Keyphrases
Game Jam
100%
Hybrid Board Game
44%
Jamming
41%
Game Design
40%
Board Games
33%
Formal Education
25%
War Theory
22%
Wargame
22%
Expert-based
22%
Leisure Experience
22%
Tabletop Games
22%
Board Game Design
22%
Environmental Issues
22%
Learning Performance
22%
Self-identity
22%
Hobbyist
22%
Online Practices
22%
Biodiversity Offsets
22%
Obstetric Anal Sphincter Injuries (OASIS)
22%
Game Design Education
22%
Higher Education
22%
Design Decisions
22%
Upper Secondary School Students
22%
Evaluation Tool
22%
Online Games
22%
Social Features
22%
Deck of Cards
22%
Marketing Materials
22%
Serious Games
22%
Work Community
22%
Online Survey
21%
Leisure
14%
Identity Reconstruction
14%
Clausewitz
11%
Academic Community
11%
Playful Interaction
11%
Research Trials
11%
Game Culture
11%
Game Board
11%
Digitality
11%
Hybrid Play
11%
Game-based Learning
11%
Continuous Activity
11%
Staff Members
11%
New Communities
11%
Rules of the Game
11%
Interaction Learning
11%
Community Building
11%
Card Games
11%
Learning Communities
11%
Social Sciences
21st Century Skill
33%
Formal Education
33%
Finnish
33%
Student Learning
22%
Secondary School Student
22%
University Courses
22%
Environmental Issue
22%
Land Use
14%
Finland
14%
Educational Setting
11%
Student Education
11%
Research Project
11%
Youth
11%
Learning Process
11%
Science, Technology, Engineering and Mathematics
11%
Inclusivity
11%
Educational Forecasting
11%
Co-Creation
11%
Curriculum
11%
Digital Media
11%
Evaluation Method
11%
Learning Outcome
11%
Learning Context
11%
Online Survey
11%
Field Work
11%
Secondary Schools
11%
Qualitative Research
11%
Thematic Analysis
11%
Market Entry
11%
Narrative Method
11%
Conservation
7%
Environmental Policy
7%
Nature Conservation
7%