RACHMAWATI, Andini; PRATAMA, Muhammad Alif. Gamification-Based Learning Design to Improve Student Engagement and Conceptual Understanding in Higher Education. International Journal of Educational Insights and Innovations, [S. l.], v. 2, n. 2, p. 51–55, 2025. Disponível em: https://ijedins.technolabs.co.id/index.php/ijedins/article/view/18. Acesso em: 30 aug. 2025.