Ingenieurwesen & Materialwissenschaft
Students
100%
Education
73%
Teaching
52%
Virtual reality
47%
Physics
41%
Problem-Based Learning
35%
Mixed reality
33%
Information retrieval
30%
STEM (science, technology, engineering and mathematics)
23%
Gamification
20%
Communication
20%
Transcription
19%
Feedback
19%
Data Science
17%
Animation
17%
E-learning
16%
Computer science
14%
Experiments
13%
Resuscitation
13%
Object oriented programming
12%
Magnetism
12%
Visualization
11%
Natural sciences
11%
Industry
11%
Holograms
11%
Decision trees
10%
Catheters
10%
Augmented reality
10%
Eye tracking
9%
Navigation
9%
Learning systems
9%
Communication systems
9%
Audition
9%
Decision making
8%
Software architecture
8%
Metadata
8%
Electric network analysis
8%
Sales
8%
Radio frequency identification (RFID)
8%
Interfaces (computer)
8%
Sustainable development
7%
Knowledge acquisition
7%
Profitability
7%
Gravitation
7%
Cellular telephones
7%
Distance education
7%
Demonstrations
6%
Point groups
6%
Engineers
6%
Quantum electronics
6%
Gesellschaftswissenschaften
learning
42%
virtual reality
35%
learning environment
30%
scenario
27%
physics
24%
programming
20%
information retrieval
20%
evaluation
19%
student
18%
experiment
17%
expert
17%
experience
17%
simulation
16%
entrepreneur
16%
drop-out
12%
visualization
12%
engineering
12%
teacher
10%
Teaching
10%
computer science
10%
education
10%
Blended Learning
9%
video
8%
natural sciences
8%
questionnaire
8%
computer game
8%
interaction
8%
entrepreneurship
8%
mathematics
8%
software
7%
empathy
7%
secondary education
7%
time
7%
pupil
7%
networking
7%
emotion
7%
classroom
7%
pedagogical concept
6%
coding
6%
assistance
6%
social network
5%