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Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
Published by Universitas Brawijaya
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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.
Arjuna Subject : -
Articles 6,923 Documents
Perancangan User Experience Aplikasi Jasa Jahit "Tailorku" untuk Membantu Masyarakat di Masa Pandemi Devita Natalia Krisdayanti; Ratih Kartika Dewi; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Sewing is the work of connecting cloth, fur, animal skins, and other materials that a sewing needle and thread can pass through. Sewing can be done by hand using a hand needle or with a sewing machine (Toni, 2015). The community feels the impact of the government's implementation and restrictions, namely the difficulty of meeting needs that must be done directly so they have to move online. However, many things made sewing services less attractive to the public before the pandemic, namely various things, namely unknown or distant locations, less extensive orders consisting of only people around, sewing not according to consumer desires, and long sewing times. To overcome these problems, a mobile application is needed to help the community during the pandemic, so a solution is needed to help connect tailors and the wider community as potential customers. To realize this solution, the researcher proposes a sewing application solution design to help people find tailors according to their wishes and needs. This user experience design will later be carried out by designing a solution design in the form of a user experience which is designed based on the results of interviews with potential users using the Human-Centered Design method. The test uses Usability testing, namely the System Usability Scale (SUS) and the User Experience Questionnaire (UEQ). From the results of using usability testing on the design of my Tailorku application solution, the following results are obtained, the effectiveness value is 100%, efficiency is 0.145 goals/s and user satisfaction results get 82.5 with category A which means the adjective rating is Excellent. The next user experience test was using UEQ with the result that the attractiveness aspect got 2.28, the perspicuity aspect got 2.09, the efficiency aspect got 2.15, the dependability aspect got 2.09, and the stimulation aspect got 2.09, and the novelty aspect got 2.14.
Kinerja Protokol Contact-Based Routing (CBR) dengan menggunakan Management Buffer Shortest Life First (SHLI) pada Delay Tolerant Network Roy Marten Sirait; Primantara Hari Trisnawan; Dany Primanita Kartikasari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 8 (2022): Agustus 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Delay Tolerant Network (DTN) is a network protocol that can connect contacts between devices with unstable connectivity with high delay times. DTN network protocol applies the store-carry-and-forward concept to send messages so that it does not always have an end-to-end connection. The multi-copy message-copying scheme is an effective for message routing approach between the source and destination nodes. However, this scheme results in a large number of unwanted messages being copied, resulting in a high number of remaining packets in the network. To solve this issue, a message copying process policy can be created. Contact-based routing (CBR) is a protocol that can observe the mobility property of each connected node by looking at the amount of node encounters in the past. The message copying selection policy on the CBR, can reduce the average delivery delay time, reduce the remaining packets on the network, but still be able to maintain the success rate of message delivery when compared to the routing protocols used in general. The addition of a management buffer is also needed to control the storage space owned by each node. The simulation results show an increase in the value of delivery probability up to 51.5%, a decrease in the value of overhead ratio up to 24.9%, and average latency up to 20.1% when compared to the flooding-based routing protocol that is often used.
Pengembangan Sistem Pelayanan Pasien berbasis Web (Studi Kasus: Puskesmas Rejowinangun Kabupaten Trenggalek) Threecia Agil Regitasari; Adam Hendra Brata; Randy Cahya Wihandika
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 9 (2022): September 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Rejowinangun public health center is one of the medical services in Trenggalek which serves 7 villages. There are counters for running the services, which are registration, treatment, payment, and pharmacy. In operation, Rejowinangun public health center has several challenges. One of them is duplicate in patient call list data between two or more patients that can cause confusion among patients and delay serving time. That can happen because patient calls are done by sound amplifiers by patient name and village data. If the patient data is not the same as the medical record, the patient has to wait again. Based on the mentioned problems, a Web-Based Patient Service System has been developed with some features such as patient registration, data search, patient calls, data processing related to medical records, and service data reporting. It is expected to solve the problem. System developed with the waterfall model. This research found 8 actors with 78 functional requirements and 1 non-functional requirement. This system was tested using unit testing and validation testing. Unit testing done by white-box testing with PHP Unit found a 100% valid result. Validation testing is divided into two, functional and non-functional. Functional validation testing was done by using black-box testing and got a 100% valid result. Non-functional validation testing is done by using compatibility testing with the Sortsite application and the result is that the system can run well on all browsers.
