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Contact Name
Acep Roni Hamdani
Contact Email
acepronihamdani@unpas.ac.id
Phone
+6287726846888
Journal Mail Official
jurnalilmiahpendas@unpas.ac.id
Editorial Address
Jl. Taman Sari No. 6-8 Bandung
Location
Kota bandung,
Jawa barat
INDONESIA
Pendas : Jurnah Ilmiah Pendidikan Dasar
Published by Universitas Pasundan
ISSN : 24772143     EISSN : 25486950     DOI : 10.23969
Core Subject : Education,
Pendas : Jurnah Ilmiah Pendidikan Dasar is a journal published twice a year, namely in June and December that aims to be a forum for scientific publications to pour ideas and studies complemented with the results of research related to primary school education. To achieve this, basic education journals will selectively disseminate ideas and studies complemented by quality research results related to basic education, develop an education center to the elementary-school that can produce innovative, creative and original work and tested in the field of education and learning elementary School to be disseminated and implemented for improving the quality of primary-to-national education at the national, regional and international levels.
Articles 15,076 Documents
REPRESENTASI NILAI-NILAI PENDIDIKAN KARAKTER PADA FILM RIKO THE SERIES “MABAR BOLEH, ASAL…” Cahyami, Hartika; Mulyadiprana, Ahmad; Merliana, Anggit
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.32585

Abstract

This study aims to describe the representation of character education values that appear in the animated film Riko The Series in the episode “Mabar Boleh, Asal...” (Playing Together is Okay, As Long As...). This study employs a qualitative approach using content analysis. It is a non-subjective study. The focus of observation is how the educational values depicted in the program align with the 18 character education values outlined by the Ministry of Education and Culture. The results indicate that the animated film Riko The Series effectively represents character education values, making it a valuable tool to support the learning process, particularly in character education.
PENERAPAN MODEL PBL, NMM DAN PERMAINAN ULAR TANGGA DALAM MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS DAN HASIL BELAJAR PADA MUATAN IPAS KELAS V SDN BENUA ANYAR 10 BANJARMASIN Sayling Sansan Septemercy; Zain Ahmad Fauzi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.32606

Abstract

This study was motivated by the low levels of students’ critical thinking skills and learning outcomes, which were caused by one-way teaching and a lack of variety in instructional methods. The purpose of this study was to describe students’ critical thinking skills and learning outcomes. The research employed Classroom Action Research (CAR) over the course of three sessions, involving 15 fifth-grade students at SDN Benua Anyar 10 Banjarmasin. Data were collected through observation and tests. The results showed a significant improvement in each session: critical thinking skills increased from 33% in the first session to 87% in the third session, categorized as "Almost All Highly Skilled," and learning Outcomes increased from 53% to 100%. These findings overall indicate that the implementation of the PBL model, NMM, and the Snakes and Ladders game effectively enhanced students’ critical thinking skills and learning outcomes.
PENGARUH PENDEKATAN SAINTIFIK TERHADAP HASIL BELAJAR IPA SISWA KELAS IV DI SDN GANDASARI 1 KOTA TANGERANG Netri; Candra Puspita Rini; Arry Patriasurya Azhar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.32618

Abstract

This study aims to analyze the effect of the scientific approach on the learning outcomes of fourth-grade students at Gandasari 1 Elementary School, Tangerang City. The research approach used was a quasi-experimental with a pretest-posttest control group design. The research sample consisted of 59 students, with 29 students in the experimental class and 30 students in the control class. The results showed that the application of the scientific approach had a significant positive impact on improving student learning outcomes. Descriptive statistical analysis showed a significant increase in average scores from pretest to posttest, as well as a strong and positive relationship between initial abilities and student learning outcomes. The test of mean differences using a paired t-test t count 7.208 > t table 2.048 statistically proved that the difference between pretest and posttest scores was significant. The findings of the scientific approach in learning that improve learning outcomes in developing student competencies in science learning. The results of this study can be a reference for teachers and schools in designing innovative and student-centered learning strategies, especially in science subjects, to optimize the achievement of science learning at the elementary school level. Keywords: Scientific Approach, to Science Learning Outcomes, in Elementary Schools
PENGARUH PENGGUNAAN CHATGPT TERHADAP MINAT BELAJAR MAHASISWA PROGRAM STUDI PENDIDIKAN EKONOMI UNIVERSITAS RIAU Septi Anggraini; Caska Caska; Filma Alia Sari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.32623

