1.
Adhitya Bagus Ainu Wijaya. Digital Gamification’s Effectiveness in Fostering Self-Directed Learning and Competency among Indonesian Cadets. DIAJAR: Jurnal Pendidikan dan Pembelajaran [Internet]. 2026 Jan. 15 [cited 2026 Jul. 4];5(1):161-72. Available from: https://journal.yp3a.org/index.php/diajar/article/view/6021