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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 17,305 Documents
ANALISIS VALIDITAS JAWABAN ARTIFICAL INTELLIGENCE (AI) GEMINI PADA MATERI PAI BAB WUDHU SEBAGAI BAHAN AJAR: STUDI KOMPERATIF DENGAN KITAB FATHUL QARIB
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45431

Abstract

This study is motivated by the rapid development of Artificial Intelligence (AI) in education, particularly its use as a learning resource in Islamic Religious Education (PAI). One of the widely used AI technologies is Gemini, which provides instant answers to various questions. However, concerns arise regarding the validity and accuracy of its responses when compared to authoritative Islamic sources. Therefore, this research aims to analyze the validity of Gemini AI’s answers on the topic of wudhu in PAI by comparing them with the classical fiqh book Fathul Qarib. This study employs a qualitative approach with a library research method. Data were collected through structured prompting techniques to obtain AI-generated responses related to wudhu, which were then analyzed using content analysis and comparative descriptive methods. The findings reveal that most of Gemini AI’s answers are highly consistent with the explanations found in Fathul Qarib, particularly in terms of the fundamental aspects of wudhu such as its pillars, conditions, and nullifiers. Nevertheless, some responses tend to provide broader explanations by incorporating additional perspectives beyond the scope of the book. Overall, Gemini AI demonstrates a high level of validity and can be considered a supportive learning resource in PAI, although verification with authoritative fiqh references remains necessary to avoid misconceptions in religious understanding.
KONSEP ADAB MENUNTUT ILMU DALAM KITAB WASHOYA KARYA SYAIKH MUHAMMAD SYAKIR DAN RELEVANSINYA DENGAN TUJUAN PENDIDIKAN ISLAM
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45433

Abstract

This study is motivated by the importance of adab (ethics) in seeking knowledge, which has increasingly declined in modern education due to its pragmatic and materialistic orientation. The main problem of this research is to analyze the concept of adab in seeking knowledge according to Syaikh Muhammad Syakir in the book Washoya and its relevance to the goals of Islamic education. This study aims to (1) identify and analyze the concept of adab in seeking knowledge in the book Washoya, and (2) examine its relevance to the objectives of Islamic education as stated in Law Number 20 of 2003 concerning the National Education System. This research employs a qualitative descriptive approach with a library research method. The primary data sources include the book Washoya Al-Aba Lil Abna and Law Number 20 of 2003, while secondary data are obtained from books, journals, and related scientific works. Data collection is conducted through documentation, and data analysis uses content analysis techniques. The results of the study indicate that the concept of adab in seeking knowledge includes seriousness in learning, proper time management, engaging in discussions, respecting teachers, humility (tawadhu’), and reliance on Allah (tawakkal). Furthermore, the relevance between the concept of adab and the goals of Islamic education lies in their shared emphasis on character building, the pursuit of knowledge as a means to attain Allah’s pleasure, and the formation of individuals who are faithful, pious, knowledgeable, and morally upright in accordance with Islamic educational objectives.
IMPLEMENTASI STRATEGI PEMBELAJARAN INTERAKTIF DALAM MENINGKATKAN MINAT BELAJAR SISWA PADA MATA PELAJARAN PAI DI SMP N 2 MADANG SUKU I
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45434

Abstract

This study is motivated by the low level of students’ interest in learning Islamic Education (PAI), which is largely influenced by the dominance of conventional, teacher-centered teaching methods. The objective of this research is to examine the planning, implementation, and evaluation of interactive learning strategies in improving students’ learning interest at SMP Negeri 2 Madang Suku I. This research employed a qualitative descriptive method, with data collected through observation, interviews, and documentation. The data were analyzed through data reduction, data display, and conclusion drawing to obtain a comprehensive understanding of the implementation of interactive learning strategies. The findings reveal that the planning process was conducted systematically through the preparation of teaching modules and learning objectives tailored to students’ characteristics. The implementation of interactive learning strategies was carried out in three stages: introduction, core activities, and closing. During the core activities, teachers applied various methods such as group discussions, question and answer sessions, and educational games, which successfully encouraged students’ active participation and created a more engaging learning environment. The evaluation was conducted comprehensively by assessing both the learning process and outcomes through observation, tests, and assignments. The results indicate that interactive learning strategies effectively enhance students’ learning interest, as shown by increased participation, attention, enthusiasm, and confidence in expressing ideas. Therefore, interactive learning strategies are proven to be effective in improving the quality of PAI learning
STRATEGI MENINGKATKAN KINERJA KOPERASI SEKOLAH
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45435

