NURULANNINGSIH, Nurulanningsih; WULANDARI, Astriana; SURYADI, Edi; AMALIA, Falina Noor; AGUSTINA, Aryanti; DAYANTI, Astri Nopi. Digital gamification in higher education: Kahoot as a learning tool for Indonesian discourse. Indonesian Research Journal in Education |IRJE|, [S. l.], v. 10, n. 1, p. 377–390, 2026. DOI: 10.22437/irje.v10i1.50953. Disponível em: https://www.online-journal.unja.ac.id/irje/article/view/50953. Acesso em: 16 apr. 2026.