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Contact Name
Acep Roni Hamdani
Contact Email
acepronihamdani@unpas.ac.id
Phone
+6287726846888
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jurnalilmiahpendas@unpas.ac.id
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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 14,725 Documents
Pengaruh Penerapan Model Teams Games Tournament TGT Dalam Meningkatkan Hasil Belajar PAI di Fase F SMAN 2 Bayang Kecamatan Bayang Kabupaten Pesisir Selatan Vira Hapena Putri; Ulva Rahmi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.40196

Abstract

Hasil yang diperoleh dalam analisis deskriptif menggambarkan pengaruh penerapan model turnamen permainan tim TGT. Berdasarkan tabel distribusi frekuensi 4.9 terlihat bahwa sebagian besar siswa pada kelas tes tahap F1 berkualifikasi tinggi yaitu sangat memenuhi syarat. 13 siswa yang mendapat nilai antara 0f 95-100. Sementara itu, satu siswa berkemampuan rendah memperoleh nilai rata-rata 75-80. Dan siswa sedang adalah 12 dan nilai rata-rata adalah 90-95. Sekaligus di kelas kontrol fase F2. Berdasarkan tabel distribusi frekuensi pada poin 4.10 terlihat bahwa sebagian besar siswa termasuk dalam kisaran rata-rata, atau sedang. Sembilan siswa dengan rata-rata 80–85. Sebaliknya, empat siswa dengan keterampilan yang tidak memadai memperoleh nilai rata-rata antara 70 dan 75. Selain itu, lima siswa yang sangat berbakat menerima rata-rata 95–100. Berdasarkan analisis pengujian hipotesis deskriptif terlihat bahwa analisis deskriptif menghasilkan nilai sig sebesar 0,000 dan kurang dari 0,05 sehingga menyebabkan penolakan ho dan penerimaan ha. Hasil uji hipotesis menunjukkan bahwa pendidikan agama Islam menggunakan pendekatan pembelajaran kooperatif Team Games Tournament (TGT). mempunyai pengaruh pembelajaran yang lebih signifikan. Selain itu keputusannya juga ditunjukkan pada tabel thitung >. Untuk mencari nilai pada tabel tersebut Nilai T pada kelas eksperimen sebesar 86,144 > 0,05 dan nilai T pada kelas kontrol (F2) sebesar 57,608 > 0,05 karena peneliti menggunakan tabel distribusi t dengan taraf a = 0,05. Berdasarkan hasil kedua poin tersebut yaitu 86 144 > 57 608. Dengan demikian dapat dikatakan Ha diterima dan Ho ditolak. Perhitungan tersebut digunakan untuk menerapkan model pembelajaran Team Games Tournament (TGT) terhadap hasil belajar PAI SMAN 2 Bayang, bayang piiri, pesiri Selatan Tahap F dapat dipertimbangkan.
IMPLEMENTASI KEGIATAN ICE BREAKING DALAM MENINGKATKAN SEMANGAT BELAJAR SISWA SEKOLAH DASAR Yulia, Sispa; Nurhayati; Zulmasri; Ardi Satrial
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40197

Abstract

Ice breaking is an activity implemented by everyone to attract attention and break the atmosphere in the room into its original state, namely an enthusiastic state. By implementing ice breaking, teachers are able to overcome boredom and saturation of students so that students' enthusiasm and enthusiasm are not lost during the learning process. This study aims to see how far the implementation of ice breaking activities can increase students' enthusiasm, interest and enthusiasm in learning. The method used in this study is a descriptive qualitative method with a qualitative approach, the subjects of this study were students and teachers of grade 3 SDN 09 Sirukam. The study was conducted using observation and interview techniques with teachers and students in elementary schools that became the object of research. The results of this study are that ice breaking activities are able to eliminate boredom, boredom and restore students' enthusiasm and interest in learning, in addition, this ice breaking also strengthens the emotional feelings of a teacher and student.
ANALISIS KEBUTUHAN MEDIA PEMBELAJARAN BERBASIS METAVERSE MENGGUNAKAN SPATIAL.IO PADA MATERI KERJA SAMA MULTILATERAL KELAS VI SEKOLAH DASAR Ade Lia Agustina; Harini, Bunda; Dewi Maharani, Siti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40198

