sCool - Game Based Learning in STEM Education: A Case Study in Secondary Education

Alexander Steinmaurer, Johanna Pirker, Christian Gütl

Research output: Chapter in Book/Report/Conference proceedingConference contribution

LanguageEnglish
Title of host publicationProceedings of ICL 2018 - The Challenges of the Digital Transformation in Education
PublisherSpringer
Pages729-740
StatusPublished - 2018

Fields of Expertise

  • Information, Communication & Computing

Cite this

Steinmaurer, A., Pirker, J., & Gütl, C. (2018). sCool - Game Based Learning in STEM Education: A Case Study in Secondary Education. In Proceedings of ICL 2018 - The Challenges of the Digital Transformation in Education (pp. 729-740). Springer.

sCool - Game Based Learning in STEM Education: A Case Study in Secondary Education. / Steinmaurer, Alexander; Pirker, Johanna; Gütl, Christian.

Proceedings of ICL 2018 - The Challenges of the Digital Transformation in Education. Springer, 2018. p. 729-740.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Steinmaurer, A, Pirker, J & Gütl, C 2018, sCool - Game Based Learning in STEM Education: A Case Study in Secondary Education. in Proceedings of ICL 2018 - The Challenges of the Digital Transformation in Education. Springer, pp. 729-740.
Steinmaurer A, Pirker J, Gütl C. sCool - Game Based Learning in STEM Education: A Case Study in Secondary Education. In Proceedings of ICL 2018 - The Challenges of the Digital Transformation in Education. Springer. 2018. p. 729-740.
Steinmaurer, Alexander ; Pirker, Johanna ; Gütl, Christian. / sCool - Game Based Learning in STEM Education: A Case Study in Secondary Education. Proceedings of ICL 2018 - The Challenges of the Digital Transformation in Education. Springer, 2018. pp. 729-740
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BT - Proceedings of ICL 2018 - The Challenges of the Digital Transformation in Education

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