Abstract

In the midst of its strategic role as a means of entrepreneurial learning and strengthening the school economy, school cooperatives still face various challenges which cause their performance to not be optimal. This is caused by various factors such as weak management, low member participation, limited capital, and an administrative system that is not well organized. This research aims to analyze the performance of school cooperatives, identify influencing factors, and formulate strategies for improving the performance of school cooperatives. This research uses a qualitative approach with descriptive methods. The data sources used are secondary data obtained from books, scientific journals and relevant documents. The data collection technique is carried out through documentation studies, while data analysis uses the stages of data reduction, data presentation, and drawing conclusions. The research results show that the performance of school cooperatives is influenced by the quality of management, member participation, capital adequacy, and administrative and financial systems. Strategies for improving cooperative performance can be carried out through strengthening management, increasing member involvement, effective capital management, and implementing a transparent and accountable administration system. Apart from that, service innovation and improving facilities are also important factors in attracting member interest and increasing the sustainability of school cooperatives.
ETNOMATEMATIKA PERMAINAN TRADISIONAL: PERMAINAN LOMPAT TALI SEBAGAI MEDIA BELAJAR MATEMATIKA KELAS 3 MI NAHDLATUTH THULLAAB GEDANGSARI
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 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.v11i02.45436

Abstract

This study aims to describe the implementation of an ethnomathematics approach through the traditional jump rope game as a learning medium in teaching length measurement to third-grade students of MI Nahdlatuth Thullaab Gedangsari. The background of this study is based on students’ low ability to understand mathematical concepts contextually, as well as the tendency of learning processes that are still teacher-centered, combined with the use of learning resources that are less relevant to students’ daily lives. This research employed a qualitative approach with a descriptive method, using observation and interviews with teachers and students as data collection techniques. The results show that the implementation of the ethnomathematics approach through the jump rope game successfully increased students’ engagement and enthusiasm in learning mathematics. Students became more active, were able to understand the concept of length measurement using both standard and non-standard units and could relate the material to their daily experiences. Based on the assessment results, 14 students achieved a high category, 11 students were in the moderate category, and none were in the low category, indicating a very high level of learning achievement. Therefore, it can be concluded that the use of the traditional jump rope game within an ethnomathematics approach is effective as a contextual, enjoyable, and meaningful learning medium, while also contributing to the preservation of local culture. Keywords: ethnomathematics, jump rope game, mathematics learning
Perancangan Aplikasi Pemetaan Minat, Bakat, Dan Mentalitas Siswa Berbasis Web dengan Gamifikasi Mengunakan Framework Laravel Di MAN 6 Aceh Besar Hafiz Lutfiandi; Baihaqi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45440

Abstract

Perkembangan teknologi informasi yang pesat membuka peluang inovasi di sektor pendidikan, namun pemetaan minat dan bakat di MAN 6 Aceh Besar saat ini masih dilakukan secara manual menggunakan kuesioner berbasis kertas. Metode konvensional ini dianggap tidak efisien, rentan terhadap subjektivitas, dan menyebabkan kebingungan siswa dalam memilih jalur karier yang tepat. Studi ini bertujuan untuk mengembangkan aplikasi berbasis web untuk memetakan minat, bakat, dan mentalitas siswa yang mengintegrasikan elemen gamifikasi untuk meningkatkan partisipasi aktif dan akurasi data. Metodologi yang digunakan adalah Riset dan Pengembangan (R&D) dengan mengadopsi model pengembangan perangkat lunak Waterfall yang dimodifikasi. Tahapan pengembangan meliputi analisis kebutuhan, desain produk, pengembangan menggunakan framework Laravel dengan arsitektur Model-View-Controller (MVC), uji coba produk, serta evaluasi dan validasi. Instrumen psikologis yang diintegrasikan meliputi teori RIASEC Holland dan konsep Growth Mindset. Hasil penelitian menunjukkan bahwa aplikasi yang dikembangkan berhasil menyederhanakan proses pemetaan digital. Pengujian fungsional menggunakan metode Black Box Testing mengkonfirmasi bahwa semua fitur utama, dari registrasi hingga perhitungan skor, berjalan sesuai skenario tanpa kesalahan teknis. Dari perspektif manajerial, aplikasi ini menyediakan dasbor khusus bagi guru Bimbingan dan Konseling (BK) untuk menyajikan laporan statistik secara terpusat, sehingga mengurangi beban administratif dan memungkinkan pemberian bimbingan karir yang lebih personal.
PENGARUH GAME SCRATCH “PETUALANGAN COCO” TERHADAP LITERASI FINANSIAL DAN BERPIKIR KREATIF SISWA SD
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 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.v11i02.45447

