Ahlan, A. (2021). Written feedback approach: An alternative way in improving learners’writing skill. Journal of English Teaching, Applied Linguistics and Literatures (JETALL), 4(1), 45-50.
Asteria, P. V., Rofiuddin, A., Suyitno, I., & Susanto, G. (2023). Indonesian-based pluricultural competence in BIPA teachers’ perspective. Eurasian Journal of Applied Linguistics, 9(1), 190-201.
Backlund, P., & Hendrix, M. (2018). Educational games-are they worth the effort? A literature survey of the effectiveness of serious games. VS-Games, (5). 1-8.
Blumberg, F. C., Deater‐Deckard, K., Calvert, S. L., Flynn, R. M., Green, C. S., Arnold, D., & Brooks, P. J. (2019). Digital games as a context for children's cognitive development: Research recommendations and policy considerations. Social Policy Report, 32(1), 1-33.
Cassell, C., & Bishop, V. (2019). Qualitative data analysis: Exploring themes, metaphors and stories. European Management Review, 16(1), 195-207.
Dereh, N. A., Suyitno, I., & Harsiati, T. (2021). Analisis kebutuhan untuk pengembangan bahan ajar membaca pemahaman bagi mahasiswa Thailand tingkat menengah. Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan, 6(8), 1238-1245.
Dewi, H., Alfitriyani, H. U., & Wuryaningrum, R. (2020). Analisis kebutuhan materi untuk pembelajaran BIPA di Universitas Jember. FKIP e-Proceeding, 1(1), 17-28.
Fitria, T. N. (2023). Introducing Bahasa Indonesia bagi Penutur Asing (BIPA): Method and challenges of teaching Indonesian as a Foreign Language (IFL). Inovasi Kurikulum, 20(2), 205-224.
Hou, H. T., Wu, C. S., & Wu, C. H. (2023). Evaluation of a mobile-based scaffolding board game developed by scaffolding-based game editor: Analysis of learners’ performance, anxiety and behavior patterns. Journal of Computers in Education, 10(2), 273-291.
Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., ... & Li, J. (2020). The impact of gamification in educational settings on student learning outcomes: A meta-analysis. Educational Technology Research and Development, 68, 1875-1901.
Idris, M. I., Said, N. E. M., & Tan, K. H. (2020). Game-based learning platform and its effects on present tense mastery: Evidence from an ESL classroom. International Journal of Learning, Teaching, and Educational Research, 19(5), 13-26.
Istanti, W., Andayani, A., Suwandi, S., & Saddhono, K. (2020, November). Karakteristik pemelajar asing program darmasiswa: Pengguna buku ajar bahasa Indonesia. Prosiding Seminar Internasional Seminar Kepakaran Bahasa Indonesia untuk Penutur Asing (SEMAR BIPA), 3(1), 227-236.
Jiang, D., & Kalyuga, S. (2022). Learning english as a foreign language writing skills in collaborative settings: A cognitive load perspective. Frontiers in Psychology, 13. 1-11.
Jones, R. &. (2019). Linguistic structures in foreign language acquisition: A comprehensive analysis of spelling, grammar, phrasing, and sentence structure. Journal of Language Learning Research, 15(3), 210-228.
Korchi, A., Dardor, M., Messaoudi, F., & Mabrouk, E. H. (2021). Progression of a serious game difficulty from a playful and pedagogical point of view: Analyze and representation. Education and Information Technologies, 26, 1333-1333.
Lappas, D., Georgios, K., & Karampelas, P. (2023). Using game-based learning in order to enhance decision making under uncertainty. International Journal of Film and Media Arts, 8(1), 36-51.
Lemaich, S. E., & Utami, S. (2022). Linguistic categorization of teacher perceptions about BIPA learner errors and learning challenges: a multiple case study. Jurnal Bahasa Indonesia bagi Penutur Asing (JBIPA), 4(1), 9-29.
Margot, K. C., & Kettler, T. (2019). Teachers’ perception of STEM integration and education: A systematic literature review. International Journal of STEM education, 6(1), 1-16.
Mashoor, B. B. N., & Abdullah, A. T. H. (2020). Error analysis of spoken English language among Jordanian secondary school students. International Journal of Education and Research, 8(5), 75-82.
Mee, R. W. M., Pek, L. S., Von, W. Y., Ghani, K. A., Shahdan, T. S. T., Ismail, M. R., & Rao, Y. S. (2021). A conceptual model of analogue gamification to enhance learners' motivation and attitude. International Journal of Language Education, 5(2), 40-50.
Park, Y. H., Paik, T. Y., & Koo, J. H. (2019). Effect of student activity participation on accounting education. Journal of Open Innovation: Technology, Market, and Complexity, 5(3), 40-51.
Rahmawati, L. E., Suwandi, S., Saddhono, K., & Setiawan, B. (2019). Need analysis on the development of writing competency test for foreign university students. Humanities and Social Sciences Reviews, 7(3), 467-471.
Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022). Gamification applications in e-learning: A literature review. Technology, Knowledge, and Learning, 27(1), 139-159.
Schuldt, J., & Niegemann, H. (2021). Instructional design for digital game-based learning. Game-based Learning Across the Disciplines, 23, 299-319.
Solikhah, I., & Budiharso, T. (2020). Standardizing BIPA as an international program of a language policy. Asian ESP Journal, 16(5.2), 181-205.
Tahir, S., & Bidin, S. J. (2019). Photographic documentation as a mode of data collection in qualitative research: A case of pilot testing in linguistic landscape. Pakistan Journal of Humanities and Social Sciences, 7(3), 266-280.
Van den Beemt, A., MacLeod, M., Van der Veen, J., Van de Ven, A., Van Baalen, S., Klaassen, R., & Boon, M. (2020). Interdisciplinary engineering education: A review of vision, teaching, and support. Journal of Engineering Education, 109(3), 508-555.
Warschauer, M., & Healey, D. (2018). Computers and language learning: An overview. Language Teaching, 31(2), 57-71.
Wijaya, A. &. (2019). Curricular considerations in BIPA: A focus on text complexity and vocabulary. Journal of Language Curriculum Development, 16(4), 321-336.
Winatha, K. R., & Setiawan, I. M. D. (2020). Pengaruh game-based learning terhadap motivasi dan prestasi belajar. Scholaria: Jurnal Pendidikan dan Kebudayaan, 10(3), 198-206.
Zeng, J., Parks, S., & Shang, J. (2020). To learn scientifically, effectively, and enjoyably: A review of educational games. Human Behavior and Emerging Technologies, 2(2), 186-195.