Al Husaeni, D. F., Rahman, E. F., & Piantari, E. (2023). IMPLEMENTATION OF PROBLEM-BASED LEARNING MULTIMEDIA WITH FIND AND SORT QR CODE GAMES TO IMPROVE STUDENT'S COMPUTATIONAL THINKING SKILLS. Jurnal Ilmiah Kursor: Menuju Solusi Teknologi Informasi, 12(2), 69-82. https://doi.org/10.21107/kursor.v12i2.343
Citace podle Chicago (17th ed.)Al Husaeni, Dwi Fitria, Eka Fitrajaya Rahman, a Erna Piantari. "IMPLEMENTATION OF PROBLEM-BASED LEARNING MULTIMEDIA WITH FIND AND SORT QR CODE GAMES TO IMPROVE STUDENT'S COMPUTATIONAL THINKING SKILLS." Jurnal Ilmiah Kursor: Menuju Solusi Teknologi Informasi 12, no. 2 (2023): 69-82. https://doi.org/10.21107/kursor.v12i2.343.
Citace podle MLA (9th ed.)Al Husaeni, Dwi Fitria, et al. "IMPLEMENTATION OF PROBLEM-BASED LEARNING MULTIMEDIA WITH FIND AND SORT QR CODE GAMES TO IMPROVE STUDENT'S COMPUTATIONAL THINKING SKILLS." Jurnal Ilmiah Kursor: Menuju Solusi Teknologi Informasi, vol. 12, no. 2, 2023, pp. 69-82, https://doi.org/10.21107/kursor.v12i2.343.