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Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
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Jurnal Pengembangan Teknlogi Informasi dan Ilmu Komputer (J-PTIIK) Universitas Brawijaya merupakan jurnal keilmuan dibidang komputer yang memuat tulisan ilmiah hasil dari penelitian mahasiswa-mahasiswa Fakultas Ilmu Komputer Universitas Brawijaya. Jurnal ini diharapkan dapat mengembangkan penelitian dan memberikan kontribusi yang berarti untuk meningkatkan sumber daya penelitian dalam Teknologi Informasi dan Ilmu Komputer.
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Articles 6,923 Documents
Pengembangan Sistem Informasi Manajemen Alat Pada Laboratorium Instrumentasi dan Pengukuran Fakultas MIPA Universitas Brawijaya Willy Aditya Nugraha; Ahmad Afif Supianto; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Laboratory of Instrumentation and Measurement is one of the laboratories in the Department of Physics, Faculty of Mathematics and Natural Sciences, Brawijaya University. This laboratory serves student practicum activities, lecture and student research, and research activities such as workshops and demos. To conduct data inventory of laboratory equipment, borrowing and returning equipment service, laboratory staff still using manual records in spreadsheet and forms. There are several problems such as manual records for the equipments, the synchronization of the data owned by the laboratory staff and the head of the laboratory, and also the laboratory staff must find the form from all loan forms when returning. Based on this, an inventory management information system is needed for laboratory equipment that can help solve the problem of inventory, adding information to equipment, and borrowing and returning equipment. The development of this information system uses the SDLC Evolutionary Prototyping model that allows improvement of functionality during continuous iterations. The results of the requirement analysis are described using use case diagrams and activity diagrams. The implementation of this information system uses the CodeIgniter PHP framework. System testing is done by using validation testing with the results of testing all functions that can be done properly and verified validly. The result of compatibility testing shows some problems, such as critical issue found because of the SSL or HTTPS feature that is not activated and major and minor problems exist because some browsers don't support some CSS properties. UAT testing resulted in an acceptance percentage of 91.8% for administrator actors and 83.6% for student actors.
Implementasi N-Modular Redundancy Fault Tolerant System Pada Permodelan Automatic Train Protection Ira Oktavianti; Rakhmadhany Primananda; Wijaya Kurniawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Automatic Train Protection System is a system to control the speed and braking of trains automatically, to avoid any obstacles that are read. Automatic Train Protection System belongs to the critical system category, if there is damage or error can affect the system as a whole. Thus, reliability is required in the critical system implementation, to obtain a high level of reliability and minimize the failure or Erorr level for the system to be able to persist. The level of reliability of the system can be done by implementing Hardware Redundancy. Redundancy is required as a data duplication using the N-Modular Redundancy method, to make the system fault tolerance and high reliability. The virtue in the application of redundancy lies in the microcontroller module used, such as Arduino UNO which acts as a module for the receiver of the Sharp Distance 2Y0A20 (Redundancy module) and the voter (voting) and LED modules (indicators Treatment). The liaison communication between the redundancy module and the voter can use I2C communication based on the prevailing rules. The test values of each module differ greatly from each module. Module C becomes a reliable module in the tolerance of test failures. The reliability percentage of the system without redundancy is 83.51% while with redundancy of 80.69% overall system.
