Ciencias sociales
computer game
100%
development of creativity
81%
engineering
33%
creativity
32%
basic education
30%
kindergarten
25%
education
24%
childhood
22%
university teacher
19%
narrative
18%
Teaching
16%
adolescent
16%
university
15%
teacher
15%
entertainment
14%
student
13%
Peru
12%
knowledge
11%
communication technology
11%
gender studies
10%
information technology
9%
fan
9%
experience
9%
cultural studies
9%
sociodemographic factors
8%
twentieth century
8%
artifact
8%
new technology
7%
semester
7%
public institution
7%
social media
7%
learning process
6%
content analysis
6%
child education
6%
twenty-first century
6%
urban area
6%
rural area
5%
instruction
5%
primary school
5%
activation
5%
research approach
5%
secondary school
5%
female student
5%
present
5%
Ingeniería y ciencia de los materiales
Students
81%
Education
52%
Gamification
36%
Teaching
36%
Entertainment
30%
Augmented reality
28%
Fans
25%
Trajectories
19%
Formal methods
15%
Tuning
10%
Semantics
9%
Animation
6%
Plastics
5%
Arte y humanidades
Video Games
49%
Detroit
33%
Immersion
30%
Trajectory
25%
Emotion
21%
Unnatural Narratology
9%
Critical Race Studies
9%
Cognitive Experience
8%
Academic Discipline
7%
Cognitivism
7%
Fictional Worlds
6%
Fiction
6%
Cultural Artifacts
6%
Narratology
6%
Postcolonial Theory
6%
Gender Studies
6%
Entertainment
5%
Cultural Studies
5%
Humanist
5%