Keyphrases
Computational Thinking
100%
In-service Teachers
100%
Peru
58%
Learning Geometry
50%
Competencies
50%
Teaching-learning Process
50%
Digital Tools
50%
University Tutoring
50%
Remote Education
50%
Virtual Reality Applications
50%
Virtual Reality
50%
Poultry
50%
Disinformation
50%
Two-chamber Microbial Fuel Cell
50%
Copper Electrode
50%
Bioelectricity
50%
Residual Biomass
50%
Graphite Electrode
50%
Microbial Fuel Cell
50%
Teaching Practice
50%
Pandemic Analysis
50%
Cyberbullying
50%
Basic Education
50%
Teaching Performance
50%
Education Program
50%
Learning Performance
50%
Learning Objectives
50%
Search Model
50%
Resource Base
50%
Open Educational Resources
50%
Knowledge-based Recommender Systems
50%
Thinking Development
50%
Social Networks
50%
Gamified Environment
50%
College Adolescents
50%
Digital Competence
50%
Fake News
50%
Genetic Algorithm
50%
Teaching Process
50%
Science Learning
50%
Secondary Science
50%
Engineering Practice
50%
WhatsApp
50%
Scientific Practice
50%
Post-pandemic
50%
Activity Algorithm
50%
Driver Identification
50%
Engaging Students
50%
Statistical Features
50%
Motor Activity
50%
Social Sciences
In-service Teachers
100%
Peru
75%
Learning Process
58%
Case Study
50%
University Students
50%
Academic Year
50%
Student Participation
50%
Education Program
50%
Computational Thinking
50%
Basic Education
50%
Time Series
50%
Semi-Structured Interview
50%
Post-Pandemic
50%
Academic Teaching Personnel
50%
Information Literacy
50%
Virtual Reality
50%
Neural Network
50%
Project-Based Learning
50%
Teaching Practice
50%
Learning Sciences
50%
Engineering Practice
50%
Teaching
41%
Macroeconomics
37%
Research Approach
34%
Learning Outcome
33%
Finance
25%
Career
25%
Occupational Career
25%
Primary Education
25%
Self Evaluation
25%
Planning of Teaching
25%
Educational Resource
16%
Educational Models
16%
Everyday Life
16%
Mexico
16%
Stock Price
12%
Documentary Analysis
12%
Word Embedding
12%
Price Forecasting
12%
Educational Level
10%
Computer Science
Learning Process
83%
Computational Thinking
50%
Learning Experiences
50%
Convolutional Neural Network
50%
Virtual Reality
50%
Basic Education
50%
Virtual Reality Application
50%
Time Series Data
50%
Recommender Systems
50%
Open Educational Resource
50%
Science Learning
50%
Engaging Student
50%
Information Literacy
50%
Social Network
50%
Computer Vision
50%
Educational Resource
25%
Information Analysis
25%
Finance Sector
25%
Word Embedding
25%
Data Preprocessing
25%
Market Forecasting
25%
Evaluation Measure
25%
Data Consistency
25%
Continuous Data
25%
Long Short-Term Memory Network
25%
Teaching and Learning
25%
Student Engagement
25%
Policy Document
25%
Advanced Driver Assistance Systems
25%
Design Experiment
25%
Gamification
16%
Media Literacy
16%
Conducting Research
16%
Supervised Learning
16%
Training Process
16%
Processing Approach
16%
Educational Context
16%
Open Access
16%
Information Extraction
16%
Extraction Process
16%
Learning Objects
16%
Research Project
16%
videogame
16%
Data Processing
16%