Perancangan Situs Website Jurusan Sistem Informasi Fakultas Ilmu Komputer Universitas Brawijaya dengan Pendekatan Human Centered Design (HCD) Fariz Wahyu Djatmiko; Hanifah Muslimah Az-Zahra; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Situs website jurusan sistem informasi (SI) merupakan sarana untuk menyampaikan segala informasi mengenai jurusan sistem informasi yang terdapat di FILKOM Universitas Brawijaya. Dengan terdapat website jurusan sistem informasi akan memudahkan dan mempercepat dalam pencarian informasi bagi mahasiswa dan masyarakat umum yang membutuhkan segala informasi tentang jurusan sistem informasi.Tujuan penelitian ini adalah menemukan kebutuhan pengguna untuk perancangan situs website jurusan sistem informasi lalu menghasilkan rancangan desain situs website sistem informasi yang dibutuhkan oleh pengguna. Dalam perancangannya memakai kaidah Human Centered Design. Dalam menentukan konteks dan spesifikasi kebutuhan pengguna/user situs website jurusan sistem informasi dengan melalui wawancara kelompok pengguna dan masukan-masukan dari stakeholder terkait dalam pelaksanaan rapat dengan pengembang website jurusan. Berdasarkan hasil kebutuhan yang didapat dari pengguna dan stakeholder terkait menghasilkan sebuah desain awal yang kemudian mendapat masukan-masukan dari stakeholder terkait dan dilakukan perbaikan desain dan tata letak menu hingga menghasilkan desain solusi akhir. Pada desain solusi akhir dilakukan evaluasi website dimana dalam melakukan evaluasi desain menggunakan prinsip Heuristic Evaluation dan Guideline University Website Design. Dari 3 evaluator mendapatkan 18 permasalahan. Berikutnya rekomendasi yang diberikan evaluator akan diperbaiki dan dijadikan solusi desain situs website jurusan sistem informasi. Situs website jurusan sistem informasi (SI) merupakan sarana untuk menyampaikan segala informasi mengenai jurusan sistem informasi yang terdapat di FILKOM Universitas Brawijaya. Dengan terdapat website jurusan sistem informasi akan memudahkan dan mempercepat dalam pencarian informasi bagi mahasiswa dan masyarakat umum yang membutuhkan segala informasi tentang jurusan sistem informasi.Tujuan penelitian ini adalah menemukan kebutuhan pengguna untuk perancangan situs website jurusan sistem informasi lalu menghasilkan rancangan desain situs website sistem informasi yang dibutuhkan oleh pengguna. Dalam perancangannya memakai kaidah Human Centered Design. Dalam menentukan konteks dan spesifikasi kebutuhan pengguna/user situs website jurusan sistem informasi dengan melalui wawancara kelompok pengguna dan masukan-masukan dari stakeholder terkait dalam pelaksanaan rapat dengan pengembang website jurusan. Berdasarkan hasil kebutuhan yang didapat dari pengguna dan stakeholder terkait menghasilkan sebuah desain awal yang kemudian mendapat masukan-masukan dari stakeholder terkait dan dilakukan perbaikan desain dan tata letak menu hingga menghasilkan desain solusi akhir. Pada desain solusi akhir dilakukan evaluasi website dimana dalam melakukan evaluasi desain menggunakan prinsip Heuristic Evaluation dan Guideline University Website Design. Dari 3 evaluator mendapatkan 18 permasalahan. Berikutnya rekomendasi yang diberikan evaluator akan diperbaiki dan dijadikan solusi desain situs website jurusan sistem informasi.
Penerapan Procedural Content Generation untuk Perancangan Karakter pada 2D Endless Runner Game menggunakan Metode Genetic Algorithm Abdurrahman Prawira Purmiaji; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Seeing how rapid the development of game industry right now, game developers are required to develop a game that not only have a good feature and graphics but a game that offers a quality conten so that player will play the game. But in a game that have Endless theme, where a game will stop when the player reach a game over, have endless content. If that content is made manually that will consume a lots of time, where that time cost can be used or allocated into other important things such as develop more feature or better graphics in that game. A solution to the problem above is to use Procedural Content Generation(PCG) that is a automatic content generation that done by using an algorithm. PCG is a solution that not only solved the time cost, but also price cost and giving a replayability in a game. The process of making a content, npc or a challenge in an Endless Runner that usually called Enemies is made manually. Enemies that have the same variation makes player bored easily, thus will also reduce replayability factior in the game. With using PCG that uses Genetic Algorithm will solve that problem. In this research, writer will use Genetic Algorithm to implement Procedural Content Generation in 2D Endless Runner Game. Genetic Algorithm is chosen by the writer because it can do optimization that suitable in many cases from an environtment. Beside optimization, Genetic Algorithm is modular, thus separated from the application and can be used in many cases without many changes inside. The result of this testing that is Procedural Content Generation can be applied into 2D Endless Runner Game effectively and efficiently. Whereas the result of the testing can be proved will add positive result in Replayability of the game. In performance side can also be rated positif because in production of an Character every population only need 1-3 seconds compared to creating Non-Player Character manually that cost more time.
