Keyphrases
Crowdfunding
100%
Crowdsourcing
53%
Design Research
52%
Coaching
39%
Social Networks
33%
Brainstorming
32%
Design Feedback
32%
Design Principles
30%
Computer Support
29%
Crowdfunding Project
28%
Learning Environment
25%
Entrepreneurial Self-efficacy
23%
Project-based Learning (PjBL)
21%
Design Education
21%
Online Communities
21%
Crowdfunding Platforms
20%
Online Feedback Exchange
19%
Collective Action
19%
Communities of Practice
19%
On-the-go
19%
Hackathon
19%
Popular
18%
Creativity Support Tools
18%
Feedback Service
17%
Novice Designers
17%
Makerspaces
17%
Socio-technical Systems
16%
Design Work
16%
Collective Intelligence
16%
Human-computer Interaction
16%
Creative Work
15%
Social Computing
15%
Creative Abilities
15%
Sensemaking
15%
Design Process
14%
Psychological Experience
14%
Creative Process
14%
Crowdwork
14%
Design Project
14%
Studio-based Learning
14%
Self-efficacy
14%
Career Development
14%
Online Crowdfunding
14%
Motivation
14%
Crowdsourcing Platform
13%
Design Teams
13%
Crowdsourced Feedback
13%
Podcast
13%
Collective Innovation
13%
Microtasks
13%
Computer Science
Case Study
46%
Online Communities
32%
Technical System
32%
Crowdfunding Platform
31%
Social Computing
29%
Design Research
28%
Learning Community
26%
Social Network
26%
Creative Process
23%
Process Innovation
23%
Human Computer Interaction
21%
learning design
19%
Creativity Support
19%
Collective Intelligence
19%
Research Community
19%
Science Learning
17%
Organisational Behaviour
16%
Design Discipline
13%
Informal Learning
13%
Online Communication
13%
Critical Information
13%
Organizational Routine
13%
Expert Knowledge
13%
Crowdsourcing Platform
13%
Conducted Interview
13%
Design Problem
13%
Research Project
13%
Computer Science
13%
Learning System
13%
Design Practice
11%
Research Process
11%
Computer-Supported Cooperative Work
9%
Human Computation
9%
Real-World Problem
9%
Positive Experience
9%
Community Member
8%
Field Observation
8%
Support Student
8%
Positive Affect
8%
Design Solution
8%
Learning Experiences
7%
Research Question
7%
Educational Technology
6%
Online Learning Environment
6%
Stakeholder Goal
6%
Social Entrepreneur
6%
Risk Analysis
6%
Human-Computer Interaction
6%
Learning Progress
6%
Assessing Risk
6%