Pengembangan Game Edutainment Berbasis Smartphone Sebagai Media Pembelajaran Berorientasi Pada Kemampuan Berpikir Kreatif
Vol. 11 No. 1 2020 DOI 10.36709/jpm.v11i1.9901
SINTA 2
Vol. 11 No. 1 2020 DOI 10.36709/jpm.v11i1.9901
Vol. 11 No. 1 2020 DOI 10.36709/jpm.v11i1.9885
Vol. 11 No. 1 2020 DOI 10.36709/jpm.v11i1.9971
Vol. 11 No. 1 2020 DOI 10.36709/jpm.v11i1.10053
Vol. 11 No. 1 2020 DOI 10.36709/jpm.v11i1.9902
Vol. 11 No. 1 2020 DOI 10.36709/jpm.v11i1.9974
Vol. 10 No. 2 2019 DOI 10.36709/jpm.v10i2.7249
Vol. 10 No. 2 2019 DOI 10.36709/jpm.v10i2.7247
Vol. 10 No. 2 2019 DOI 10.36709/jpm.v10i2.7174
Vol. 10 No. 2 2019 DOI 10.36709/jpm.v10i2.7248
Vol. 10 No. 2 2019 DOI 10.36709/jpm.v10i2.7250
Vol. 8 No. 2 2019 DOI 10.36709/jpm.v8i2.5984
Vol. 8 No. 2 2019 DOI 10.36709/jpm.v8i2.5979
Vol. 8 No. 2 2019 DOI 10.36709/jpm.v8i2.5978
Vol. 8 No. 2 2019 DOI 10.36709/jpm.v8i2.5980
Vol. 8 No. 2 2019 DOI 10.36709/jpm.v8i2.5985
Vol. 8 No. 2 2019 DOI 10.36709/jpm.v8i2.5986
Vol. 8 No. 2 2019 DOI 10.36709/jpm.v8i2.5981
Vol. 8 No. 2 2019 DOI 10.36709/jpm.v8i2.5982
Vol. 8 No. 2 2019 DOI 10.36709/jpm.v8i2.5983