Keyphrases
Augmented Reality
39%
Augmented Reality Games
25%
Breaking Boundaries
17%
COVID-19 Pandemic
24%
Design Education
64%
Design for Assembly
19%
Design for Manufacturing
21%
Design History
17%
Digital Pedagogy
27%
Educational Games
28%
Educational Institutions
42%
Educators
18%
Emergency Remote Teaching
22%
Engineering Education
47%
External Financing
17%
Foreign Universities
29%
Higher Education
25%
Higher Education Institutions
32%
Immersive Virtual Reality
39%
Immersive VR
34%
Interaction Interface
17%
Interdisciplinarity
17%
Interdisciplinary Learning
19%
Learning Content
22%
Learning Experience
49%
Learning in Higher Education
17%
Lockdown
21%
Microlearning
87%
Ningbo China
97%
Open Education Resources
17%
Post-COVID-19
17%
Post-pandemic
46%
Post-secondary
34%
Product Design
36%
Product Design Education
17%
Reciprocating Saw
34%
Resource Application
17%
Science Education
17%
Sino-foreign
34%
Student Perceptions
22%
Students as Partners
22%
Teaching-learning
100%
Transformative Learning
34%
Transformative Teaching
34%
Universal Design for Learning
17%
University of Nottingham
97%
Utility Model
51%
Virtual Reality
49%
VR Application
17%
Web Accessibility
17%
Social Sciences
Activity Learning
10%
Augmented Reality
56%
Best Practice
19%
Case Study
73%
China
83%
Classroom Environment
17%
COVID 19 Epidemic
36%
COVID-19
51%
Curriculum Development
17%
Design Education
51%
Design for Manufacture
8%
Design for Sustainability
8%
Educational Environment
8%
Educational Game
21%
Electronic Learning
34%
Emergency Remote Teaching
25%
Engineering Education
50%
Gamification
37%
Higher Education
34%
Higher Education Institution
35%
Immersive Virtual Reality
22%
Industry and Education
8%
Interdisciplinarity
17%
Interdisciplinary Approach
8%
Intrinsic Motivation
25%
Knowledge Economy
8%
Learning Experience
79%
Learning Strategy
18%
Lockdown
36%
Mathematics
8%
Online Teaching
17%
Personnel
33%
Pilot Study
34%
Product Design
48%
Project-Based Learning
17%
Quality Teaching
17%
Research Design
17%
Research Project
17%
Semi-Structured Interview
17%
Student Learning
10%
Student Motivation
25%
Student Performance
9%
Survey Analysis
10%
Teaching Material
8%
Teaching Method
8%
Teaching Practice
17%
Teaching Strategy
17%
Virtual Reality
31%
Virtual Reality
17%
World Problems
8%
Computer Science
Augmented Reality
39%
Augmented Reality System
8%
Best Practice
8%
Case Study
22%
Class Communication
5%
Correlation Analysis
5%
Design Objective
5%
Digital Transformation
8%
Education Institution
32%
Educational Context
5%
Educational Game
22%
Emerging Technology
11%
Emotional State
5%
Engineering Education
42%
Gain Knowledge
5%
Gamification
39%
Human Computer Interaction
5%
Immersive Virtual Reality
56%
Intrinsic Motivation
22%
Learning Approach
11%
learning design
5%
Learning Experiences
49%
Learning Resource
17%
Mobile Device
5%
Motivational Factor
11%
Negative Impact
14%
Online Learning
17%
Open Education
17%
Positive Attitude
7%
Positive Correlation
7%
Potential Application
8%
Product Design
44%
Quantitative Data
5%
Relevance Model
17%
Satisfaction Model
17%
Scientific Knowledge
5%
Semistructured Interview
8%
Student Interaction
17%
Student Perception
19%
Teaching and Learning
51%
Technological Capability
8%
Technology Driven
5%
Test Questionnaire
5%
Universal Design
8%
Virtual Classroom
17%
Virtual Reality
61%
Virtual Reality Experience
7%
Virtual Reality System
8%
Virtual Reality Technology
5%
Web Accessibility
17%