Using gamification for engaging surveyors: a case study in Statistics Indonesia. - Yusep Rosmansyah; Isdiyanto Isdiyanto; Ariq Bani Hardi; Atina Putri (Interact. Technol. Smart Educ., 2020)

Digital Transformation in Secondary Schools: A Systematic Literature Review. - Tanti Meishanti Yuliandari; Atina Putri; Yusep Rosmansyah (IEEE Access, 2023)

A Systematic Literature Review on Digital Transformation in Higher Education: Revealing Key Success Factors. - Aria Bisri; Atina Putri; Yusep Rosmansyah (Int. J. Emerg. Technol. Learn., 2023)

A simple model of smart learning environment. - Yusep Rosmansyah; Budi Laksono Putro; Atina Putri; Nur Budi Utomo; Suhardi (Interact. Learn. Environ., 2023)

The Development of A Digital Transformation Model for Higher Education Using the Object-Process Methodology. - Aria Bisri; Rio Nurtantyana; Abdurrakhman Prasetyadi; Atina Putri; Allya Paramita Koesoema; Yusep Rosmansyah (IC3INA, 2024)

Personalized Gamification a Technological Approach for Student Education: A Systematic Literature Review. - Suma Danu Ristianto; Atina Putri; Yusep Rosmansyah (IEEE Access, 2025)

An interactive mobile three-dimensional virtual laboratory for learning ear anatomy. - Atina Putri; Fahma Waluya Rosmansyah; Chessa Nur Triejunita; Yuda Sukmana; Nyilo Purnami; Sakina Sakina; Yuni Sari Amalia; Yusep Rosmansyah (Smart Learn. Environ., 2025)