Keyphrases
Behavior Design
100%
Persuasive Design
75%
Digital Influence
62%
Training Adaptation
50%
Context Adaptation
50%
Deontological Ethics
50%
Design Sprint
50%
Let's Play
50%
Design Learning
50%
Persuasive Intent
50%
Defining Characteristic
50%
Design for Sustainability
50%
Wearable Activity Tracker
50%
Future Users
25%
Organizational Change
25%
Interaction Design
25%
Thinking-based Learning
25%
Computational Thinking Skills
25%
Computational Empowerment
25%
Individual Action
25%
Societal Change
25%
Climate Change Impacts
25%
Active Participation
25%
Political Support
25%
Design Decisions
25%
Participatory Ethics
16%
Valued Fields
16%
Moral Foundations
16%
Learning Design
16%
Persuasive Technology
12%
Behavior Change
12%
Nudge
12%
Ment
12%
Digital Media
12%
Early Recognition
12%
Digital Behavior
12%
Application Domain
12%
Neuroscience
12%
Complex Applications
12%
Attitude Change
12%
Potential Needs
12%
Digital Design
12%
Metaperspectives
10%
Learner Attitudes
10%
Environmental Behavior
10%
Location-based Learning
10%
Game Making
10%
Complex Organizations
8%
Army
8%
User-centered Approach
8%
Computer Science
learning design
100%
Design Solution
100%
Computational Thinking
50%
Problem-Based Learning
50%
Complex Environment
50%
Participatory Design
50%
Oriented Perspective
50%
technology enhanced learning
50%
Argumentation
50%
Individual Action
50%
Interaction Design
50%
User Experience
50%
Game Design
50%
Central Element
50%
Clear Understanding
50%
Digital Design
50%
Defining Feature
50%
Application Domain
50%
Centered Approach
25%
Evaluation Perspective
16%
Presented Approach
16%
Ethical Consideration
16%
Kinetic Energy
16%
Ontological Approach
16%
Summative Evaluation
16%
Design Activity
16%
Computational Problem
16%
game based learning
10%
Learning Technology
10%