[1]
Sidik, D.P. and Amalia, I.N. 2026. Penerapan Gamifikasi dalam Pembelajaran Digital: Kajian Literatur Konseptual. RESET: Review of Education, Science, and Technology. 1, 3 (Apr. 2026), 209–222. DOI:https://doi.org/10.66031/reset.v1i3.260.