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A case study of software engineering methods education supported by digital game-based learning: Applying the SEMAT Essence kernel in games and course projects.

Jöran PieperOliver LüthMichael GoedickePeter Forbrig
Published in: EDUCON (2017)
Keyphrases
  • software engineering
  • case study
  • digital games
  • artificial intelligence
  • higher education
  • e learning
  • object oriented
  • software development
  • theoretical framework
  • serious games