Computer Science
game based learning
80%
Computer Game
54%
Game Design
48%
Survey
42%
Design
41%
Models
40%
Social Media
40%
Motivation
40%
Education
40%
Design Framework
40%
Systematic Literature Review
40%
Learning Experiences
32%
Serious Game
22%
User
21%
Digitization
20%
Publishing Industry
20%
Automation
20%
Cryptographic Asset
20%
Information Industry
20%
File Systems Management
20%
Publishing Process
20%
Cross Medium Publishing
20%
Artificial Intelligence
20%
Workflows
13%
Case Study
13%
Internet
10%
Simulation
10%
Knowledge Acquisition
10%
Online Game
10%
Game Playing
8%
Positive Attitude
8%
Quantitative Analysis
8%
Undergraduate Student
8%
Intrinsic Motivation
8%
Relationships
8%
Learning Mechanism
8%
Potential Application
8%
Data Analysis
8%
Traditional Method
8%
Education Institution
8%
Postgraduate Student
8%
Instructional Designs
8%
Positive Effect
6%
Cognitive Skill
6%
Augmented Reality
6%
Educational Research
6%
Virtual Reality
6%
Contexts
6%
Roles
6%
Jiangsu Province
6%
Social Sciences
China
80%
Learning
60%
Computers
45%
Education Level
40%
Advertising Effect
40%
Motivation
40%
Playing
40%
Consumers
39%
Evidence
35%
Advertising
25%
Training
25%
Specific Industry
20%
Literature Reviews
20%
Televiewers
20%
Communication
20%
Enterprises
20%
Research
12%
Internet
10%
Organizations
10%
Skills
10%
Education
10%
Design
10%
Purchase
7%
Brand Image
7%
Young People
7%
Behavior
7%
Attention
7%
Attitudes
5%
Content
5%
Randomized Controlled Trial
5%
Quantitative Analysis
5%
Leisure
5%
Level of Education
5%
Gender
5%
Comprehension
5%
Collaboration
5%
Paper
5%
Age
5%
Analysis
5%
Postgraduates
5%
Comparison
5%
Problem
5%
Optimism
5%
Education Research
5%
Measure
5%
Application
5%
Competition
5%
Simulation
5%
Undergraduates
5%
Chinese
5%
Economics, Econometrics and Finance
Learning
100%
Brand
40%
Information
30%
Learning Outcome
30%
Knowledge
26%
Acquisitions
16%
Experimental Design
16%
Brand Image
13%
Pre-Recorded Media
10%
Search
10%
Institution
10%
Internet Marketing
6%
Customers
6%
Occupation
6%
Consumption
6%
Systematic Review
6%
Learning Experience
5%