Gamifikasi dan Mentimeter: Mewujudkan English Learning yang Lebih Menarik dan Interaktif. Indo-MathEdu Intellectuals Journal, [S. l.], v. 5, n. 6, p. 7511–7519, 2024. DOI: 10.54373/imeij.v5i6.2130. Disponível em: https://ejournal.indo-intellectual.id/index.php/imeij/article/view/2130. Acesso em: 12 aug. 2026.