[1]
Asyadi, M. et al. 2026. The Effect of Genially Media-Assisted Gamification on Student Learning Motivation in IPAS Subjects in Grade V of SD Negeri 3 Palu. Journal of Educational Sciences. 10, 2 (Feb. 2026), 3175–3184. DOI:https://doi.org/10.31258/jes.10.2.p.3175-3184.