Keyphrases
Digital Games
100%
Game-based Learning
66%
Learning Effectiveness
64%
Mobile Learning
62%
Taiwan
62%
Learning Activities
61%
Adventure Education
56%
Computational Thinking
41%
Learning Motivation
40%
Game-based
40%
Inquiry-based
37%
Student Learning
36%
Elementary School Students
36%
Instructional Pervasive Game
31%
Inquiry-based Learning
27%
Mobile Devices
27%
Tainan
25%
Context-aware Ubiquitous Learning
25%
Learning Systems
24%
Pervasive Games
23%
Local Culture
23%
Learning Environment
21%
Education Game
20%
Counseling
20%
Student Attitudes
20%
Local History
20%
Martial Arts
20%
Temple
20%
Computational Thinking Skills
20%
Augmented Reality
19%
Learning Approaches
19%
Learning Achievement
19%
Education Courses
18%
Problem-based Learning
18%
Board Games
18%
Learning Experience
18%
Focus Group Interviews
18%
Virtual Worlds
18%
Student Learning Performance
18%
Learning Content
18%
Digital Systems
17%
Group Development
16%
Peace
16%
Digital Support
16%
Mobile Learning Application
16%
Interest-Driven Creator Theory
15%
Learning Process
15%
Education Activities
15%
Gaming Strategies
15%
Learning Attitude
15%
Computer Science
Learning Experiences
90%
Electronic Learning
70%
Pervasive Game
50%
Learning System
50%
game based learning
47%
Mobile Device
44%
Computational Thinking
39%
Learning Performance
25%
Digital Education
23%
Learning Resource
21%
Augmented Reality
19%
Positive Attitude
18%
Language Development
18%
Robot
18%
Instructional Designs
17%
Qualitative Data
16%
Educational Game
15%
Personal Digital Assistant
15%
Learning Process
14%
Group Interview
14%
Learning Approach
13%
Historical Context
12%
Science Learning
12%
Wireless Computing
12%
Mobile Computing
12%
context awareness
12%
Computing Technology
12%
Motion Capture
12%
Problem-Based Learning
12%
Unity 3d Game Engine
12%
Depth Case Study
12%
Learning Materials
12%
Cognitive Performance
12%
Information Technology
12%
Open Data
11%
Encourage Student
10%
Multimedia
10%
Digital Game Based Learning
10%
Secondary Schools
10%
Digital Content
9%
Questionnaire Survey
9%
Conceptual Model
9%
learning design
9%
Future Generation
9%
Case Study
9%
Internet-Of-Things
9%
Digital Systems
9%
Digital Library
9%
Learning Style
8%
Research Results
8%
Social Sciences
Learning Experiences
60%
Student Learning
53%
Computational Thinking
47%
Primary Schools
42%
Electronic Learning
37%
Game-Based Learning
26%
Student Achievement
25%
Educational Environment
23%
Focus Group
19%
Language Instruction
18%
Language Development
18%
Inquiry-based Learning
18%
Learning Performance
17%
Learning Motivation
17%
Personality Trait
15%
Critical Thinking
15%
Social Science
15%
Age of Discovery
15%
Science, Technology, Engineering and Mathematics
15%
Thinking Skill
14%
Local History
12%
Collaborative Activity
12%
Problem-Based Learning
12%
Dynamic Assessment
12%
Pretest
12%
University Students
11%
Learning Method
11%
Qualitative Research
11%
Secondary Schools
11%
Instructional Design
11%
Field Work
10%
Role Playing
10%
Problem-Solving Skill
10%
Emotions
10%
Team Development
9%
Sustainable Development Goals
9%
Social Economy
9%
STEM Education
9%
Qualitative Research Method
8%
Information Technology
8%
Learning Style
7%
Virtual Learning Environment
7%
Positive Feedback
7%
Knowledge Management
7%
High School Student
7%
21st century
7%
Communities-Of-Practice
7%
Learning Process
7%
Learning Effect
6%
Curriculum Development
6%