Keyphrases
Virtual Reality
100%
Programming Learning
86%
Debugging
78%
Computing Education
64%
Programming Concepts
64%
User Feedback
48%
Computer Programming
44%
Educators
44%
Computer Science
36%
User Interaction
36%
User Research
32%
Pleasure Gardens
32%
Triage
32%
Games for Learning
32%
User-centered Design
32%
Human Teachers
32%
Online Shopping
32%
Novice Programmers
32%
Learning Communities
32%
Robotics
32%
English Language Learners
32%
Shopping
31%
Online Debugging
29%
Online Games
29%
Educational Tool
29%
Middle School Students
29%
End-user Programmers
27%
Summer Camp
27%
Computer Science Education
27%
Virtual Reality Technology
27%
Social Shopping
25%
Codecademy
24%
Teaching Programming
24%
Learning Outcomes
24%
Alternative Teaching
24%
Educational Games
24%
Game Programming
24%
Practice Boundaries
24%
Educational Technology
24%
Web Application
24%
Attitudes towards Programming
21%
Increasing Participation
21%
Online Resources
20%
Learning Efficiency
20%
User Participation
20%
Learning Approaches
20%
Shopping Context
19%
Motivation
18%
Shopping Activity
17%
Online Learning Performance
16%
Computer Science
Virtual Reality
81%
Computer Science
48%
Computer Programming
48%
Shopping Online
37%
End User Programmer
32%
Online Game
32%
Case Study
32%
User-Centered Design
32%
Learning Experiences
32%
Language Learner
32%
Novice Programmer
32%
Software Development
32%
Online Resource
32%
Educational Game
32%
Learning Resource
24%
Online Information
21%
Robot
21%
User Interaction
20%
Virtual Reality Technology
18%
Exploratory Study
16%
Semistructured Interview
16%
World Population
16%
Social Feature
16%
Augmented Reality
16%
Software Architecture
16%
Learning Technology
16%
Web Development
16%
Online Tutorial
16%
Programming Skill
16%
Software Design
16%
Technology Project
16%
Seeking Behavior
16%
Software Requirements
16%
Minority Youth
16%
bug report
16%
Programming Environment
16%
Behavioral Data
16%
Quantitative Approach
16%
Online Systems
16%
Online Learning Environment
16%
Audience Member
16%
Iterative Design Process
16%
Authoring Environment
16%
Mastery Learning
16%
Web Application
16%
Learning Approach
16%
Social Activity
16%
Behavioral Change
16%
Underrepresented Group
16%
Design Strategy
16%
Social Sciences
Virtual Reality
97%
Middle School
40%
Computer Science
37%
Professional Occupations
33%
Academic Teaching Personnel
32%
Educational Technology
32%
Multiple Choice Test
32%
Electronic Learning
29%
Computer Programming
25%
Science, Technology, Engineering and Mathematics
23%
Consumers
20%
Occupational Career
20%
Learning Experience
18%
Pretest
16%
Augmented Reality
16%
Self Awareness
16%
Stereotypes
16%
Research Practice
16%
Role Model
16%
Youth Participation
16%
STEM in Secondary Education
16%
Student Attitude
16%
Community Education
16%
Computer Uses in Education
16%
Learning Outcome
16%
Activity Learning
16%
Median
16%
Educational Game
16%
Informal Learning
16%
Educational Setting
16%
Learning Paradigm
16%
Mathematics
16%
Secondary Schools
14%
Computer Science Education
14%
Teaching Methods
14%
Low Income
12%
University Students
12%
Academic Performance
10%
Communities
10%
Socialization
9%
Semi-Structured Interview
9%
Learning Method
8%
Science Education
8%
Mathematics Education
8%
Self-Reflection
8%
Educational Video
8%
Level of Education
8%
Population Level
8%
21st Century Skill
8%
Video Games
8%