BERMAIN DAN BELAJAR DENGAN KAHOOT!: MENINGKATKAN KETERLIBATAN SISWA SMP MENGGUNAKAN GAME DIGITAL
(1) Universitas Katolik Indonesia Santu Paulus Ruteng
(2) Universitas Katolik Indonesia Santu Paulus Ruteng
(3) Universitas Katolik Indonesia Santu Paulus Ruteng
(4) Universitas Katolik Indonesia Santu Paulus Ruteng
(5) Universitas Katolik Indonesia Santu Paulus Ruteng
(6) Universitas Katolik Indonesia Santu Paulus Ruteng
(*) Corresponding Author
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DOI: http://dx.doi.org/10.24127/ajpm.v11i4.6065
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