Keyphrases
Academic Curriculum
33%
Academic Environment
33%
Accessible Games
66%
Additional Value
33%
Asian Education
33%
Changing Practice
33%
Commercial Technologies
33%
Commercialization of Science
33%
Computing Students
66%
Course Content
66%
Course Designer
66%
Cultural Impact
66%
Cultural Influences
33%
Curriculum Design
66%
Employability
66%
Engaging Students
33%
Enhanced Learning
66%
Fit-for-purpose
33%
Game Elements
33%
Game Mechanics
33%
Gaming Habits
66%
Geographic Culture
33%
Incremental Improvement
66%
Industry Needs
33%
Industry Requirements
33%
Instant Feedback
100%
International Students
66%
Learning Culture
66%
Learning Cycle
33%
Low Risk
33%
Low-stakes
66%
Nepal
33%
Partner Institution
33%
Practice Learning
66%
Regular Students
33%
Resilience
33%
Science Skills
33%
STEM Graduates
33%
Student Interaction
33%
Student Journey
33%
Student Learning Styles
33%
Study Abroad
33%
Style Elements
33%
Teaching Practice
66%
Technology Application
66%
Technology Skills
33%
Transferable Model
33%
Two-module
33%
UK Universities
33%
University Courses
33%
Social Sciences
Academic Curriculum
33%
Cultural Interaction
13%
Curriculum Development
66%
Foreign Students
26%
Learning Culture
13%
Learning Style
13%
Nepal
13%
Research Work
33%
Science, Technology, Engineering and Mathematics
33%
Student Learning
13%
Teaching Practice
66%
Technology
33%
UK
66%
University Courses
13%