Computer Science
Individual Characteristic
100%
videogame
92%
Animated Pedagogical Agent
82%
Multimedia
76%
Animated Agent
76%
Future Direction
76%
And-States
61%
Intelligent Tutor
61%
Goal Orientation
61%
Social Media
61%
Learning Experiences
53%
Software Development Tool
46%
Instructional Designs
46%
Tutoring System
46%
Structural Equation
42%
Game Design
42%
Biometrics
38%
Mobile Device
36%
Electrical Circuit
30%
Facebook
30%
Cognitive Skill
30%
Augmented Reality
30%
Structure Problem
30%
Health Care Environment
30%
Incremental Development
30%
Multimodal Approach
30%
Computing Device
30%
Computer Interface
30%
Mobile Application
30%
Learning Systems
30%
Educational Game
30%
Design Patterns
30%
Physiological Data
30%
Scientific Concept
30%
User Experience
30%
Infotainment System
30%
Visual Attention
30%
Usability Evaluation
30%
Software Project
30%
Automatic Detection
30%
Development Team
30%
Architecture Framework
30%
Computer-Based Training
30%
Customisation
30%
Virtual Laboratories
30%
Component Model
30%
Information Search
30%
Computer Screen
30%
Individual User
30%
Software Design Pattern
30%
Keyphrases
Cognitive Load
92%
Cognitive Skill Acquisition
92%
Problem Solving
71%
Self-explanation Prompts
61%
Affective State
61%
Learning Outcomes
51%
Self-explanation
46%
Tutoring System
46%
Worked-out Examples
38%
Skill Acquisition
38%
Learning Impact
35%
Social Media
35%
Example-problem Pairs
31%
High School English
30%
English Class
30%
Intelligent Tutor
30%
Educational Game Design
30%
Learning Events
30%
Pre-writing
30%
Media-based
30%
School Writing
30%
Embodied Perspectives
30%
User Experience Evaluation
30%
Far Transfer
30%
Goal Orientation
30%
Passive Interaction
30%
V-Lab
30%
Learning Scenario
30%
Game Preferences
30%
Faded Worked Example
30%
Pac-Man
30%
Instructional Prompts
30%
Writing Improvement
30%
Participatory Web
30%
Schema Acquisition
30%
Schema Construction
30%
Novice Players
30%
Active Listening Skills
30%
Reading Tutor
30%
Facebook Usage
30%
Adaptation
30%
User Emotion
30%
Video Games
30%
Active-passive
30%
Engagement Framework
30%
Screen Text
30%
Instrument Cluster
30%
Subgoal Learning
30%
Multimodal Affect Recognition
30%
Usage Patterns
30%
Social Sciences
Educational Environment
95%
Social Media
65%
Learning Outcome
64%
Secondary Schools
64%
Academic Teaching Personnel
61%
Computer Interface
61%
Student Learning
38%
Multimedia Learning
35%
Factorial Design
33%
University Students
33%
Video Games
30%
USA
30%
Comparative Study
30%
Structural Equation Modeling
30%
High School Student
30%
Electroencephalography
30%
Listening
30%
Skill Acquisition
30%
Educational Technology
30%
Instructional Design
30%
Augmented Reality
30%
Body Language
30%
Language Processing
30%
Social Agencies
30%
Summer Schools
30%
Educational Game
30%
Science, Technology, Engineering and Mathematics
30%
Middle School
30%
Agency Theory
20%
Mathematics Performance
15%
Education Research
15%
Effects of Technology
15%
Computer Terminal
15%
Consumers
15%
Model Analysis
15%
Mathematics Education
15%
Skills Development
15%
School Graduate
15%
Multi-Platform
10%
Hypermedia
10%
Student Motivation
10%
Women Students
10%
Teaching Material
10%
Self Esteem
10%
Cardiovascular System
10%
Human Voice
10%
Autonomy
10%
Focus Group
10%
Professional Personnel
8%
Computer Science
8%