%
Resource Application
15%
Sino-foreign
31%
Smart Healthcare System
23%
Student Perceptions
20%
Students as Partners
20%
Teaching-learning
100%
Transformative Learning
31%
Transformative Teaching
31%
Universal Design for Learning
19%
University of Nottingham
89%
Utility Model
47%
Virtual Reality
46%
VR Application
15%
Web Accessibility
15%
Social Sciences
Activity Learning
9%
Augmented Reality
67%
Best Practice
18%
Case Study
67%
China
77%
Classroom Environment
15%
COVID 19 Epidemic
33%
COVID-19
47%
Curriculum Development
15%
Design Education
47%
Design for Manufacture
7%
Design for Sustainability
7%
Educational Environment
17%
Educational Game
23%
Electronic Learning
31%
Emergency Remote Teaching
23%
Engineering Education
52%
Gamification
34%
Higher Education
31%
Higher Education Institution
33%
Immersive Virtual Reality
36%
Industry and Education
7%
Instructional Design
11%
Interdisciplinarity
15%
Intrinsic Motivation
26%
Knowledge Economy
7%
Learning Experience
72%
Learning Strategy
20%
Lockdown
33%
Online Teaching
15%
Personnel
30%
Pilot Study
31%
Product Design
44%
Project-Based Learning
15%
Quality Teaching
15%
Research Design
15%
Research Project
15%
Semi-Structured Interview
15%
Student Experience
8%
Student Learning
9%
Student Motivation
23%
Student Performance
9%
Survey Analysis
9%
Teaching Method
7%
Teaching Practice
15%
Teaching Strategy
18%
Universal Design for Learning
10%
Virtual Reality
44%
Virtual Reality
15%
World Problems
7%
Computer Science
Augmented Reality
52%
Augmented Reality System
7%
Best Practice
7%
Case Study
20%
Digital Content
7%
Digital Transformation
7%
Education Institution
30%
Educational Context
5%
Educational Game
24%
Emerging Technology
10%
Emotional State
5%
Engineering Education
45%
Fixed Points
7%
Gain Knowledge
5%
game based learning
15%
Gamification
35%
Immersive Virtual Reality
67%
Instructional Designs
12%
Intrinsic Motivation
24%
Learning Approach
10%
Learning Experiences
53%
Learning Materials
7%
Learning Resource
15%
Motivational Factor
10%
Negative Impact
13%
Online Learning
15%
Open Education
15%
Point Interface
7%
Positive Attitude
6%
Positive Correlation
6%
Potential Application
7%
Product Design
41%
Relevance Model
15%
Satisfaction Model
15%
Scientific Knowledge
5%
Semistructured Interview
7%
Student Interaction
15%
Student Perception
18%
Teaching and Learning
61%
Technological Capability
7%
technology enhanced learning
7%
Test Questionnaire
5%
Universal Design
23%
User Preference
7%
Virtual Classroom
15%
Virtual Reality
72%
Virtual Reality Experience
6%
Virtual Reality System
7%
Virtual Reality Technology
5%
Web Accessibility
15%