Matematik
Virtual Reality
100%
Virtual Laboratory
58%
Equivalence
41%
Learning
40%
Simulation
37%
Self-efficacy
27%
Virtual Environments
26%
Higher Education
24%
Money
19%
Accessibility
18%
Universities
17%
Class
17%
Prior Knowledge
17%
Experimental design
16%
Education
16%
Training
15%
Expand
15%
Biology
14%
Costs
10%
Geo- og miljøvidenskab
virtual reality
76%
student
49%
science
38%
learning
36%
simulation
25%
educational institution
21%
cost increase
20%
higher education
19%
microbiology
17%
laboratory
15%
experimental design
15%
accessibility
14%
Medicin og biovidenskab
Virtual Reality
72%
Students
41%
Learning
32%
Group Homes
20%
Microbiology
15%
Self Efficacy
15%
Internet
14%
Self Report
13%
Motivation
12%
Research Design
11%
Hand
11%
Education
9%
Costs and Cost Analysis
9%
Landbrug og biologi
students
59%
learning
40%
self-efficacy
23%
higher education
21%
educational institutions
20%
teachers
18%
microbiology
16%
hands
12%
experimental design
12%
Biological Sciences
10%
sampling
5%
Teknik og materialevidenskab
Virtual reality
52%
Students
43%
Microbiology
22%
Design of experiments
13%
Education
12%
Internet
10%
Industry
6%
Costs
5%