[1]
Adhitya Bagus Ainu Wijaya 2026. Digital Gamification’s Effectiveness in Fostering Self-Directed Learning and Competency among Indonesian Cadets. DIAJAR: Jurnal Pendidikan dan Pembelajaran. 5, 1 (Jan. 2026), 161–172. DOI:https://doi.org/10.54259/diajar.v5i1.6021.