1.
Rayinda Pramuditya Soesanto. Gamification for Student Achievement in Classroom: In Search of Requirement for Student Achievement Application. IJIES [Internet]. 2021 Jul. 31 [cited 2025 Jul. 1];5(2):90-9. Available from: https://ijies.telkomuniversity.ac.id/index.php/IJIES/article/view/69