RAMADHAN, T.; AINI, Q. .; SANTOSO, S. .; BADRIANTO, A. .; SUPRIATI, R. . Analysis of the potential context of Blockchain on the usability of Gamification with Game-Based Learning. International Journal of Cyber ​​and IT Service Management (IJCITSM), [S. l.], v. 1, n. 1, p. 84–100, 2021. DOI: 10.34306/ijcitsm.v1i1.24. Disponível em: https://iiast.iaic-publisher.org/ijcitsm/index.php/IJCITSM/article/view/24. Acesso em: 13 oct. 2025.