Social Sciences
Danish
65%
Consumers
57%
Case Study
50%
Social Media
28%
Learning Objective
28%
Self-Report
28%
In-Depth Interview
24%
Group Work
21%
Problem-Based Learning
19%
Media Platforms
19%
Formative Evaluation
17%
Primary Schools
14%
Everyday Life
14%
Time Use
14%
Participatory Research
14%
SDGs
14%
Autonomous Vehicles
14%
Fiscal Policy
14%
Social Studies
14%
Media Use
14%
Student Diversity
14%
Ethnographic Approach
14%
Engineering Education
14%
Technological Change
14%
Denmark
14%
Micro Level
14%
Travel Time
14%
Social Interaction
14%
Evaluation Research
14%
Labor Theory of Value
14%
Multitasking
14%
Smart City
14%
Self-Driving Car
14%
University Students
14%
Young Adults
14%
Molecular Structure
14%
High School Student
14%
Applied Research
10%
Semi-Structured Interview
9%
Sustainable Development Goals
7%
United Nation Organization
7%
Electroencephalography
7%
Self-Driving Technology
7%
Personnel
7%
Mobile Phones
7%
Mexico
7%
Learning Outcome
7%
Team Design
7%
Mobile Communication
7%
Public Utilities
7%
Keyphrases
Serious Games
47%
Reading Engagement
28%
Science Faculty
21%
High School Students
19%
Social Eating
16%
Student Understanding
14%
Student Perceptions
14%
Satisfaction with Food-related Life
14%
Little-c Creativity
14%
Electroencephalography
14%
Circadian Lighting
14%
Game Design
14%
Living at Home
14%
Leisure Reading
14%
Medical Analyzer
14%
User Stereotypes
14%
Driving Perception
14%
Manual Technique
14%
Photographic Analysis
14%
Lighting System
14%
Video Games
14%
Food Behavior
14%
Behavior Elicitation
14%
Solitary Meal
14%
Older Adults
14%
Problem-based Learning
14%
Nursing Homes
14%
Driving Pleasure
14%
Visual Mental Imagery
14%
Creative Process
14%
Dynamic Difficulty Adjustment
14%
Visual Comfort
14%
Social Context
14%
Photo-elicitation
14%
Aalborg
14%
Academic Teachers
14%
Engineering Education
14%
Novella
14%
Narrative Immersion
14%
Gymnasium Student
14%
Young Viewers
14%
Digital Video Broadcasting-terrestrial (DVB-T)
14%
Audiovisual Expression
14%
Travel Spaces
14%
Ecological Awareness
14%
Hospital Case Study
14%
Plastic Pollution
14%
Surplus Value
14%
Robotic Technology
14%
Technical Solution
14%
Computer Science
Serious Game
100%
Formative Evaluation
34%
Training Application
28%
Social Medium Platform
28%
Augmented Reality
28%
Virtual Environments
28%
User Experience
28%
Work-Group
25%
User-Centered Design
21%
Mobile Augmented Reality
19%
Transmedia Storytelling
19%
Computer Game
19%
User Satisfaction
19%
Student Perception
17%
Mixed Reality
14%
Qualitative Data
14%
videogame
14%
augmented reality application
14%
Sub Element
14%
Social Media
14%
Multiple Correspondence Analysis
14%
Smart City
14%
Potential Solution
14%
User Engagement
12%
Focused Attention
11%
Raise Awareness
11%
Learning Experiences
11%
Realism
7%
Facebook
7%
Interview Guide
7%
Problem-Based Learning
7%
Input Parameter
7%
Persona Creation Process
7%
Driven Persona
7%
Leading Designer
7%
Semistructured Interview
7%
game based learning
7%
Adaptive Systems
7%
Game Design
7%
Qualitative Approach
6%