FITRIYA, Ana; SEITUNI, Siti; AZIZAH, Nur. The effect of Kahoot gamification on students’ active participation in informatics learning: A pre-experimental study at an Indonesian madrasah. Asatiza: Jurnal Pendidikan, Tembilahan, v. 7, n. 2, p. 147–161, 2026. DOI: 10.46963/asatiza.v7i2.3630. Disponível em: https://ejournal.stai-tbh.ac.id/asatiza/article/view/3630. Acesso em: 13 jun. 2026.