Keyphrases
Classroom Learning Environment
100%
STEM Education
100%
Augmented Reality
100%
Virtual Reality
80%
Academic Performance
60%
Virtual Learning Environment
40%
Student Self-efficacy
40%
Augmented Reality Learning
40%
Student Learning Experience
20%
Copyright
20%
Higher Education
20%
Nanyang Technological University
20%
Focus Group Interviews
20%
Learning Effectiveness
20%
Self-efficacy
20%
Focus Group Discussion
20%
Student Experience
20%
Curriculum-based
20%
Virtual Reality Technology
20%
Computational Power
20%
Interactive Learning Environments
20%
Augmented Reality Technology
20%
Undergraduate Learning
20%
Undergraduate Engineering Students
20%
Immersive
20%
Immersive Learning Environments
20%
VR Display
20%
Augmented Reality System
20%
Virtual Reality System
20%
VR Headset
20%
Power Required
20%
Engineering Performance
20%
Social Sciences
Educational Environment
100%
STEM Education
100%
Virtual Reality
100%
Augmented Reality
100%
Self-Efficacy
33%
Academic Performance
33%
Student Learning
22%
UK
11%
Learning Experience
11%
Focus Group
11%
Qualitative Method
11%
Group Discussion
11%
Student Experience
11%
Interactive Learning Environment
11%
Computer Science
Augmented Reality
100%
Virtual Reality
100%
Learning Experiences
14%
Group Interview
14%
Group Discussion
14%
Undergraduate Student
14%
Engineering Student
14%
Augmented Reality Technology
14%
Virtual Reality Technology
14%
Virtual Reality System
14%
Augmented Reality System
14%
Computational Power
14%
Psychology
Self-Efficacy
100%
Academic Performance
100%
Focus Group
33%
Qualitative Method
33%