Abstract

The Merdeka Curriculum emphasizes the need for interactive and contextual learning, including in the topic of multilateral cooperation within the Grade VI IPAS subject. However, classroom practices still rely heavily on traditional approaches that are less effective in supporting students’ understanding of global concepts in an engaging and interactive manner. This condition highlights the need for digital technology integration, particularly the Metaverse, which offers a three-dimensional learning environment that enables immersive learner interaction. This study aims to analyze the need for developing Metaverse-based learning media for Grade VI students at SDN 11 Indralaya. A descriptive qualitative method was employed, utilizing interviews, observations, and documentation. Data were analyzed through triangulation to obtain an objective overview of student characteristics and learning conditions. The findings indicate that learning activities remain centered on textbooks and teacher explanations, while available technological facilities are not yet optimally used. Students tend to have audio-visual learning preferences and show strong interest in digital media that provide richer visualization and interaction. The teacher also recognizes the necessity for innovative media to enhance learning engagement. These findings suggest that Metaverse platforms such as Spatial.io have great potential to be implemented as learning media that enrich the learning experience and support the understanding of multilateral cooperation. This study serves as a foundational reference for developing Metaverse-based learning media using Spatial.io for Grade VI students in alignment with their learning needs and 21st-century educational demands.
PROMOSI PEMASARAN UNTUK MENINGKATKAN DAYA SAING DI MADARASAH TSANAWIYAH TARBIYAH ISLAMIYAH KOTA JAMBI Nurjanah, Tri; Maisah; Sya’roni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40200

Abstract

This study aims to analyze educational marketing promotion in improving competitiveness at Madrasah Tsanawiyah Tarbiyah Islamiyah, Jambi City. The research is motivated by the intense competition among educational institutions in the digital era, which requires madrasahs to implement effective and adaptive promotional strategies. This study employs a qualitative approach with a case study design. Data were collected through observation, in-depth interviews, and documentation involving the principal, vice principals, teachers, parents, students, and the community. Data analysis was conducted through data reduction, data display, and conclusion drawing, with data validity ensured through triangulation. The findings indicate that marketing promotion has been carried out through conventional and digital media, such as brochures, banners, word-of-mouth promotion, and social media. However, the implementation has not been optimal due to limited human resources, inadequate digital-based promotional planning, and suboptimal management of promotional media. Supporting factors include leadership commitment, strategic location, and the Islamic identity of the institution, while inhibiting factors include limited budget and lack of digital marketing skills. Efforts to enhance competitiveness are carried out by strengthening the institutional image, improving the quality of educational services, and developing digital promotion based on Islamic values.
STUDI KORELASI FASILITAS BELAJAR DI RUMAH DAN MOTIVASI BELAJAR TERHADAP HASIL BELAJAR GEOGRAFI PADA SISWA KELAS XI Elvia Wahyuni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40202

Abstract

This study aims to examine the relationship between home learning facilities and learning motivation on geography learning outcomes of eleventh-grade students at SMA Negeri 1 Kepenuhan, Rokan Hulu Regency. This research employed a quantitative approach with a correlational method. The population of this study consisted of all eleventh-grade students, while the sample was determined using an appropriate sampling technique. Data were collected through questionnaires to measure home learning facilities and learning motivation, as well as documentation of students’ geography achievement scores to obtain learning outcome data. The data analysis techniques included prerequisite tests (normality and linearity tests) and hypothesis testing using correlation and regression analysis. The results revealed that there was a positive and significant relationship between home learning facilities and students’ geography learning outcomes. In addition, learning motivation also showed a positive and significant relationship with geography learning outcomes. Simultaneously, home learning facilities and learning motivation contributed to the improvement of students’ geography learning outcomes. These findings indicate that adequate home learning facilities and high learning motivation play an important role in supporting students’ academic success, particularly in geography learning. Therefore, collaboration among schools, parents, and students is essential to create a conducive learning environment that enhances optimal learning outcomes.
PENERAPAN MODEL PROJECT BASED LEARNING BERBANTUAN MEDIA GOOGLE EARTH PADA MATA PELAJARAN IPAS KELAS V UNTUK MENINGKATKAN KETERAMPILAN SPASIAL Krisdianto, Indun; Jupriadi; Sudarmiani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40203

Abstract

The purpose of the study is to determine the improvement of the spatial appearance of IPAS class V Elementary School, the Classroom Action Research Approach (PTK) was chosen in this research to observe the development of spatial abilities of students in class V. The focus of the research is directed at improving the aspects of visualization, perception, orientation, and spatial relations in IPAS subjects. Learning transformation is carried out by applying the Problem Based Learning syntax supported by the use of Google Earth technology-based media requires a contextual approach and is able to develop critical thinking skills, conventional learning is less able to facilitate the visualization of spatial concepts in real terms. The limitations of conventional media in presenting landscapes and locations in three dimensions (3D) are obstacles in the development of students' Spatial Visualization and Spatial Orientation skills. The implementation of the Project Based Learning model with Google Earth media has implications for improving spatial skills. With the results of Cycle I from 78.3 Cycle II to 83.7. This increase is in line with the percentage of completeness or achievement which also increased from 78.3% to 83.7%. This improvement in the quality of spatial skills is also reflected in the distribution of individual grades of students with the highest scores experiencing an increase in the upper limit of students' abilities from a score of 88 to 94, this confirms that the Project Based Learning model with Google Earth media is effective in comprehensively understanding aspects of perception, visualization, orientation, and spatial relations in V SD class students.
PENGEMBANGAN GAME EDUKASI PADA MATA PELAJARAN KOMPUTER GRAFIS KELAS XI DKV DI SMK NEGERI 4 SUNGAI PENUH Aidil Fitra Hadi; Haris Kurniawan; Herisvan Hendra
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40204

