Keyphrases
University of Nottingham
100%
Ningbo China
100%
Systemic Functional Linguistics
83%
Teaching-learning
82%
Engineering Education
72%
Design Education
72%
Student Writing
69%
Agnation
69%
Microlearning
59%
Economics Students
52%
Augmented Reality
44%
Higher Education Institutions
44%
Augmented Reality Games
43%
Learning Experience
40%
Immersive Virtual Reality
40%
Design for Assembly
37%
Design for Manufacturing
37%
Product Design
37%
Conceptual Translation
34%
Encoding-decoding
34%
Technical Term
34%
Academic English
34%
Common Phenomena
34%
English for Specific Purposes
34%
General Knowledge
34%
Functional Model
34%
Systemic Functional
34%
Loanwords
34%
Chinese Loanwords
34%
EAP Teachers
34%
Immersive VR
34%
Science Education
34%
Online Learning
34%
English Teaching
34%
Sino-foreign
34%
Educational Games
33%
Foreign Universities
30%
Teaching Practice
27%
Digital Pedagogy
26%
Sino-foreign Higher Education
26%
Sino
26%
Educators
23%
Students as Partners
23%
Classroom Setting
23%
Learning Content
23%
Emergency Remote Teaching
23%
Virtual Reality
23%
Universal Design for Learning
21%
Intrinsic Motivation
21%
Lockdown
21%
Social Sciences
China
97%
Case Study
92%
Academic Writing
86%
Augmented Reality
75%
Engineering Education
67%
Learning Experience
53%
Design Education
52%
Higher Education Institution
52%
Conceptual Framework
52%
Product Design
49%
Immersive Virtual Reality
40%
Gamification
38%
Personnel
37%
Virtual Reality
36%
Electronic Learning
34%
COVID-19
34%
Technical Term
34%
Learning Process
34%
Intrinsic Motivation
29%
Educational Environment
27%
Emergency Remote Teaching
26%
Student Motivation
26%
Educational Game
25%
Chinese
20%
Project-Based Learning
20%
Best Practice
20%
Lockdown
20%
COVID 19 Epidemic
20%
Pilot Study
17%
Semi-Structured Interview
17%
Foreign Languages
17%
Online Teaching
17%
Functional Linguistics
17%
Meta-Analysis
17%
Action Potential
17%
Spain
17%
Occupational Career
17%
Systemic Functional Linguistics
17%
Quality Teaching
17%
Publishing
17%
Professional Occupations
17%
Virtual Reality
17%
Interdisciplinarity
17%
Research Article
17%
Curriculum Development
17%
Research
17%
Gatekeeping
17%
Pedagogics
17%
Common Knowledge
17%
Knowledge Transfer
17%
Computer Science
Teaching and Learning
76%
Immersive Virtual Reality
75%
Engineering Education
67%
Learning Experiences
64%
Augmented Reality
57%
Virtual Reality
52%
Product Design
45%
Education Institution
43%
Case Study
40%
Gamification
39%
Translation Process
34%
Language Resource
34%
Everyday World
34%
Common Knowledge
34%
Online Learning
34%
Field Knowledge
34%
Intrinsic Motivation
26%
Educational Game
26%
Universal Design
26%
game based learning
17%
Relevance Model
17%
Satisfaction Model
17%
Publication Process
17%
Article Publication
17%
Learning Resource
17%
Student Interaction
17%
Instructional Designs
13%
Published Research
13%
Negative Impact
13%
Learning Approach
11%
Emerging Technology
11%
Motivational Factor
11%
Augmented Reality System
8%
Potential Application
8%
Target Audience
8%
Overriding
8%
Digital Content
8%
Research Project
8%
technology enhanced learning
8%
Point Interface
8%
Semistructured Interview
8%
Digital Transformation
8%
Fixed Points
8%
Language Skill
8%
Academic Career
8%
Journal Editor
8%
Technological Capability
8%
Learning Materials
8%
Teaching Experience
8%
Best Practice
8%