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