Keyphrases
Bad News Reporting
65%
Blame Shifting
25%
Breaking Bad News
79%
Communication Tools
21%
Consumer Behaviour
25%
Consumption Intention
29%
Digital Video
25%
Effects on Learning
25%
Failure Impact
25%
Gender Differences
51%
Homophily
25%
Identity Information
25%
Indirect Influence
38%
Information Effect
25%
Information Technology
25%
Information Technology Projects
51%
Instructor Presence
25%
IT Project
59%
Learning Differences
25%
Learning Experience
25%
Mediating Role
25%
Multimedia Technology
25%
Mum Effect
34%
Online Classes
28%
Online Learning
56%
Organizational Factors
25%
Organizational Silence
25%
Peer-to-peer Accommodation Platform
25%
Personal Factors
25%
Personal Morality
25%
Project Failure
29%
Project Status
23%
Reporting Behavior
34%
Sharing Economy Platform
51%
Situational Factors
34%
Social Gender
25%
Social Presence
32%
Student Performance
25%
Task Content
25%
Task-technology
30%
Task-technology Fit
53%
Technology Failure
25%
Technology for Learning
25%
Time Effect
25%
Time Pressure
34%
Time Urgency
44%
Troubled Projects
45%
Video Presentation
25%
Whistleblower
100%
Willingness to Report
81%
Computer Science
Blended Learning
5%
Client Organization
25%
Communication Tool
17%
Decision-Making
5%
Deep Understanding
25%
Dependent Variable
5%
Development Environment
25%
External Vendor
25%
Identity Information
25%
Individual Actor
8%
Influencing Factor
25%
Information System
34%
Information Technology
25%
Integrated Model
34%
Interaction Dynamic
25%
Interactive Communication
9%
Internet Time
25%
Laboratory Experiment
25%
Learning Experiences
31%
Least Squares Method
5%
Managerial Practice
34%
Market Exchange
8%
Multimedia
25%
Online Learning
51%
Organizational Structure
34%
Policy Practice
25%
Project Failure
59%
Situational Factor
25%
Social Platform
8%
Social Presence
32%
Software Development
25%
Student Engagement
6%
Survey Instrument
25%
Technology Project
25%
Technology Tool
25%
User Interaction
17%
Social Sciences
Administrative Structure
34%
Construct Evaluation
25%
Consumer Behavior
25%
Consumers
41%
Electronic Learning
51%
Gender Difference
51%
Hypermedia
25%
Information Systems
44%
Information Technology
25%
Interactive Communication
9%
Interactivity
8%
Laboratory Experiment
25%
Learning Experience
31%
Organizational Climate
25%
Role Playing
8%
Sharing Economy
25%
Software Development
25%
Student Learning
14%
Whistleblowing
25%