Pengembangan Media Pembelajaran Holografis (Studi Kasus : Bab Indera Pendengaran Manusia) Abdul Azis; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Humans have the sense of hearing that is the function of the ear for balance and to capture the source of sound from outside. There are four parts to the discussion of material on the sense of hearing, namely the outer ear, middle ear, inner ear and the mechanism of the listening process. Teaching materials given by teachers to students today use the media explanation from Student Worksheets (LKS), blackboards, which can make students feel inclined to get bored, lazy to listen, feel sleepy and there is less attention. All means of learning activities are expected to be able to support students to understand clearly what is conveyed by the teacher or instructor in order to foster a desire to study more actively with proportional learning media (Daryanto, 2016). Holographic is a two dimensional object that has been documented and subsequently reappeared with changes in the location and direction of the gaze until it appears as though three dimensions (Kurniawan, 2017). This application will be implemented on an Android smartphone screen using prism acrylic projection media and can then be displayed in three dimensions and can be viewed in 3600. The method used to assess an item that is tested to the user and later will be given input by the user when finished operating the system, that is which is called usability testing (Lodhi, 2010). Hearing sensory learning applications ranging from learnability, effeciency, memorability, error and satisfaction. It has been tested to 13 reporters after operating the application, then got the results of 13 reporters namely: strongly agree = 62, agree = 38, neutral = 32 and disagree = 0. Furthermore, of the total answers, then the usability percentage is 82.3% and qualifications are categorized good or successful when seen in a quantitative table according to Arikunto..
Pembangunan Website Manajemen Persuratan Pada Balai Pemasyarakatan Klas 1 Malang Menggunakan Metode Prototyping Prita Nur Rizky Faridiani; Adam Hendra Brata; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Balai Pemasyarakatan Klas 1 Malang is a law institute which doing correspondence activity on it's daily basis, such as submission of letters, letters' archiving, and letters' numbering. When doing this routine, there's some lack of time efficiency. Moreover, there's no monitoring on the routine, resulting Kabapas not being able to monitor on his employee's activity. Hence, it needs a system that can make the administrative process shorter so it will be more efficient and monitoring of status on the documents worked on. The system also can manage letter's numbering to avoid overlapping. A development of correspondency management based on website is carried out to overcome the problems that arise. This system developed with prototyping development method. During the study, there are obtained 4 actors who can interact with the system, a total 58 functional requirements, and 1 non-functional requirements. This system will be tested using unit testing, validation testing, and compatibility testing.
Evaluasi Usability Pada Website Malangmenyapa.malangkota.go.id Dinas Kebudayaan dan Pariwisata Kota Malang Menggunakan Metode Usability Testing Muhammad Faishal Erwin; Niken Hendrakusma Wardani; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The purpose of this study was to determine the usability problems of malangmenyapa.malangkota.go.id in the Culture and Tourism Office of Malang City using the usability testing method and provide recommendations for improvements in the form of Prototype. The method used in this study is the usability testing and interview methods to conduct problem excavation on the Malang Menyapa website and to measure the usability level of malangmenyapa.malangkota.go.id using task scenario and questionnaire. Task scenario testing and interviews were conducted with 5 participants and filling out questionnaires was carried out by 20 respondents consisting of new users and old users from the website malangmenyapa.malangkota.go.id. The results of this study found 4 problems, namely the appearance that is still messy, there is no fast search feature, some features of social media links are not active, and the event list display is too much to load on one page. The results of the initial usability test level include the user convenience level of 74 percent, the user speed level of 0.04 goals / sec, the user error rate of 0.084, and the user satisfaction level of 63.5. After repairs on the appearance of the website, the results of usability levels at the user's convenience level increased to 98 percent, the user speed level increased to 0.10 goals / sec, the user error rate decreased to 0.010 and the user satisfaction level was 81.1
