MUHAMAD AMINUL YAKIN; SITI MARDHIAH; HANNAMI MARDHATILLAH; , DELLA FEBRIYANTI. Permainan Werewolf untuk Mengurangi Intensitas Penggunaan Gadget Pada Siswa SMP. Culture education and technology research (Cetera), [S. l.], v. 1, n. 2, p. 43–49, 2024. DOI: 10.31004/ctr.v1i2.31. Disponível em: https://cetera.web.id/index.php/ctr/article/view/31. Acesso em: 6 oct. 2026.