Abstract

Learning interest in this study refers to students who have an inner desire to be interested in learning activities, which can be seen through student activities during lectures, whether in the form of feelings of joy, concentration, enthusiasm, and others. The use of ChatGPT is utilizing learning facilities in the form of artificial intelligence to increase student learning interest. Therefore, the purpose of this study is to determine the effect of ChatGPT use on the learning interest of students in the Economics Education study program at the University of Riau. The background of this study is the increasing use of ChatGPT in the campus environment and the low interest in learning of students. This type of research is descriptive with a quantitative approach. The subjects of the study were 109 active undergraduate students in the Economics Education Study Program, class of 2023. The sampling technique used was proportional random sampling and the Solvin formula obtained 52 respondents. The sample selection process was carried out randomly using a lottery method. Data collection was carried out by distributing questionnaires, then analyzed using descriptive analysis, analysis prerequisite tests, simple linear regression, and hypothesis testing. From the analysis carried out, there is an effect of ChatGPT use on the learning interest of students in the Economics Education Study Program at the University of Riau. With a regression coefficient of 0.345, a significance level of 0.004 (<0.05), and a calculated t-value of 2.979 > t-table of 2.009, this indicates that the more frequently ChatGPT is used, the higher the student's learning interest. The coefficient of determination (R2) of 0.151 indicates 15.1%. Meanwhile, the remaining 84.9% is influenced by other factors not included in this model. Other variables that potentially influence learning interest include Perplexcity, Gemini, Notion AI, and others.
PENGARUH MEDIA PEMBELAJARAN INTERAKTIF BERBASIS DIGITAL TERHADAP HASIL BELAJAR SISWA DI KELAS V SD NEGERI 060938 MEDAN Resta Marbun; Anton Sitepu; Frikson Jony Purba; Eka Kartika Silalahi; Irmina Pinem; Patri Janson Silaban
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.32638

Abstract

This study aims to determine the effect of using interactive digital-based learning media on the learning outcomes of fifth-grade students at SDN 060938 Medan in the 2024/2025 academic year. This research employed a quantitative method, with the study population consisting of all fourth-grade students at SDN 060938. The research sample comprised 28 students selected through purposive sampling techniques. Data on the use of interactive digital-based learning media were obtained through questionnaires distributed to students, while learning outcomes were measured using students' pretest and posttest scores during the 2024/2025 academic year. The results of this study indicate that student learning outcomes using the The use of interactive digital based learning model fall into the "very good" category, with an average posttest score of 82.73 and an average questionnaire score of 86.29. Furthermore, hypothesis testing showed that the calculated t-value (6.282) was greater than the t-table value (2.060), indicating that Ho was rejected and Ha was accepted. Based on the t-test results, it can be concluded that interactive digital-based learning media have a significant effect on the learning outcomes of fifth-grade students at SD Negeri 060938 Medan in the 2024/2025 academic year.
PENGARUH MEDIA PERMAINAN TRADISIONAL CONGKLAK TERHADAP KEMAMPUAN BERHITUNG SISWA KELAS II SD NEGERI 08 PINANG SEBATANG TIMUR Gilberdh Saragih Sumbayak; Irmina Pinem; Juliana; Antonius Remigius Abi; Anton Sitepu; Patri Janson Silaban
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.32766

Abstract

This study aims to determine the effect of the traditional congklak game on the math abilities of second-grade students in Mathematics at State Elementary School 08 Pinang Sebatang Timur in the 2024/2025 academic year. This study used a quantitative method with a pretest-posttest experimental design in one group, involving 25 students as a sample. Data collection was conducted through learning outcome tests and student participation questionnaires, which had been tested for validity and reliability. The pretest results showed an average value of student learning outcomes of 49.6 with a low category, while the posttest results increased to 80.6 with a high category. The Pearson correlation test produced a coefficient of 0.968 with a significance of 5%, which indicates a strong positive relationship between the application of traditional congklak game media and students' arithmetic abilities. Furthermore, the results of the hypothesis test using the t-test obtained a value of t count ≥ t table, namely 18.450 ≥ 1.1708, which means there is a significant influence between the use of traditional congklak game media on students' arithmetic abilities. Thus, the research hypothesis states that there is a significant influence of the traditional game of congklak on students' arithmetic skills.
PENGARUH MODEL PEMBELAJARAN MASTERY LEARNING TERHADAP HASIL BELAJAR SISWA KELAS V PADA MATAPELAJARAN IPAS DI SD HARAPAN BARU MEDAN Arisan Laia; Juliana; Reflina Sinaga; Eka Kartika Silalahi; Paska Sriulina Tarigan; Patri Janson Silaban
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.32772

Abstract

This study aims to determine the effect of the Mastery Learning model on student learning outcomes in science at grade V of Harapan Baru Elementary School, Medan, in the 2024/2025 academic year. The research method used was an experimental method with a quantitative approach. To obtain the required data, a test instrument consisting of 30 questions was used. The sample size was 30 students using a purposive sampling technique. To determine students' initial abilities, the researcher conducted a pretest with an average score of 58.3. And the results of the posttest have increased from the pretest given previously with the average value of students reaching 83.86. It can be said that the level of success of student learning outcomes has increased as evidenced by the results of the correlation coefficient test calculation obtained r count ≥ r table with the results of 0.941 ≥ 0.361. Furthermore, hypothesis testing is comparing the value of t count ≥ t table with the results of 14.781 ≥ 2.042. With these results, Ha is accepted and Ho is rejected. Through the t-test it can be concluded that there is an influence of the contextual learning model on students' critical thinking abilities.
PENGARUH MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT BERBANTUAN MEDIA PUZZLE TERHADAP HASIL BELAJAR PADA MATA PELAJARAN MATEMATIKA KELAS IV UPT SPF SD NEGERI 101740 TANJUNG SELAMAT Florensia Manurung; Regina Sipayung; Irmina Pinem; Patri Janson Silaban; Heka Maya Sari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.32776

