Keyphrases
Authentic Context
100%
Generative Transformer
52%
Geometry Learning
47%
Teacher Acceptance
44%
Technology Acceptance Model 2 (TAM2)
44%
Technology Acceptance
41%
Math Word Problems
40%
Learning Achievement
38%
Learning Behavior
38%
Socially Disadvantaged
35%
Disadvantaged Schools
35%
Moodle
35%
Learning Management System
35%
Math Word Problem Generation
35%
Learning Technologies
35%
Difficulty Level
30%
Mobile Application
27%
Perceived Ease of Use
26%
Perceived Usefulness
26%
Learning Performance
25%
Contextual Information
25%
Learning Activities
24%
COVID-19 Pandemic
24%
Problem-solving Activities
23%
Augmented Reality
23%
Problem Solving
22%
Personalization
21%
Automatic Question Generation
21%
Educational Technology
20%
Fraction Learning
20%
Distance Learning
19%
Fifth-grade Students
19%
Self-efficacy
19%
Teacher Age
17%
Math Learning
17%
Decimals
17%
Fake Account Detection
17%
Problem Posing
17%
Smart Geometry
17%
Smart Mechanisms
17%
Systems Perspective
17%
Human-computer Interaction
17%
Achievement Behaviours
17%
SEIQR Model
17%
Ambulance Routing
17%
Interaction Learning
17%
AI Education
17%
Medical Experts
17%
WebGIS
17%
Emergency Ambulance
17%
Computer Science
Learning Experiences
48%
Solving Activity
39%
Learning Management System
35%
Disadvantaged Group
35%
Learning Technology
35%
Augmented Reality
35%
Difficulty Level
30%
Automatic Question Generation
26%
Contextual Information
26%
Learning Performance
26%
Student Perception
23%
Multimedia
23%
Distance Learning
23%
Mobile Application
23%
Learning Mathematics
22%
Open Source Software
17%
Proposed Application
17%
System Utilization
17%
Urban Environment
17%
Variable Score
17%
Graphical Representation
17%
Optimization Technique
17%
Emergency Condition
17%
Geolocation Function
17%
Usability Issue
17%
Positive Attitude
17%
Good Performance
17%
Web-Based Application
17%
Evaluation Study
17%
System Evaluation
17%
Social Medium Platform
17%
Facebook
17%
Instagram
17%
Global Positioning System
17%
Machine Learning
17%
Learning System
17%
Electronic Learning
17%
User Interface
17%
User Interface Design
14%
Theoretical Framework
14%
Perceived Usability
11%
Usability Questionnaire
11%
Online Survey
11%
Participatory Design
10%
Collected Data
10%
Social Demography
8%
Exogenous Variable
8%
Context Problem
8%
information acquisition
8%
Generation System
8%