Suyoto, Suyoto, Universitas Atma Jaya Yogyakarta, Indonesia
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Vol 10, No 1 (2020) - Papers
Design of Smart Gamification In Village Tourism: An Indonesian Case Study
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Vol 10, No 1 (2020) - Short Papers
Design of English Vocabulary Mobile Apps Using Gamification: An Indonesian Case Study for Kindergarten
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Vol 10, No 2 (2020) - Papers
The Effect Of Gamified Student Response System On Students’ Perception and Achievement
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Vol 10, No 4 (2020) - Papers
Effectiveness of Gamification for Flood Emergency Planning in the Disaster Risk Reduction Area
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Vol 10, No 5 (2020) - Papers
Mobile Application Design for Heritage Tourism Uses Gamification Approach in Indonesia
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