Keyphrases
Gamified
100%
Competency Development
97%
Copyright
93%
Classical music
83%
Older Adults
83%
Motivational Effects
83%
School-age children
83%
Music Education Technology
83%
Music Performance
83%
Virtual Environment
83%
Music Education
83%
International Conference
83%
Digital musical Instruments
83%
Educational Affordance
83%
Perceived Authenticity
83%
Cantonese Opera
83%
Mobile Application
83%
Serious Games
83%
Perceived Expectancy
83%
Intangible Culture
83%
Gamification
83%
Augmented Reality Book
83%
Immersive Technology
55%
Structured Interview
48%
Generic Skills
41%
Community-based
41%
Music Concerts
41%
Questionnaire Survey
34%
Survey Results
34%
Mixed Methodology
34%
Intangible Cultural Heritage
33%
Art Forms
30%
Teaching music
27%
Academic Professionals
27%
Paper Presentations
27%
Researcher-practitioner
27%
Intellect
27%
National Lockdown
27%
Online music
27%
Learning music
27%
Digital Pedagogy
27%
Artificial Intelligence Applications
27%
Teaching-learning
27%
Knowledge Exchange
27%
Hybrid Events
27%
Academic Researchers
27%
Similar Cases
27%
Academic-practice Partnership
27%
Computer Accessibility
20%
Hong Kong
20%
Arts and Humanities
Expectancy
83%
Mobile
83%
Music Performance
83%
Classical Music
83%
Affordances
83%
Cantonese Opera
83%
Digital Musical Instruments
83%
Conferences
83%
Music Education
83%
Cultural Heritage
33%
Intangibles
33%
Digital
33%
art form
30%
heritage sites
20%
Research Project
16%
Global
16%
Sociocultural
16%
Application
16%
Online
16%
Practitioners
16%
Motion
16%
Music learning
16%
Online Music
16%
Lockdown
16%
Continuous
16%
Artificial Intelligence
16%
Music teaching
16%
Cultural Environment
16%
Transmission of knowledge
16%
Emotional Expression
13%
Body Movement
13%
Instrumental Practice
13%
Listening To Classical Music
13%
Enjoyment
13%
Regents
13%
California
13%
Capabilities
13%
Mobile Technology
13%
Repertoire
13%
Genre
13%
School Music Education
13%
Social Sciences
Conferences
83%
Intangible Cultural Heritage
83%
Music Education
83%
School-Age Children
83%
Gamification
83%
Community-Based
41%
Cultural Environment
41%
UK
41%
Young Generation
20%
Semi-Structured Interview
20%
Ownership
20%
Youth Center
20%
Informal Learning
20%
Information Technology
20%
Learning Experience
20%
Community Schools
20%
Divergent Thinking
20%
21st Century Skill
20%
Hackerspace
20%
Communication Skill
20%
Hong Kong
20%
Research Project
16%
Lockdown
16%
Administrative Structure
16%
Artificial Intelligence
16%
Interdisciplinary Approach
16%