Keyphrases
Teaching-learning
64%
Augmented Reality
57%
Ningbo China
55%
Utility Model
54%
Design Education
51%
University of Nottingham
49%
Learning Experience
49%
Augmented Reality Games
45%
Engineering Education
44%
Microlearning
43%
Educational Games
42%
Intrinsic Motivation
42%
Emergency Remote Teaching
38%
Transformative Teaching
38%
Post-secondary
38%
Transformative Learning
38%
Learning in Higher Education
38%
Reciprocating Saw
36%
Immersive Virtual Reality
36%
Design for Manufacturing
35%
Design for Assembly
33%
Student Perceptions
32%
Interaction Interface
30%
Students as Partners
30%
Educational Institutions
29%
Post-pandemic
25%
Immersive Learning
21%
Web Accessibility
20%
Virtual Classroom
20%
Interdisciplinary Learning
20%
Breaking Boundaries
20%
Higher Education
20%
Sino
20%
Product Design Education
20%
British Universities
20%
Gamification
19%
Technology in the Classroom
19%
Higher Education Institutions
19%
Resource Application
18%
Last Minute
18%
MITRE
18%
Universal Design for Learning
18%
Curriculum Innovation
18%
Immersive VR
18%
International Conference
18%
Game-based Learning
18%
Augmented Games
18%
Enhanced Learning
16%
Material Optimization
16%
Augmented Reality Learning
16%
Social Sciences
Augmented Reality
100%
Case Study
93%
China
83%
Learning Experience
81%
Engineering Education
61%
Design Education
57%
Intrinsic Motivation
54%
Electronic Learning
50%
Gamification
49%
Emergency Remote Teaching
48%
Lockdown
44%
Product Design
42%
COVID-19
41%
Pilot Study
38%
Virtual Reality
38%
Higher Education
36%
Higher Education Institution
36%
Personnel
35%
COVID 19 Epidemic
30%
Educational Game
28%
Student Motivation
26%
Immersive Virtual Reality
24%
Best Practice
21%
Classroom Environment
20%
Learning Strategy
20%
Interdisciplinarity
18%
Semi-Structured Interview
18%
Teaching Strategy
18%
Quality Teaching
18%
Teaching Practice
18%
Conferences
18%
Virtual Reality
18%
Curriculum Development
18%
Online Teaching
18%
Educational Environment
11%
Activity Learning
11%
Survey Analysis
11%
Student Performance
10%
Mathematics
9%
Interdisciplinary Approach
9%
Knowledge Economy
9%
World Problems
9%
Teaching Method
9%
Universal Design for Learning
8%
Instructional Design
7%
Learning Outcome
6%
English-Medium Instruction
6%
Teaching Material
6%
Critical Thinking
6%
Collaborative Learning
6%
Computer Science
Augmented Reality
54%
Immersive Virtual Reality
54%
Gamification
54%
Intrinsic Motivation
42%
Virtual Reality
41%
Learning Experiences
41%
Educational Game
30%
Product Design
29%
Engineering Education
24%
Student Perception
24%
Teaching and Learning
21%
Web Accessibility
18%
Virtual Classroom
18%
Learning Resource
18%
Student Interaction
18%
Education Institution
14%
Motivational Factor
12%
Augmented Reality System
9%
Technological Capability
9%
Universal Design
9%
Digital Transformation
9%
Published Research
8%
Instructional Designs
8%
Augmented Reality Technology
8%
Virtual Reality Experience
7%
Positive Correlation
7%
Mass Production
6%
Design Objective
6%
Scientific Knowledge
6%
Virtual Reality Technology
6%
Educational Context
6%
Emotional State
6%
Class Communication
6%
Correlation Analysis
6%
Gain Knowledge
6%
Test Questionnaire
6%
learning design
6%
Emerging Technology
6%
Game Application
6%
Educational Intervention
6%