Keyphrases
Small to Medium Size Enterprises
100%
Electronic Business
60%
Indonesia
59%
Indonesian
44%
User-centered Design
38%
E-commerce Adoption
37%
COVID-19 Pandemic
28%
Blockchain
23%
Online Learning Module
23%
E-business Applications
23%
Gamification
23%
Critical Success Factors
23%
Enterprise Resource Planning
23%
User Experience
21%
Learning Management System
18%
Mobile Payment
17%
Information Technology
17%
Micro-small Enterprises
17%
Micromedia
17%
Indonesian Version
17%
Online Learning
17%
Electronic Commerce
16%
Interaction Design
16%
Blockchain Technology
15%
Intention to Use
15%
Partial Least Squares Structural Equation Modeling (PLS-SEM)
15%
Systematic Literature Review
14%
Mobile Application
14%
Felder-Silverman Learning Style Model (FSLSM)
14%
Interactive Learning
14%
E-marketplace
13%
Online Classes
13%
Go-pay
13%
Grounded Theory
13%
Loyalty
13%
Continuous Usage Intention
13%
Learning Styles
12%
Business Use
12%
Distribution Channels
11%
Hotel Revenue Management
11%
Balanced Analysis
11%
Continuance Intention
11%
E-Intermediary
11%
Sharing Mechanism
11%
Collaborative Commerce
11%
Consumer Emotions
11%
SMOTETomek
11%
Performance Attributes
11%
UX Evaluation
11%
Triangle Model
11%
Computer Science
Small and Medium Enterprise
94%
e-Business
62%
Case Study
47%
User Experience
43%
User-Centered Design
38%
Business Adoption
37%
Gamification
35%
Structural Equation
28%
Business Application
26%
e-learning
25%
Blockchain
23%
Electronic Learning
23%
Critical Success Factor
23%
Enterprise Resource Planning
23%
Influencing Factor
20%
Mobile Application
19%
Least Squares Method
19%
Interaction Design
19%
Learning Style
18%
Information Technology
17%
Learning Management System
15%
Online Learning
13%
Implementation Process
11%
Revenue Management
11%
User Experience Evaluation
11%
Minority Class
11%
Application Design
11%
Data Analysis
11%
Security Framework
11%
Chatbot
11%
Transportation Mode
11%
Active Student Learning
11%
Job Requirement
11%
Chain Reaction
11%
Field Research
11%
Usability Questionnaire
11%
Performance Attribute
11%
Authentication
11%
Performance Impact
11%
Positive Emotion
11%
Movie Piracy
11%
Status Quo Bias
11%
Transition Cost
11%
Digital Certificate
11%
Research Paper
11%
Application Performance
11%
Sentiment Analysis
11%
Service Application
11%
Application Portfolio
11%
Resource Sharing
11%
Social Sciences
Enterprises
47%
Company
47%
Electronic Learning
38%
e-Business
31%
Systematic Review
27%
COVID 19 Epidemic
25%
E-Business
23%
Gamification
23%
Case Study
23%
Personnel
23%
e-Learning
22%
Student Learning
17%
Grounded Theory
16%
Learning Platform
14%
Information Technology
14%
Developing Countries
13%
Consumers
13%
Transport
11%
Revenue Management
11%
Sentiment Analysis
11%
Group Discussion
11%
Focus Group
11%
Massive Open Online Course
11%
Teaching
11%
Secondary Education
11%
Learning Process
11%
Data Protection
11%
Internationalization
11%
Survey Research
11%
Scientific Development
11%
Human Resources
11%
Portfolio Management
11%
Distance Education
11%
Learning Style
11%
Qualitative Method
11%
Occupational Qualifications
11%
Government Regulation
11%
Banks
11%
Digitalization
11%
Public Value
11%
Developed Countries
11%
Implementation Planning
11%
Online Teaching
11%
Contextual Factor
11%
Social Order
11%
Crime Rate
11%
Economic Resources
11%
Cost Benefit Analysis
11%
Analytical Hierarchy Process
11%
Project Implementation
11%