Keyphrases
Cognitive Load
100%
Learning Outcomes
83%
Electronic Learning
79%
College Students
77%
South Korea
74%
Web 2.0 Applications
70%
Digital Game-based Learning
60%
Workplace
56%
Serious Games
56%
Motivational Support
56%
Open Courseware
56%
Technology Acceptance
53%
Learning in the Workplace
52%
Motivational Processing
50%
Design Framework
49%
Acceptance Level
48%
Game-based
44%
Professional Development
44%
Open Learning
44%
Volition
43%
Open Educational Resources
43%
Higher Education
43%
Learning Process
42%
Cognitive Empathy
42%
Perinatal Depression Screening
42%
Systematic Literature Review
42%
Gamified Learning
42%
Empathy
40%
Motivation Theory
39%
Game Features
36%
Motivational Design
36%
Human Resource Development
34%
Regression Analysis
33%
Audio
32%
Online Learning Environment
32%
Game-based Learning Environment
32%
Taiwan
32%
Web 2.0 Technologies
31%
Adult Learners
31%
Internet Technology
31%
Instructional Games
30%
Employee Acceptance
30%
Cognitive Load Theory
29%
Mobile Application
29%
Graduate Teaching Assistants
28%
Teaching Online
28%
Assistant Teaching
28%
Teaching Assistants
28%
E-learning System
28%
Game-based Learning System
28%
Computer Science
Teaching and Learning
73%
Learning Process
69%
Digital Game Based Learning
60%
Serious Game
56%
game based learning
54%
Open Educational Resource
52%
Design Framework
51%
Learning Systems
47%
Instructional Designs
46%
Courseware
42%
Blog
35%
Learning Experiences
35%
Wiki
32%
Case Study
30%
Learning Technology
30%
Science Learning
30%
Unified Theory
29%
Online Game
28%
Best Practice
28%
Undergraduate Course
28%
Virtual Reality
28%
e-learning Systems
28%
Research Effort
28%
Engineering Student
28%
Digital Education
28%
Online Learning
26%
Education Institution
24%
User Engagement
24%
Social Community
24%
YouTube
24%
Facebook
24%
Instant Messenger
21%
Virtual Community
21%
Undergraduate Student
20%
Virtual Environments
19%
Learning Style
18%
Level Acceptance
17%
Motivational Factor
16%
Game Playing
16%
Structural Equation
15%
Process Framework
14%
e-learning
14%
videogame
14%
Team Member
14%
Extrinsic Motivation
14%
Workplace Learning
14%
Resource System
14%
Social Networking Tool
14%
Knowledge Management System
14%
Employee Motivation
14%