Abstract

Rendahnya literasi finansial dan kemampuan berpikir kreatif siswa sekolah dasar dalam mengelola keuangan menjadi permasalahan utama di tengah tingginya tantangan ekonomi. Siswa cenderung konsumtif tanpa memikirkan kebutuhan jangka panjang. Penelitian ini bertujuan untuk mengukur efektivitas penggunaan game edukasi berbasis Scratch “Petualangan Coco” dalam meningkatkan pemahaman literasi finansial dan berpikir kreatif siswa. Penelitian ini menggunakan pendekatan kuantitatif dengan metode pre-eksperimen desain One Group Pretest-Posttest. Sampel penelitian adalah 27 siswa kelas V SDN Mekarjaya 01, Kabupaten Bandung, yang dipilih menggunakan teknik sampling jenuh. Data dikumpulkan melalui instrumen tes tertulis (pretest dan posttest) dan dianalisis menggunakan uji Paired Sample t-test berbantuan IBM SPSS versi 29. Hasil penelitian menunjukkan peningkatan yang signifikan, dibuktikan dengan lonjakan rata-rata nilai siswa dari 61,07 pada saat pretest menjadi 78,89 pada posttest. Hasil uji hipotesis menunjukkan nilai Sig. (2-tailed) < 0,001, sehingga H1 diterima. Kesimpulannya, game edukasi "Petualangan Coco" terbukti memberikan pengaruh yang positif dan signifikan terhadap pemahaman literasi finansial serta kemampuan berpikir kreatif siswa.
UPAYA MENINGKATKAN AKHLAK TERPUJI SISWA MELALUI PEMBIASAAN DI LINGKUNGAN SEKOLAH SMK 2 NEGERI SUKABUMI
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 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.v11i02.45451

Abstract

This study aims to analyze efforts to improve students’ noble character through habituation in the school environment of SMK Negeri 2 Sukabumi. The background of this research is based on the importance of character building, which not only focuses on cognitive aspects but also emphasizes moral development as a fundamental goal of national and Islamic education. This study employed a qualitative approach with a descriptive research design. Data were collected through interviews, observations, and documentation involving the principal, teachers, and students as research subjects. Data analysis was conducted through data reduction, data display, and conclusion drawing. The findings reveal that habituation serves as a primary strategy in improving students’ noble character. The forms of habituation are implemented through daily, weekly, and incidental activities that incorporate values such as discipline, responsibility, honesty, politeness, and social awareness. The strategies applied include consistent implementation, teacher role modeling, a humanistic approach, and active student involvement in various activities. Continuous habituation has been proven to positively influence students’ behavior, although the level of improvement varies depending on students’ participation. The study also identifies supporting factors such as a conducive school environment and strong teacher commitment, as well as inhibiting factors including external environmental influences and low student awareness. Therefore, continuous efforts are needed through program innovation and collaboration between schools and parents. In conclusion, habituation can be an effective method in fostering students’ noble character comprehensively.
PENGARUH MODEL PROBLEM BASED LEARNING TERHADAP KETERAMPILAN MEMBACA PEMAHAMAN SISWA KELAS V UPT SDI BONTOALA I KABUPATEN GOWA (STUDI EKSPERIMEN SEMU)
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45452

Abstract

This study aims to determine the effect of implementing the Problem Based Learning (PBL) model on the reading comprehension skills of fifth-grade students at UPT SDI Bontoala I. This study employs a quantitative approach using a quasi-experimental design in the form of a non-equivalent control group design. The study population consists of all fifth-grade students at UPT SDI Bontoala I for the 2024/2025 academic year, with a sample size of 61 students comprising 32 students in the experimental class and 29 students in the control class. Data collection techniques included reading comprehension tests (pretest and posttest), observation, and documentation. Data were analyzed using descriptive and inferential statistics with the aid of SPSS version 24, including normality tests, homogeneity tests, and independent samples t-tests. The results of the study indicate that the experimental class’s posttest mean score of 77.19 showed an increase of 17.03 points from the pretest score of 60.16. Meanwhile, the control class achieved a posttest mean score of 62.59 with an increase of 8.45 points from the pretest score of 54.14. The results of the hypothesis test showed a significance value (Sig. 2-tailed) of 0.000 < 0.05, thereby accepting the alternative hypothesis. Thus, it can be concluded that the implementation of the Problem-Based Learning model significantly influenced the improvement in reading comprehension skills of fifth-grade students at UPT SDI Bontoala I.
EFEKTIVITAS MODEL PEMBELAJARAN PROJECT BASED LEARNING (PJBL) DENGAN PENDEKATAN DEEP LEARNING DAN STEAM UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR REFLEKTIF MATERI PECAHAN
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45455

Abstract

This This study aims to examine the effectiveness of STEAM-based Project-Based Learning (PjBL) integrated with a deep learning approach in improving the reflective thinking skills of fourth-grade elementary school students on fraction material. This research used a quantitative approach with a pretest-posttest design. Data were collected through tests. The results showed an improvement in students’ reflective thinking skills, as indicated by higher posttest scores. These findings indicate that STEAM-based PjBL with a deep learning approach is effective and can be used as an alternative learning model in elementary schools.

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