1. Ali, A., Abbas, L. N., & Sabiri, A. M. (2021). Keberkesanan Pembelajaran Gamifikasi dalam Pencapaian Pelajar bagi Topik Nombor Kompleks: Effectiveness of Gamification Learning in Student’ s Achievement for Complex Number Topic. Online Journal for TVET Practitioners, 6(2), 108-122.
2. Chang, C. Y., & Hwang, G. J. (2019). Trends in digital game-based learning in the mobile era: a systematic review of journal publications from 2007 to 2016. International Journal of Mobile Learning and Organisation, 13(1), 68-90.
3. Dowker, A., Cheriton, O., Horton, R., & Mark, W. (2019). Relationships between attitudes and performance in young children’s mathematics. Educational Studies in Mathematics, 100(3), 211-230.
4. Goldin, G. A., Hannula, M. S., Heyd-Metzuyanim, E., Jansen, A., Kaasila, R., Lutovac, S., & Zhang, Q. 2016. Attitudes, beliefs, motivation and identity in mathematics education: An overview of the field and future directions. ICME-13 topical survey. Cham, Switzerland: Springer.
5. Hamden Hamid, S., Zulkiply, N., & Mohamad, F. S. (2022). The Effects of Non-Digital Game-Based Learning and Cognitive Level of Questions on Isometric Transformations. Asian Journal of University Education, 18(1), 34-50.
6. Ihechukwu, N. B. 2020. Impact of Instructional Scaffolding Approach on Secondary School Students Achievement in Mathematics. Malikussaleh Journal of Mathematics Learning (MJML), 3(2), 46-50.
7. Jamil, N. (2015). Pemahaman guru pendidikan awal kanak-kanak terhadap konsep awal matematik. Jurnal Pendidikan Awal Kanak-Kanak Kebangsaan, 4, 64-80.
8. Kiwanuka, H. N., Van Damme, J., Van den Noortgate, W., & Reynolds, C. 2020. Temporal relationship between attitude toward mathematics and mathematics achievement. International Journal of Mathematical Education in Science and Technology, 51, 1–25.
9. Kotob MM, Ibrahim LA. 2019. Gamification: The effect on students’ motivation and achievement in language learning. Journal of Applied Linguistics and Language Research.
10. Majiwa, C. O., Njoroge, B., & Cheseto, N. 2020. Influence of Constructivism Instructional Approach on Students’ Achievement in Mathematics in Secondary Schools in Mandera Central Sub County, Kenya. East African Journal of Education Studies, 2(1), 115-128.
11. McLaren, B. M., Adams, D. M., Mayer, R. E., & Forlizzi, J. 2017. A computer-based game that promotes mathematics learning more than a conventional approach. International Journal of Game-Based Learning, 7(1), 36–56.
12. Mohamed Rosly, R. 2017. Gamifikasi : Konsep Dan Implikasi Dalam Pendidikan. Pembelajaran Abad Ke-21: Trend Integrasi Teknologi, 144–154.
13. Mullis, I. V. S., Martin, M. O., Foy, P., Kelly, D. L., & Fishbein, B. 2020. TIMSS 2019 international results in mathematics and science. Paper presented at the TIMSS & PIRLS International Association for the Evaluation of Educational Achievement.
14. Noh, S. N. A., Mohamed, H., & Zin, N. A. M. (2021, October). The Effects of Serious Games on Students' Higher-Order Thinking Skills in Science Education. In 2021 International Conference on Electrical Engineering and Informatics (ICEEI) (pp. 1-5). IEEE.
15. Nur Aini Zaida. 2018. Improving the understanding of the geometric shapes through geoboard (classroom action research in group b tk Al-Wafa, Sawangan, Kota Depok, 2017). Scientific journal of preschool and early school education, 3 (2), 116-128.
16. Nurul Syadiyah binti Khairuddin & Ramlah binti Mailok, R. Pembelajaran Berasaskan Permainan Dalam Mata Pelajaran Sejarah Menggunakan Teknik Mnemonik.
17. Syawaluddin, A., & Afriani Rachman, S. (2020). Developing Snake Ladder Game Learning Media to Increase Students’ Interest and Learning Outcomes on Social Studies in Elementary School. Simulation & Gaming, 51(4), 432–442. https://doi.org/10.1177/1046878120921902
18. Taspinar, B., Schmidt, W., & Schuhbauer, H. (2016). Gamification in education: A board game approach to knowledge acquisition. Procedia Computer Science, 99, 101-116.