[1]
Maysyarah, S., Kurniawan, C. and Surahman, E. 2026. The Effect of Project-Based Learning with Gamification and Self-Efficacy on The Software Operation Ability of Junior High School Students. Journal of General Education and Humanities. 5, 1 (Jan. 2026), 591–606. DOI:https://doi.org/10.58421/gehu.v5i1.917.