SAHITO, F. Z.; SAHITO, Z. H. Gamification as a Pedagogical Tool for Enhancing Critical Thinking and Problem-Solving Skills in STEM Education: A Case Study of High School Classrooms. Journal of Development and Social Sciences, Gujranwala, Pakistan, v. 5, n. 4, p. 316–331, 2024. DOI: 10.47205/jdss.2024(5-IV)29. Disponível em: https://ojs.jdss.org.pk/journal/article/view/1250. Acesso em: 29 dec. 2024.