Abstract

This study was motivated by the low learning outcomes of fourth-grade students in mathematics, particularly in the topic of fractions, at UPT SPF SD Negeri 101740 Tanjung Selamat. Preliminary observations revealed that many students considered mathematics to be difficult and monotonous, which led to low motivation, boredom, and limited participation during learning activities. The learning process was still dominated by teacher-centered methods with minimal use of engaging instructional media. To address this problem, an innovative learning strategy was implemented through the cooperative learning model Teams Games Tournament (TGT) assisted by puzzle media. This research employed a quantitative experimental method using a one group pretest-posttest design: The population of the study consisted of all 32 fourth-grade students, who were selected through total sampling. Research instruments included a 40-item multiple-choice test and a student response questionnaire. Data were analyzed using normality testing, correlation analysis, and hypothesis testing with a t-test. The results indicated a significant improvement in students' learning outcomes after applying the TGT model. with puzzle media. The average pretest score prior to treatment was 56.12, whereas the average posttest score increased to 81.5. Correlation analysis showed a strong relationship between the use of TGT with puzzle media and student learning outcomes, with r_hitung = 0.650, which is greater than r_table = 0.349. Furthermore, the hypothesis test yielded t_count = 4.683, which exceeded t_table = 1.694, leading to the rejection of Ho and acceptance of Ha. In conclusion, the application of the Teams Games Tournament learning model assisted by puzzle media had a positive and significant effect on the mathematics learning outcomes of fourth-grade students at UPT SPF SD Negeri 101740 Tanjung Selamat.
PENGARUH PERMAINAN DIGITAL MATCH UP PADA WEB INTERACTY.ME DALAM MENINGKATKAN KEMAMPUAN MEMBACA PERMULAAN PADA ANAK USIA 4-5 TAHUN DI TK AL FAJAR Utami Nur Hakim; Cucu Sopiah; Andi Ali Kisai
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.32795

Abstract

Early reading ability in children aged 4–5 years at TK Al Fajar still faces various challenges, such as difficulties in pronouncing syllables, recognizing letters, understanding simple words, and writing their own names. This condition indicates that the learning process is not yet optimal because the media used by teachers tends to be conventional, less innovative, and does not make sufficient use of digital technology. In the modern era, children are more familiar with technology, so it is necessary to develop innovative learning media that suit their characteristics. Therefore, this study aimed to analyze the effect of the digital game Match Up Interacty on improving early reading skills in young children. This study employed a quantitative approach with a pre-experimental design, specifically the one group pretest-posttest model. The research subjects were 31 students from group A at TK Al Fajar. Data were collected through early reading tests, which included letter recognition, syllable pronunciation, and simple word reading, as well as observations of the learning implementation. Data analysis was conducted using a paired sample t-test and N-Gain calculations to measure improvements after treatment. The findings revealed a significant difference between pretest and posttest scores, with most students showing improvements in their early reading ability. However, several students did not experience significant changes, and some even showed a decline. Overall, the Match Up Interacty media had a positive impact on enhancing early reading skills, although its effectiveness was not uniform across all students. This study suggests that educational digital games should be further developed with more diverse content and tested on larger populations to maximize their role in supporting children’s early literacy.
PENGARUH MODEL PROBLEM BASED LEARNING BERBASIS TPACK TERHADAP HASIL BELAJAR IPAS KELAS III SD NEGERI LAWEYAN SURAKARTA TAHUN PELAJARAN 2024/2025 Zakiyya Putri Salsabiilah; Oktiana Handini; Ani Restuningsih
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.32828

Abstract

The purpose of this study was to determine the influence of the PBL model based on TPACK on IPAS learning outcomes in class III of SDN Laweyan Surakarta in 2024/2025 academic year. This research was conducted at SDN Laweyan Surakarta. The subjects were 27 third-grade students. This was a quantitative study with a non-equivalent control group design. This design had a treatment group and a control group. In this study, the researcher used data collection techniques such as tests, documentation, observation, and interviews. Based on the research results, the pretest mean score was 69.26 and the posttest mean score was 84.44. The significance data (2-tailed) showed that the value was 0.000 <0.05. This indicated that there is a difference between the pretest and posttest. The t-test obtained t-count was 13,000>t-table 2.055. Therefore, it can be concluded that the implementation of the TPACK-based PBL model has an influence on improving learning outcomes in the subject of IPAS in grade III of SDN Laweyan Surakarta in 2024/2025 academic year.

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