Cite
A DIGITAL ESCAPE ROOM FOR EDUCATION--GAMIFICATION OF THE SUBJECT "KNOWLEDGE MANAGEMENT" FOR STUDENTS OF INFORMATION SYSTEMS.
MLA
Schuhbauer, Heidi, et al. “A Digital Escape Room for Education--Gamification of the Subject ‘Knowledge Management’ for Students of Information Systems.” ICICTE Proceedings, Jan. 2022, pp. 95–104. EBSCOhost, widgets.ebscohost.com/prod/customlink/proxify/proxify.php?count=1&encode=0&proxy=&find_1=&replace_1=&target=https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&scope=site&db=edb&AN=164270990&authtype=sso&custid=ns315887.
APA
Schuhbauer, H., Döllfelder, S., Rupprecht, D., & Würflein, S. (2022). A Digital Escape Room for Education--Gamification of the Subject “Knowledge Management” for Students of Information Systems. ICICTE Proceedings, 95–104.
Chicago
Schuhbauer, Heidi, Sabine Döllfelder, Daniel Rupprecht, and Sebastian Würflein. 2022. “A Digital Escape Room for Education--Gamification of the Subject ‘Knowledge Management’ for Students of Information Systems.” ICICTE Proceedings, January, 95–104. http://widgets.ebscohost.com/prod/customlink/proxify/proxify.php?count=1&encode=0&proxy=&find_1=&replace_1=&target=https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&scope=site&db=edb&AN=164270990&authtype=sso&custid=ns315887.