RAYINDA PRAMUDITYA SOESANTO. Gamification for Student Achievement in Classroom: In Search of Requirement for Student Achievement Application. International Journal of Innovation in Enterprise System, [S. l.], v. 5, n. 2, p. 90–99, 2024. DOI: 10.25124/ijies.v5i02.138. Disponível em: https://ijies.telkomuniversity.ac.id/index.php/IJIES/article/view/69. Acesso em: 19 oct. 2024.