Keyphrases
Higher Education
100%
Resilience
100%
Higher Education Students
100%
Education Support
100%
Undergraduate Students
100%
Digital Game-based Learning
100%
Learning Design
100%
Unveiling
100%
Enhancing Resilience
100%
Resilience Education
100%
User-centered Design
50%
Knowledge Transfer
50%
Game Theory
50%
Psychological Well-being
50%
Student Achievement
50%
Learning Outcomes
50%
User Experience
50%
Learning Improvement
50%
Focus Group Discussion
50%
Co-creation
50%
Design Principles
50%
Nurture
50%
Educational Games
50%
Digital Games
50%
Learning Content
50%
Resilience Theory
50%
Multisensory
50%
Game Elements
50%
Game Design
50%
Academic Background
50%
Resilience Capacity
50%
Student Mental Health
50%
Resilience Intervention
50%
Social Sciences
Consumers
100%
Student Education
100%
Pilot Study
100%
Student Support
100%
Wellbeing
50%
Knowledge Transfer
50%
Mental Health
50%
Learning Outcome
50%
Group Discussion
50%
Focus Group
50%
Thematic Analysis
50%
Co-Creation
50%
Student Success
50%
Educational Game
50%
Computer Science
Support Student
100%
Undergraduate Student
100%
learning design
100%
Digital Game Based Learning
100%
User-Centered Design
50%
Learning Experiences
50%
Group Discussion
50%
Knowledge Transfer
50%
Learning Resource
50%
Educational Game
50%
Game Design
50%
User Experience (Ux)
50%
Psychology
Wellbeing
100%
Mental Health
100%
Thematic Analysis
100%
Focus Group
100%
Educational Game
100%
Engineering
User Centered Design
100%
Mountings
100%
User Experience
100%
Critical Role
100%
Economics, Econometrics and Finance
Aviation Employees
100%
Learning Outcome
50%
Mental Disorder
50%
Customer Integration
50%