“…Nevertheless, technological means enable another quality of educational approaches such as game-based learning. Since 2000s the rise of a new interest in using computer games in various subjects, and STEM in particular (Sherry, 2013), has brought into learning the new opportunities of personalization and a sound empirical research (Bourgonjon, Valcke, Soetaert, & Schellens, 2010), (Evans, Pruett, Chang, & Nino, 2014), (Hunter-Doniger & Sydow, 2016), (Moyer, Klopfer, & Ernst, 2018) linking digital gameplay together with an effective STEM content learning and problem solving.…”