Keyphrases
Active Learning Environment
16%
Augmented Reality Design
33%
Augmented Reality Games
66%
CAD Modeling
16%
Classroom-based
16%
Collaborative Activities
16%
Coronavirus
66%
Design Education
33%
Design for Assembly
66%
Design for Manufacturing
66%
Digital Game-based Learning
16%
Domestic Students
16%
Engineering Education
100%
Engineering Faculty
33%
Freehand Sketch
16%
Game-based Learning
66%
Group Component
16%
Hands-on Interaction
16%
Higher Education Institutions
66%
Inclusive Learning Environment
33%
Instructional Setting
16%
Machine Learning Modeling
16%
Mainland China
33%
Model Making
16%
Model Prototype
16%
Multimodal Content
16%
Ningbo China
50%
Online Learning
66%
Online Methods
16%
Project-based Learning (PjBL)
16%
Remote Teaching
50%
Science Education
66%
Science Faculty
33%
Science Studies
66%
Sino
33%
Sino-foreign Higher Education
66%
Student Experience
33%
Student Learning Experience
33%
Student Teaching Experience
33%
Survey Interview
16%
Survey Observation
16%
Teaching Community
16%
Teaching Methods
50%
Teaching Quality
16%
Teaching-learning
100%
Traditional Face-to-face Teaching
33%
Universal Design
66%
University of Nottingham
50%
Uphold
16%
Wuhan
33%
Computer Science
Augmented Reality
66%
Case Study
66%
Collaborative Learning
13%
Computer Aided Design
16%
Digital Game Based Learning
13%
Education Institution
66%
Educational Experience
13%
Educational Game
13%
Engineering Education
93%
Feature Individual
13%
game based learning
66%
Integration Technology
13%
Intrinsic Motivation
13%
Laboratory Experiment
16%
Learning Experiences
33%
Learning Framework
13%
Learning Practice
13%
Learning Style
13%
Learning Technique
13%
Negative Impact
16%
Online Learning
66%
Specialized Equipment
16%
Teaching and Learning
93%
Teaching Experience
33%
Teaching Practice
13%
Universal Design
66%
World Health Organization
16%
Social Sciences
Activity Learning
13%
Augmented Reality
66%
Case Study
66%
China
66%
Chinese
13%
Collaborative Activity
13%
Collaborative Learning
13%
Computer Aided Design
13%
Educational Environment
40%
Educational Game
13%
Electronic Learning
66%
Engineering Education
93%
Foreign Students
13%
Higher Education Institution
66%
Intrinsic Motivation
13%
Laboratory Experiment
13%
Learning Experience
26%
Learning Method
13%
Learning Strategy
13%
Learning Style
13%
Mainland China
26%
Personnel
13%
Project-Based Learning
13%
Student Experience
26%
Teaching Methods
40%
Teaching Practice
26%
Teaching Strategy
13%
Universal Design for Learning
13%