HALIMAH, Nifta Noor; SUNGKONO, Sungkono. Pengembangan Puzzle Berbasis Augmented Reality untuk Penanaman Nilai Pancasila bagi Siswa Kelas 4 SD IT. Epistema, [S. l.], v. 2, n. 2, p. 100–112, 2021. DOI: 10.21831/ep.v2i2.42721. Disponível em: https://journal.uny.ac.id/index.php/epistema/article/view/42721. Acesso em: 6 may. 2025.