Abstract

This research was motivated by the low learning outcomes of students in the Computer Graphics class XI DKV at SMK Negeri 4 Sungai Penuh. The lack of variety in learning media and low student motivation in understanding computer graphics theory were the main problems identified. The purpose of this study was to develop educational game learning media for the Computer Graphics class XI DKV at SMK Negeri 4 Sungai Penuh and to determine the level of validity and practicality of this educational game learning media for the Computer Graphics class XI DKV at SMK Negeri 4 Sungai Penuh. The method used was Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The product developed was the educational game "Ninja Adventure," which integrates game missions with a quiz on introductory computer graphics. The research instruments included validation by media experts, validation by material experts, and practicality tests by teachers and students to assess the product's validity and practicality as a learning medium. The results of the study indicate that the developed educational game meets the criteria for validity and practicality. Validity testing by media experts yielded an average score of 81.94% (highly valid), while material validation achieved 78.39% (highly valid). Practicality testing by teachers yielded an average score of 84.72% (highly practical), while student practicality was 77.98% (highly practical). Based on these results, this educational game is deemed suitable for use as an alternative learning medium capable of increasing student learning motivation and providing a more interactive and enjoyable learning experience.
PENERAPAN MODEL CTL (CONTEXTUAL TEACHING AND LEARNING) BERBANTUAN GAME INTERAKTIF UNTUK MENINGKATKAN KEMAMPUAN Pribadi, Wicaksono; Liyana, Nurul; Handayani, Agit; Sudarmiani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40207

Abstract

This study aims to describe the implementation of the Contextual Teaching and Learning (CTL) model assisted by interactive games in improving the ability of children aged 5–6 years to sort organic and inorganic waste. The study is motivated by the importance of fostering environmental awareness from an early age and the limited effectiveness of conventional learning methods that tend to be monotonous and less contextual. The research employed a Classroom Action Research (CAR) design conducted at TK Negeri Pembina, Madiun City, involving children in Group B aged 5–6 years. Data were collected through observation using assessment rubrics focusing on children’s independence and responsibility. The results indicate that the CTL model assisted by interactive games effectively improves children’s ability to identify, differentiate, and properly sort organic and inorganic waste. In addition, this learning approach positively influences the development of independence and responsibility, which generally reached the category of Developing as Expected. These findings suggest that contextual learning integrated with interactive technology provides meaningful, engaging, and developmentally appropriate learning experiences for early childhood learners.
Best Practice Penanaman Nilai Kemandirian melalui Pembelajaran Berbasis Proyek di SD Theresia Indah Septalia; Gularso, Dhiniaty
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.40208

Abstract

Character education, particularly the instillation of independence, is an important aspect in the development of elementary school students. However, in reality, there are still students who show low independence in learning, such as dependence on parents and teachers, lack of confidence, and low responsibility in completing tasks. This study aims to describe the implementation of Project-Based Learning and analyze its development in fostering independence among fourth-grade students at Kanisius Kalasan Elementary School. This study used a descriptive qualitative approach with teachers and 15 fourth-grade students as subjects. Data collection techniques included observation, interviews, and documentation during the implementation of a project on planting shallots using water as a medium in the subject of plants and their functions. The results showed that the application of Project-Based Learning was able to increase student active involvement and had a positive impact on the development of independence attitudes. Observation data showed an increase in students categorized as independent from 13% to 73%, as well as a decrease in students categorized as less independent from 67% to 7%. Project-based learning provides concrete, contextual learning experiences and encourages students to plan, implement, and take responsibility for the tasks assigned. Thus, Project Based Learning has proven to be effective not only in improving material comprehension, but also in instilling the value of independence in elementary school students in accordance with the independent dimension of the Pancasila Student Profile.
ANALISIS HASIL VALIDITAS E-MODUL INTERAKTIF PADA MATERI IKLIM DAN PERUBAHANNYA UNTUK SISWA KELAS IV SEKOLAH DASAR Awaliya, Nabila; Nurani, Dwi Cahaya; Susiloningsih, Esti
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.v10i4.40210

Abstract

This research is an R&D research with the ADDIE model which aims to determine the validity or feasibility of the interactive e-module based on flipbooks on climate and its changes. The results of this study are that the feasibility validation by material experts is 90% "Very Valid". The validation by media experts obtained a percentage of 92.9% "Very Valid". The first teacher practitioner obtained a percentage of 97.5% "Very Valid" and the second teacher practitioner obtained a percentage of 97.5% "Very Valid". In total, the average percentage is 94.48%. Based on these results, it can be concluded that the interactive e-module based on flipbooks on climate and its changes is feasible to be tested on students.

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