Social Sciences
Portugal
100%
Media Education
34%
Case Study
29%
Instagram
26%
Game-Based Learning
20%
Social Network
20%
Narrative
20%
Journalism
19%
Everyday Life
17%
Research Project
17%
Systematic Review
16%
Europe
14%
Digital Media
14%
COVID 19 Epidemic
13%
YouTube
12%
Information Literacy
11%
Emotions
11%
Digital Literacies
11%
Influencer
11%
COVID-19
10%
Video Games
10%
Semi-Structured Interview
10%
Consumer Behavior
9%
Elections
9%
Morality
9%
Media Platform
9%
Research Design
9%
Participatory Action Research
9%
Urban Morphology
8%
Civil Society
8%
Information Technology
8%
TV
8%
Content Analysis
8%
Critical Thinking
8%
Facebook
8%
Media Studies
8%
Brazil
7%
UK
7%
Media Consumption
7%
Civics
7%
Denmark
7%
Women's Liberation Movement
7%
Social Capital
6%
Femininity
6%
Co-Creation
6%
Sign Language
6%
Media Technology
6%
Revolutions
5%
Comparative Analysis
5%
Focus Group
5%
Qualitative Research
5%
Ageism
5%
Luxuries
5%
Non-formal Learning
5%
Q Methodology
5%
Entrepreneurship
5%
Thematic Analysis
5%
Young Adults
5%
Research Approach
5%
Electronic Learning
5%
Psychology
Case Study
38%
Instagram
26%
Digital Media
23%
Narrative
23%
Cognitive Function
22%
Cognitive Functioning
19%
Media Literacy
19%
Thematic Analysis
19%
Intellectual Disability
19%
Cognitive Assessment
15%
Empathy
13%
Digital Literacies
12%
Disconnections
12%
Information Technology
11%
Sensation of Hearing
11%
Gaming
11%
Systematic Review
11%
Adolescence
11%
Facebook
10%
Social Interaction
10%
Cognitive Impairment
10%
Sign Language
9%
Focus Group
9%
Polyamory
9%
MHealth
9%
Stroke Patient
9%
YouTube
9%
Decision Making
9%
Critical Thinking
9%
Femininity
9%
Semistructured Interview
8%
Leisure Activity
8%
Self-Efficacy
7%
Cognitive Flexibility
7%
Digital Environment
7%
Psychology
7%
Wellbeing
7%
Visual Search
7%
Health Literacy
7%
Media Technology
7%
Posttraumatic Stress Disorder
7%
Qualitative Study
6%
Cognitive Process
6%
Self-Report
6%
Digital Communication
6%
Social Participation
6%
Mental Health
6%
Nicotine Dependence
5%
Social Support
5%
Conceptual Framework
5%
Educational Game
5%
Ageism
5%
Cognitive Performance
5%
Prefrontal Cortex
5%
Creative Process
5%
Monogamy
5%
Working Memory
5%
Ethics
5%
Study Design
5%
Meta-Analysis
5%
Arts and Humanities
Digital
40%
Portugal
28%
Online
15%
Engagement
15%
Narrative
14%
Journalism
10%
Expression
10%
Case Study
9%
Virtual
9%
Moving Image
8%
Contemporary
8%
Virtual Reality
8%
Discourse
8%
Audiovisual
8%
COVID-19
7%
Sound
7%
Artists
7%
Fashion Design
7%
Research Project
7%
Tradition
6%
Limitations
6%
Tension
6%
Lisbon
6%
Generative
6%
Esthetics
6%
Corpus
5%
Periodicals
5%
Dynamics
5%
realm
5%
Social Network
5%
Designer
5%
Normative
5%
Visual Culture
5%
Names
5%
Action
5%