ADHITYA BAGUS AINU WIJAYA. Digital Gamification’s Effectiveness in Fostering Self-Directed Learning and Competency among Indonesian Cadets. DIAJAR: Jurnal Pendidikan dan Pembelajaran, [S. l.], v. 5, n. 1, p. 161–172, 2026. DOI: 10.54259/diajar.v5i1.6021. Disponível em: https://www.journal.yp3a.org/index.php/diajar/article/view/6021. Acesso em: 10 jun. 2026.