[1]
Syakirah Siregar, N. and Siregar, N. 2026. Pembelajaran Deep Learning Berbasis Gamification: Dampaknya terhadap Literasi dan Numerasi Siswa Madrasah Ibtidaiyah. Walada: Journal of Primary Education. 5, 2 (Jun. 2026), 1210–1220. DOI:https://doi.org/10.61798/wjpe.v5i2.666.