Social Sciences
learning
60%
computer game
48%
student
47%
textbook
46%
university
36%
international press
35%
educator
33%
digital media
29%
self-regulation
26%
experience
26%
constructivism
24%
movies
23%
economic change
23%
Blended Learning
23%
senate
22%
worldview
22%
artificial intelligence
22%
political change
22%
news
22%
social economics
21%
random sample
21%
university teacher
21%
research results
21%
entertainment
20%
genre
20%
multimedia
19%
industry
19%
climate change
19%
classroom
18%
social change
18%
exclusion
18%
communication technology
18%
learning environment
16%
dialogue
16%
information technology
16%
education
16%
purchase
15%
communication
14%
threat
14%
Teaching
14%
anxiety
14%
economy
13%
semester
12%
market
12%
innovation
12%
gold
12%
value-orientation
12%
discourse
12%
theory-practice
11%
Group
11%
Engineering & Materials Science
Education
100%
Computer games
88%
Students
81%
Textbooks
74%
Entertainment
46%
Personal computers
43%
Cellular telephones
43%
Virtual reality
39%
Mobile computing
34%
Teaching
31%
Gamification
29%
Economics
26%
Topography
25%
Marketing
25%
Climate change
24%
Augmented reality
23%
Artificial intelligence
19%
Health
19%
Video recording
14%
Testing
13%
Digital storage
12%
Personal computing
11%
Space research
10%
Leisure
9%
Educational technology
8%
Industry
8%
Curricula
7%
Chemical analysis
7%
Human computer interaction
7%
Interoperability
7%
Smartphones
6%
User interfaces
6%
Websites
6%
Feedback
6%
Information systems
6%
Aging of materials
5%
Communication
5%
Statistics
5%