Keyphrases
Technostress
100%
Open Educational Resources
47%
Information Technology Use
46%
Information Technology
43%
Social Software
35%
Higher Education
34%
Virtual Reality
34%
Social Networking Services
28%
Social Virtual Reality
28%
Educators
26%
Micro-credentials
23%
Open Education
22%
Augmented Reality
20%
Knowledge Management
19%
Extended Reality
17%
Technology Users
16%
Gamification
16%
Higher Education Institutions
15%
Design Principles
15%
Use Experience
15%
Knowledge Exchange
14%
Early Adolescents
14%
Social Media Data
14%
Twitter
14%
Emerging Challenges
14%
Publicly Available
14%
Global Information Systems
14%
Extended Reality Technology
14%
Information Systems Management
14%
Social Exchange
14%
Tie Strength
14%
Smartphone
13%
Software Development
12%
Sites-and-services
12%
Working with Robots
11%
Motivation
11%
Software Developers
11%
Social Networking Sites
11%
Knowledge Sharing
10%
Smartphone Use
10%
Cultural Distance
10%
Electronic Learning
10%
Finland
10%
Social Media
10%
Information Communication Technology
10%
Social Ties
9%
Social Relationships
9%
Mixed Reality
9%
Influence Factors
9%
Open Science
9%
Computer Science
Information Technology
91%
Virtual Reality
52%
Information Systems
43%
Open Educational Resource
40%
Social Software
32%
Education Institution
31%
Extended Reality
28%
Augmented Reality
23%
Open Education
21%
Social Media
21%
Gamification
17%
Robot
17%
Technology User
16%
Social Medium Data
14%
Global Information System
14%
System Management
14%
Software Development
14%
Semistructured Interview
12%
Software Developer
12%
Negative Consequence
12%
Knowledge Management
11%
Robotics
10%
Social Network Analysis
10%
Social Connection
10%
Electronic Learning
10%
Classification
10%
Mixed Reality
9%
Influence Factor
9%
Influencing Factor
8%
Online Survey
8%
Intrinsic Motivation
8%
Community Manager
8%
Knowledge-Sharing
8%
Social Network
7%
Use Case
7%
Organizational Support
7%
Organizational Culture
7%
Research Project
7%
Focused Strategy
7%
Organizational Value
7%
Adoption Model
7%
Functional Affordance
7%
Chatbot
7%
Structural Hole
7%
Knowledge Worker
7%
Facility Management
7%
Determination Theory
7%
Flow Experience
7%
Generative Artificial Intelligence
7%
Development Work
7%