共 87 条
- [1] Ahn JY, 2018, INT REV RES OPEN DIS, V19, P255
- [2] Aini Q., 2020, Jurnal Sistem Informasi, V16, P57, DOI [10.21609/jsi.v16i2.1011, DOI 10.21609/JSI.V16I2.1011]
- [3] Al Rawashdeh AZ, 2021, ELECTRON J E-LEARN, V19, P107
- [4] Evaluation of Gamification in E-Learning Systems for Elementary School Students [J]. TEM JOURNAL-TECHNOLOGY EDUCATION MANAGEMENT INFORMATICS, 2020, 9 (02): : 806 - 813
- [5] Ansyari M., 2021, ICEEIE 2021, DOI [10.1109/ICEEIE52663.2021.9616670, DOI 10.1109/ICEEIE52663.2021.9616670]
- [6] Aulia F., 2021, 2021 7th International Conference on Education and Technology, P167, DOI DOI 10.1109/ICET53279.2021.9575106
- [7] ICT-based e-learning implementation [J]. 5TH ANNUAL APPLIED SCIENCE AND ENGINEERING CONFERENCE (AASEC 2020), 2021, 1098
- [8] Bhangu Shagufta, 2023, Perspect Clin Res, V14, P39, DOI 10.4103/picr.picr_253_22
- [9] Virtual Laboratory to Support a Practical Learning of Micro Power Generation in Indonesian Vocational High Schools [J]. OPEN ENGINEERING, 2021, 11 (01): : 508 - 518
- [10] Chiu Thomas K.F., 2023, Computers and Education: Artificial Intelligence, V4, DOI [DOI 10.1016/J.CAEAI.2022.100118, 10.1016/j.caeai.2022.100118]