Pembangunan Sistem Pengelolaan Indekos pada Vinokost berbasis Web dengan Memanfaatkan Payment Gateway Hamim Nizar Yudistira; Diah Priharsari; Nanang Yudi Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 10 (2022): Oktober 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Vinokost is one of the boarding houses in Malang City. This boarding house is close to various well-known university in Malang City. The existing management or administrative system at Vinokost uses simple recording on books and receipts for payment. Payments made by boarding house residents are also still in cash. The occupants or renters of the boarding house must go to the automated teller machine to withdraw the money which will then be paid to the boarding house manager. This process certainly does not take a short time. Therefore, a web-based information system is needed to facilitate the management of boarding houses and is also integrated into the payment gateway to facilitate payments. The Vinokost boarding house management system was built by adapting the Waterfall development method. There are 5 stages, namely data mining, requirements analysis, system design, implementation, and testing. The boarding house management system is developed using the Laravel framework for the backend and Bootstrap for the frontend. The database used is MySQL with the help of phpMyAdmin. As for the payment gateway using services from Midtrans. In the tests carried out using Black Box Testing, the status of 100% successful means that the requirements that must be met by the system have been met.
Penerapan MDA Framework dalam Pengembangan Gim Tower Defense Moh. Faiz Hidayatulloh; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 10 (2022): Oktober 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Tower defense is a subgenre of strategy games that have been popular in the last two decades. In tower defense games, players must achieve their goals by defending territory and property by blocking attackers or stopping opponents from reaching an exit by laying defensive structures along the path of the opponent. One of the obstacles to tower defense games is an imbalance, for example a game that is too easy makes players bored quickly, while a game that is too difficult makes players frustrated. This can result in player disappointment resulting in negative feedback to the developer. To overcome these obstacles, a good development method is needed, one of the most widely used game design methods is the MDA framework. MDA stands for mechanics, dynamics, aesthetics. Each of the three represents the main elements in the game, namely the rules, game system, and player reactions. The purpose of modeling tower defense games into MDA is to make it easier for the development team to understand the elements of tower defense games from the perspective of developers and players according to the MDA function, so that the games created can be easily developed and get good feedback from players. From the test results through the playtesting method, it was found that players were satisfied with the game from the tower defense strategy game developed and gave positive feedback to the game and the developer.
Analisis Sentimen Masyarakat terhadap Kebijakan Penghapusan Subsidi BBM pada Media Sosial Twitter menggunakan Algoritma Naive Bayes Classifier dengan Ekstraksi Fitur N-Gram TF-IDF Yesaya Sergio Vito Putranta; Bayu Rahayudi; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In early August 2022, Indonesia's Investment Minister, Mr.Bahlil Lahadalia, announced that the skyrocketing fuel prices have caused a national increase in fuel prices, and the difference between the current price and the one listed in the APBN has sparked discussions on removing fuel subsidies to save on the state budget. This has generated both pros and cons among the public, and one of the mediums used to express opinions on this matter is Twitter. Therefore, in this study, the author used the Bernoulli Naive Bayes Classifier classification method, which began with data collection using the Tweepy Library combined with the Twitter API, followed by data preprocessing to, then formed a text classification system with the help of N-Gram TF-IDF feature extraction, and implemented the Bernoulli Naive Bayes Classifier algorithm with the help of the Sklearn Library. With a total of 710 tweet data, divided into 80% training data and 20% test data, and passed through 3 testing scenarios (Unigram, Bigram, and Trigram), the resulting accuracies are 0.69, 0.57, and 0.57, respectively. Thus, it has been proven that the use of Unigram N-Gram TF-IDF combined with the Bernoulli Naive Bayes produces better results, particularly for sentiment analysis research.
