Social Sciences
Students
100%
Metaverse
75%
Learning
41%
Hong Kong
28%
Content
25%
Wages
25%
Conceptual Framework
25%
Authentic Learning
25%
Learning Experiences
25%
Application
20%
Analysis
19%
Higher Education
18%
Critical Thinking
16%
Flipped Classroom
16%
Groups
15%
Evaluation
13%
Skills
13%
Game-Based Learning
12%
Social Network
12%
Electronic Learning
12%
Collaboration
12%
Purpose
11%
Universities
11%
Knowledge
11%
Social Capital
10%
Communication
10%
Inequality
10%
COVID-19
9%
Teaching Methods
9%
Hong Kong
9%
Self-Regulation
8%
Social Participation
8%
Semester
8%
Contribution
8%
Linear Regression
8%
Wastes
8%
Twenty-First Century
8%
Economic and Social Development
8%
Evidence
7%
Technology
7%
Education
7%
Interaction
7%
Activity Learning
6%
Learning Experience
6%
Knowledge Transfer
6%
Focus Group
6%
Simulation Games
6%
Economic Education
6%
Classrooms
6%
Intelligence
6%
Computer Science
Student Performance
25%
Student Engagement
25%
Negative Impact
25%
Generated Content
22%
Education
22%
Higher Education
18%
Survey
17%
Virtual Reality
17%
Simulation Mode
16%
Social Network
12%
game based learning
12%
Classes
12%
Mobile Application
12%
Idea Generation
12%
Videoconferencing
12%
Roles
12%
Knowledge Transfer
12%
Multiple Choice
12%
Sustainability
12%
Conceptual Model
12%
Virtual Learning Environments
12%
Learning Method
12%
Learning Experiences
6%
Communication
6%
Educational Practice
6%
Online Learning
6%
Online Platform
6%
Collective Intelligence
6%
Social Engagement
6%
Mobile Learning
6%
Social Capital
6%
Design
5%
Virtual Environments
5%
Statistical Analysis
5%
Intents
5%
Technological Capability
5%
Psychology
Peers
47%
Social Learning
29%
Conceptual Framework
25%
Groups
20%
Higher Education
18%
Pedagogy
17%
Tools
14%
Communication
10%
Intention
10%
Regression Analysis
8%
Social Media
8%
Classroom Participation
8%
Practitioners
6%
Assessment
6%
Social Engagement
6%
Sustainability
6%
Online Learning
6%
Statistical Analysis
5%
Teachers
5%
Social Interaction
5%