Evaluasi Usability Aplikasi Road Transport And Traffic Information Center (RTTIC) Kota Malang Dengan Menggunakan Metode Usability Testing Agung Rizqi Maulana; Satrio Hadi Wijoyo; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Malang City Transportation Department in 2016 launched the RTTIC Kota Malang mobile application. RTTIC Kota Malang can help users to get the latest traffic situation information, also information about locations, telephone numbers, and important activities in Malang City. The application has been downloaded 10 thousand times by users in Google Playstore and has a rating of 2.9 from a 5 star scale. According to the users, there are several problems with the application, including screen orientation that reduces user comfort, the application's home page does not display the available menus, and the CCTV icon on Peta CCTV menu resembles another icon. Based on the problems found, usability evaluation needs to be done to assess the level of application usability. Usability testing is used as an evaluation method that includes 9 participants for application testing. The test is carried out four times, twice the task scenario test on the application and twice the task scenario test on the improvement recommendation. Two tests were conducted with the aim of comparing usability values ​​between applications with improvement recommendations. Task scenario testing on the application and improvement recommendations are done twice each to assess aspects of usability that require testing more than once. The findings of problems after conducting a post-test interview will be the basis for making improvement recommendations. Improvement recommendations are tested again like testing the application in the first time, and then the usability values ​​are compared. The increase in usability value obtained from the improvement recommendation is 10.06%.
Pengembangan Sistem Informasi Penjadwalan Pelayan Ibadah pada Gereja Mawar Sharon Malang Menggunakan Metode Waterfall Bella Nemesias Prasetiyani; Niken Hendrakusma Wardani; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Mawar Sharon Church Malang organizes Sunday service activities every Sunday by involving several church servants from several service departments. One service department that plays an important role in the successfulness of Sunday is the Multimedia Department. The Multimedia Department carries out services according to the service schedule made by the coordinator every month. The service schedule is still created manually via group chat and Microsoft Excel. This manual scheduling can take one to two hours, and the resulting schedule often conflicts. The purpose of this study is to provide solutions to problems by developing information systems for scheduling worship services. The scheduling system was developed by the waterfall method and applies genetic algorithms to produce an optimal schedule. Scheduling system that has been made is then tested with black box testing and the result is that the system has run well according to its function. The results of the parameter testing are obtained a population of 90, generation 40, crossover rate 0.4 and mutation 0.6 which produces the best schedule. User testing results on performance criteria which show that the scheduling system is able to cut the scheduling time to 91%, the reliability criteria indicate that the system is able to make an appropriate service schedule and there are no conflicts, and for usability criteria a value of 94% is obtained (strongly agree) from church servants and 90% (strongly agree) from the coordinator which means the system is easy to use.
Implementasi Protokol Anchor-Based Street and Traffic Aware Routing (A-Star) menggunakan Intersection Node pada Vehicular Ad-Hoc Network (VANET) Danny Candra Rumantyo; Primantara Hari Trisnawan; Reza Andria Siregar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Vehicular Ad-Hoc Network (VANET) is a wireless network technology that supports vehicle communication. The problems and research focus on VANET are generally related to the selection of effective routing protocols. Topology-based protocols in the Mobile Ad-Hoc Network (MANET) still have limitations because they are vulnerable to fast node movement and dynamic topology changes but are still used on VANET. Position-based protocol removes these limitations, so it is the most appropriate protocol used in the VANET environment. In this study the routing protocol used is Anchor-Based Street and Traffic Aware Routing (A-STAR). The A-STAR protocol is included in the position-based protocol category and has a mechanism of action based on intersections on the road. This study uses Simulation of Urban Mobility (SUMO) and Network Simulator 3 (NS-3) to simulate the A-STAR protocol based on a real map. The test scenario that will be used to test the protocol is the number of nodes, node speed, and the number of node intersections. The results of the test are analysis metrics consisting of packet delivery ratio, end-to-end delay, routing overhead, convergence time, and euclidean distance. The test results of the three scenarios show the average value of packet delivery ratio of 85.1%, end-to-end delay of 93.28ms, routing overhead of 873.88 packets, convergence time of 1.46s, and euclidean distances of 104 , 64m.

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