flipped classroom |
7 |
blended learning |
6 |
instructional design |
6 |
education |
5 |
engagement |
5 |
gamification |
5 |
learning design |
5 |
online learning |
5 |
autonomous vehicle system |
4 |
chatbot |
4 |
covid-19 |
4 |
cross-disciplinary |
4 |
first principles of instruction |
4 |
industrial training |
4 |
mathematics education |
4 |
teaching principles |
4 |
elementary education |
3 |
flipped learning |
3 |
group processes |
3 |
intrinsic motivation |
3 |
inverted classroom |
3 |
knowledge construction |
3 |
learning |
3 |
self-determination theory |
3 |
social media |
3 |
social presence |
3 |
statistics |
3 |
activity design |
2 |
asian region |
2 |
asynchronous online discussion |
2 |
behavioral engagement |
2 |
class token system |
2 |
cognitive engagement |
2 |
collaborative learning |
2 |
community of practice |
2 |
computational thinking |
2 |
computer-mediated communication |
2 |
confucian heritage cultures |
2 |
decoding training |
2 |
design-based research |
2 |
development of ict policies |
2 |
digital badges-and-points |
2 |
digital divides |
2 |
early childhood education |
2 |
elementary school |
2 |
english as a foreign language |
2 |
english as a foreign language learning |
2 |
english as second language |
2 |
english listening education |
2 |
equity |
2 |
facilitation techniques |
2 |
flipped class |
2 |
forum |
2 |
goal-setting |
2 |
higher education |
2 |
home |
2 |
ict in primary and secondary education |
2 |
information technology |
2 |
interaction |
2 |
knowledge ladder framework |
2 |
learning analytics |
2 |
learning outcomes |
2 |
learning performance |
2 |
literature review |
2 |
machine learning |
2 |
mathematics achievement |
2 |
meta-analysis |
2 |
mobile instant message |
2 |
mobile instant messaging |
2 |
mooc |
2 |
moocs |
2 |
online discussion |
2 |
participative stance |
2 |
pedagogy |
2 |
peer facilitation |
2 |
preschoolers |
2 |
reading |
2 |
school |
2 |
science education |
2 |
self-regulated learning |
2 |
speaking |
2 |
statistics education |
2 |
student engagement |
2 |
student participation |
2 |
systematic review |
2 |
teaching and learning |
2 |
teaching approach |
2 |
twitter |
2 |
5e instructional model |
1 |
absolute leaderboards |
1 |
achievement |
1 |
adult learners |
1 |
affective commitment |
1 |
affective domain |
1 |
affordance |
1 |
affordances |
1 |
and learners' participation |
1 |
annotative |
1 |
application |
1 |
artificial intelligence |
1 |
artificial narrow intelligence |
1 |
asynchronous discussion |
1 |
asynchronous online discussion forums |
1 |
asynchronous online discussions |
1 |
audio discussion |
1 |
badges |
1 |
barriers |
1 |
basic psychological needs |
1 |
behavior |
1 |
behavioral support system |
1 |
blended-learning |
1 |
blended‐learning |
1 |
blended‐learning approach |
1 |
blog |
1 |
blogs |
1 |
board game |
1 |
body language |
1 |
case study |
1 |
chatgpt |
1 |
chinese language |
1 |
citizenship education |
1 |
cognitive load |
1 |
cognitive presence |
1 |
communities |
1 |
community of inquiry model |
1 |
competencies |
1 |
computer-assisted intervention |
1 |
computer-mediated collaborative learning |
1 |
computer-mediated communications |
1 |
computers and education |
1 |
constructivist learning |
1 |
continuing |
1 |
course engagement |
1 |
critical thinking |
1 |
curriculum |
1 |
deep learning |
1 |
design and model |
1 |
design model |
1 |
dialogue construction |
1 |
discussion forum |
1 |
discussion guidelines |
1 |
distance education and online learning |
1 |
e-book |
1 |
e-learning |
1 |
edublog |
1 |
educational game |
1 |
educational technology |
1 |
effect |
1 |
effects |
1 |
elearning |
1 |
emoji |
1 |
emoticon |
1 |
empirical research |
1 |
endogenous fantasy gamification |
1 |
english as a second language learning |
1 |
english as foreign language learning |
1 |
eupport |
1 |
evaluation methodologies |
1 |
evidence-based practice |
1 |
exogenous fantasy |
1 |
facebook |
1 |
facilitation |
1 |
facilitator |
1 |
