Keyphrases
Educational Games
100%
Augmented Reality
100%
Engineering Education
100%
Students as Partners
100%
Design Education
100%
Curriculum Innovation
100%
Universal Design for Learning
100%
Learning Experience
50%
Ningbo China
50%
University of Nottingham
50%
Design for Manufacturing
50%
Design for Assembly
50%
Educational Institutions
50%
Augmented Reality Games
50%
Educators
25%
Multidisciplinary Team
25%
Design Methodology
25%
Enhanced Learning
25%
Technology Implementation
25%
Physical Objects
25%
Gamification
25%
Group Work
25%
Student Reflection
25%
Student Experience
25%
Ongoing Development
25%
Augmented Reality Technology
25%
Learning Tools
25%
Learning Principles
25%
Technology in the Classroom
25%
Individual Perception
25%
Design Product
25%
Material Optimization
25%
Value Implication
25%
Educational Experience
25%
Student Feedback
25%
Digital Instruction
25%
Traditional Instruction
25%
Digital Experience
25%
Likert Scale Questionnaire
25%
Student Involvement
25%
Manufacturing Concepts
25%
Technology Teaching
25%
Industrial Design Engineering
25%
Learning Components
25%
Augmented Reality Learning
25%
Assembly Concept
25%
Augmented Reality Guidance
25%
Educational Content
25%
Learning Benefits
25%
Mechanical Engineering Students
25%
Teacher-practitioner
25%
Modern Teaching Methods
25%
Heterogeneous Learners
25%
Individual Experience
25%
Instructional Design
25%
Production Time
25%
Social Sciences
Educational Game
100%
Engineering Education
100%
Curriculum Development
100%
Augmented Reality
100%
Universal Design for Learning
44%
Learning Experience
33%
China
22%
Personnel
11%
Consumers
11%
Individual Differences
11%
Group Work
11%
Teaching Methods
11%
Student Experience
11%
Product Design
11%
Gamification
11%
Instructional Design
11%
Educational Content
11%
Industrial Design
11%
Computer Science
Augmented Reality
100%
Engineering Education
100%
Educational Game
100%
Universal Design
50%
Learning Experiences
37%
Engineering Student
12%
Physical Object
12%
Product Design
12%
Gamification
12%
Work-Group
12%
Published Research
12%
Augmented Reality Technology
12%
Educational Experience
12%
Independent Group
12%
Individual Student
12%
Ongoing Development
12%
Learning Benefit
12%
Instructional Designs
12%
Learning Component
12%