Keyphrases
Resilience
100%
Community-based
100%
Learning Activities
100%
Interest-based
100%
Online Games
100%
Digital Learning
100%
Computer Technology
50%
Racial-ethnic Minorities
50%
Computer Science
50%
Negative Effects
50%
Competencies
50%
Game-based
50%
Self-concept
50%
Ethnic Minorities
50%
Culture-based
50%
Digital Games
50%
Implicit Bias
50%
Racial Minorities
50%
Mediated Learning
50%
Learning Trajectories
50%
Similarity Model
50%
Supportive Community
50%
Game-based Learning
50%
Explicit Bias
50%
Computer-supported Collaborative Learning
50%
Stereotype Threat
50%
Gaming Environment
50%
Marginalized Groups
50%
Digitally Mediated
50%
Gaming Communities
50%
Computer Science
Learning Experiences
100%
Digital Education
100%
Racial Minority
100%
Negative Effect
50%
game based learning
50%
Learning Trajectory
50%
Stereotype Threat
50%
Marginalized Group
50%
Disadvantaged Group
50%