… and video learning [34]–[37], developed educationally electronic games based on android [13], [14], [38], the use of applicationbased such as augmented reality [39], and GeoGebra. …
CITATION STYLE
Sabon, Y. O. S., Istiyono, E., & Salamah, U. (2022). Technology Literacy in the Development of Mathematics Learning in Indonesia During the Covid-19 Pandemic. In Proceedings of the 5th International Conference on Current Issues in Education (ICCIE 2021) (Vol. 640). Atlantis Press. https://doi.org/10.2991/assehr.k.220129.025
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