Sistem Deteksi Tip Burn pada Selada Hidroponik menggunakan Metode Thresholding pada Warna Hue Saturation Value Abimanyu Sri Setyo; Hurriyatul Fitriyah; Rakhmadhany Primananda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Lettuce is a vegetable with high economic potential in Indonesia. However, every year, lettuce production decreases due to disease disturbances in these plants. Observation of conditions in lettuce plants can be seen in the changes that occur in lettuce leaves by looking directly at them. To speed up the process of handling infected vegetables, we need a system that can accurately detect the presence of the disease. Disease detection in hydroponic lettuce is required to reduce crop failure risk and plan a strategic control effort. The number of diseases in lettuce is quite large, and the lack of understanding of the symptoms of the diseases makes it quite difficult for farmers to know which disease is attacking. Therefore, a system that is able to detect diseases on lettuce leaves is needed, especially in hydroponic lettuce plants. Tip Burn Detection System in Hydroponic Lettuce Using the Threshold Method on Hue Saturation Value Color is used to detect tip burn disease in lettuce leaves. This study uses a camera module as input for the detection process, then the captured images are processed on a computer to obtain detection results through a user interface application. This disease detection system uses the Hue, Saturation, and Value (HSV) color features, which are used to analyze the color changes of disease-infected leaves. In the disease detection process, the thresholding segmentation method was used with the results of normal lettuce leaves and tip-burn lettuce leaves. Detection of disease in hydroponically grown lettuce leaves using this method and 18 test samples produces an accuracy value of 94%.
Rancang Bangun Aplikasi E-Portfolio berbasis Mobile Nafira Ramadhannis; Nurudin Santoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Dalam era digital saat ini, teknologi informasi mempengaruhi hampir semua aspek kehidupan manusia, termasuk dunia pendidikan. Mahasiswa sebagai bagian dari pendidikan juga memanfaatkan teknologi informasi untuk mendukung proses pembelajaran dan pengembangan diri. E-Portfolio Student, sebuah aplikasi mobile, dirancang sebagai sarana dokumentasi kegiatan keaktifan yang dilakukan selama perkuliahan, termasuk tugas, proyek, organisasi, kepanitiaan, dan prestasi. Mahasiswa dapat memperlihatkan kemampuan dan prestasi yang dimilikinya kepada pihak-pihak yang berkepentingan, seperti dosen pembimbing, calon employer, atau institusi yang ingin memberikan beasiswa. Proses perancangan terdiri dari tiga bagian: rancang arsitektur yang mencakup diagram urutan dan diagram kelas, perancangan basis data, dan perancangan user interface. Metodologi yang digunakan adalah metode waterfall, karena perangkat lunak dibangun secara bertahap menggunakan iterasi singkat selama 1 hingga 2 minggu agar pengembangannya selaras dengan kebutuhan bisnis yang terus berubah. Antarmuka dibuat menggunakan Flutter dengan bahasa pemrograman Dart, sedangkan sistem backend dibuat menggunakan Node.js dengan framework Express.js. Basis data dibangun menggunakan MongoDB dengan bantuan MongoDB Atlas. Pengujian terdiri dari empat jenis pengujian, yaitu pengujian unit, pengujian integrasi, validasi untuk kebutuhan fungsional, dan pengujian compatibility untuk kebutuhan non-fungsional. Pengujian validasi dilakukan dengan menggunakan 79 kasus uji yang berasal dari 58 kebutuhan fungsional dan mengahasilkan bahwa 79 kasus tersebut 100% "Sesuai".