features of course design factors |
1 |
findings |
1 |
flipped classrooms |
1 |
future research |
1 |
game elements |
1 |
gamification-enhanced |
1 |
generative artificial intelligence (genai) |
1 |
good practices |
1 |
group size |
1 |
habits of mind |
1 |
health professions education |
1 |
higher education setting |
1 |
higher level knowledge construction |
1 |
ill-structured problem solving |
1 |
individual differences |
1 |
information management course |
1 |
information quality |
1 |
information science education |
1 |
instructional approach |
1 |
instructional approaches |
1 |
instructor facilitation |
1 |
instructor facilitator |
1 |
isat |
1 |
job postings |
1 |
k-12 |
1 |
k12 |
1 |
knowledge |
1 |
knowledge sharing |
1 |
knowledge-sharing contribution model |
1 |
knowledge-sharing motivations |
1 |
leader-board |
1 |
learner satisfaction |
1 |
learners' participation |
1 |
learning & instruction |
1 |
learning engagement |
1 |
lecture |
1 |
listening |
1 |
long-term |
1 |
massive open online course |
1 |
massive open online courses |
1 |
mathematics |
1 |
measurement |
1 |
message labels |
1 |
meta-synthesis |
1 |
meta‐analysis |
1 |
mim |
1 |
mobile learning |
1 |
mobile-assisted language learning |
1 |
motivation |
1 |
narrative writing |
1 |
ngss |
1 |
nurses |
1 |
nursing |
1 |
online |
1 |
online communication |
1 |
online discussion forums |
1 |
online discussions |
1 |
online flipped classroom |
1 |
online interactive pattern |
1 |
online lecture |
1 |
online mentoring |
1 |
open-body gesture |
1 |
openai |
1 |
operational challenge |
1 |
paragraph writing |
1 |
participation |
1 |
pedagogical issues |
1 |
peer facilitation techniques |
1 |
peer facilitator |
1 |
peer learning |
1 |
peer-feedback performance |
1 |
performance analysis |
1 |
personalisation |
1 |
personalization |
1 |
personalize |
1 |
phonological processing skill |
1 |
player type |
1 |
podcast |
1 |
postgraduate education |
1 |
preservice teachers |
1 |
primary school |
1 |
primary school students |
1 |
problem solving |
1 |
productive vocabulary |
1 |
professional development |
1 |
profiling |
1 |
program debugging teaching |
1 |
project-based learning |
1 |
prompt engineering |
1 |
psychological needs |
1 |
q&a |
1 |
qualitative case study |
1 |
quality assurance |
1 |
question prompts |
1 |
quizzes |
1 |
recall |
1 |
recommendation |
1 |
recommendations |
1 |
recommender systems |
1 |
redeem |
1 |
references |
1 |
relative leaderboards |
1 |
review |
1 |
review of research |
1 |
rewards |
1 |
rhetorical device |
1 |
scaffold |
1 |
scaffolding |
1 |
scenario-based learning (sbl) |
1 |
scratch |
1 |
secondary education |
1 |
self-determination |
1 |
self-regulated learning strategies |
1 |
semi-supervised learning |
1 |
sentence openers |
1 |
sentiment analysis |
1 |
service quality |
1 |
seven principles of effective teaching |
1 |
sharing |
1 |
social interaction |
1 |
social network |
1 |
social network sites |
1 |
social networking sites |
1 |
spoc |
1 |
stem |
1 |
sticker |
1 |
strategies |
1 |
student achievement |
1 |
student attitude |
1 |
student contribution |
1 |
student facilitation |
1 |
student facilitators |
1 |
student outcomes |
1 |
student satisfaction |
1 |
students |
1 |
success of online communities |
1 |
supervised learning |
1 |
synchronous online learning |
1 |
system quality |
1 |
teacher knowledge sharing |
1 |
teacher perspective |
1 |
teacher practicum |
1 |
teachers |
1 |
teaching/learning strategies |
1 |
technology |
1 |
technology barriers |
1 |
technology beliefs |
1 |
technology integration |
1 |
technology skills |
1 |
technology-enhanced learning |
1 |
ted talks |
1 |
text discussion |
1 |
text mining |
1 |
the involvement load hypothesis |
1 |
thread growth |
1 |
validate |
1 |
video |
1 |
video format |
1 |
video styles |
1 |
video-recorded lectures |
1 |
virtual world |
1 |
voice board |
1 |
web 2.0 |
1 |
web-based videoconferencing |
1 |
weblogs |
1 |
wechat |
1 |
whatsapp |
1 |
wiki |
1 |
wiki. |
1 |
wimba voice board |
1 |