Pengembangan Aplikasi Perangkat Bergerak Pencarian Partner Lomba berbasis Android menggunakan Clean Architecture Tubagus Saifulloh; Agi Putra Kharisma; Dwija Wisnu Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 4 (2023): April 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Penelitian sebelumnya menyebutkan bahwa ketika mahasiswa ingin mengajak mahasiswa lain yang tidak dikenal, mahasiswa tersebut bingung bagaimana mencarinya dan di mana tempat mencarinya. Akibatnya hal tersebut mengakibatkan mahasiswa batal untuk mengikuti lomba ataupun lomba yang dilakukan menjadi kurang maksimal. Dari permasalahan yang telah disebutkan, penelitian perancangan tersebut menghasilkan analisis kebutuhan dan beberapa desain solusi untuk aplikasi perangkat bergerak pencarian partner lomba. Berdasarkan latar belakang dan hasil dari penelitian perancangan sebelumnya yang telah dilakukan, pada penelitian ini bertujuan untuk mengonstruksi perancangan tersebut agar menghasilkan aplikasi yang dapat digunakan oleh pengguna secara langsung. Penelitian ini mengadaptasi metode Waterfall sehingga terdiri dari beberapa tahapan yang terdiri dari studi literatur, analisis kebutuhan, perancangan sistem, implementasi, pengujian, serta kesimpulan dan saran. Pada tahap implementasi kode, arsitektur yang digunakan adalah Clean Architecture dengan membagi kode menjadi tiga layer (domain, data, dan presentation). Arsitektur ini dipilih dengan harapan untuk mempermudah pengujian. Terdapat tiga macam pengujian dalam penelitian ini yang terdiri dari pengujian blackbox, pengujian kompatibilitas, dan pengujian usability. Pengujian blackbox yang dilakukan menghasilkan hasil valid pada keseluruhan kasus uji. Clean Architecture yang digunakan saat mengimplementasikan kode memberi manfaat kemudahan ketika dilakukan pengujian kompatibilitas terhadap belasan kasus uji pada Android API 23 sampai dengan Android API 33. Pengujian usability terhadap lima orang partisipan menghasilkan nilai efektivitas dengan tingkat penyelesaian 90,76%.
Implementasi Bluetooth Low Energy dan Telegram pada Sistem Monitoring dan Control Kunci Pintu Rumah menggunakan Routing Multihop Fauzan Fatra Prathama; Mochammad Hannats Hanafi Ichsan; Agung Setia Budi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 4 (2023): April 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Internet of Things (IoT) adalah metode yang memungkinkan objek dan orang terhubung ke jaringan dan berbagi data tanpa memerlukan komunikasi dua arah antara manusia atau antara manusia dan komputer. Salah satu penerapan teknologi Internet of Things (IoT) yang dapat diterapkan dalam lingkungan sekitar kita adalah penerapan IoT pada kunci pintu rumah, dengan menggunakan smartphone sebagai alat kendali dan pemantauan. Fitur smartphone yang digunakan dalam kunci pintu rumah ini adalah Bluetooth dan aplikasi Telegram. Bluetooth Low Energy (BLE) atau Bluetooth versi 4.0 dan Telegram digunakan untuk menghubungkan smartphone dengan mikrokontroller sebagai alat komunikasi untuk mengunci dan membuka pintu rumah yang mengatur solenoid door lock melalui smartphone. Pemantauan pada smartphone dapat dilakukan melalui sebuah bot telegram yang dapat melihat status kunci pintu rumah. Pada sistem ini, Telegram dapat digunakan sebagai alat monitoring dan control status kunci pintu rumah, sedangkan bluetooth low energy digunakan hanya sebagai kunci pintu rumah saja. Sistem komunikasi pengiriman data menggunakan routing multihop, dimana pintu yang menggunakan bluetooth low energy tidak terhubung internet melainkan terhubung dengan kunci pintu yang menggunakan telegram. Dalam penelitian ini dibuat sebuah purwarupa yang terdapat dua pintu dimana satu pintu menggunakan telegram dan satu pintu menggunakan bluetooth low energy. Pengujian yang dilakukan berdasarkan waktu dan jarak antar node, yang didapatkan rata-rata bahwa jarak paling optimal untuk meletakan node satui dengan yang lainnya adalah pada jarak 5 meter dengan mendapat nilai delay rata-rata sebesar 318.3 ms. Nilai tersebut dibandingkan dengan standar delay Tiphon termasuk kategori cukup baik. Sedangkan untuk jarak yang 10 meter dan 15 meter tidak dianjurkan, karena nilai rata-rata delay yang didapatkan sebesar 1756.3 ms yang lebih dari 450 ms jika dibandingkan dengan standar delay Tiphon. Pada pengukuran waktu komputasi terhadap perangkat yang digunakan seperti bluetooth low energy didapatkan nilai rata-rata dari seluruh percobaan adalah 621,75 ms, untuk nilai rata-rata delay dari fingerprint berada pada nilai 459.8 ms dan 478.1 ms, sedangkan untuk nilai rata-rata delay pada telegram 2268 ms. Penerapan routing multihop digunakan sebagai sistem komunikasi data antara node sensor dengan sink node yang didefinisikan sebagai pintu 1 dan pintu 2.

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