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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
Editorial Address
Jl. Taman Sari No. 6-8 Bandung
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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 16,226 Documents
ANALISIS HUBUNGAN ANTARA MEDIA PEMBELAJARAN DIGITAL DAN CETAK DENGAN KEMAMPUAN MEMBACA (MAHARAH QIRO’AH) SISWA MA MIFTAHUSH SHIBYAN MALANG Muhammad Fahmi Azizi; M. Abdul Hamid; Nur Qomari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45840

Abstract

This study examines the relationship between the use of digital learning media and printed learning media and students’ reading skills (maharah qira’ah) at Madrasah Aliyah Miftahush Shibyan Malang. The purpose of this study is to determine whether there is a relationship, as well as the strength of the relationship, between these two types of learning media and students’ reading ability. The method used is a quantitative approach with a correlational research design. Data were collected through a reading skills test and a questionnaire on the use of learning media, which were then analyzed using the Spearman Rank correlation test due to the data not being normally distributed. The results of the study indicate a positive and significant relationship between digital learning media and students’ reading skills, as evidenced by a correlation coefficient of 0.684. In addition, a positive and significant relationship was also found between print-based learning media and students’ reading skills, with a correlation coefficient of 0.713. These findings suggest that both types of learning media have a strong association with reading skills, with print media demonstrating a slightly higher level of correlation compared to digital media. Based on these results, the null hypothesis (H₀), which states that there is no relationship between learning media and students’ reading skills, is rejected, while the alternative hypothesis (H₁), which posits that such a relationship exists, is accepted. Therefore, it can be concluded that the use of both digital and print learning media contributes significantly to the improvement of students’ reading skills.
PENERAPAN METODE TEAMS GAMES TOURNAMENT (TGT) UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA PADA PEMBELAJARAN IPA KELAS V SD NAHDLATUL ULAMA METRO Choirunnisa, Silvi; Amrulloh, Hanif; Laili, Nur
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.v11i02.45841

Abstract

This study aims to improve students’ critical thinking skills through the implementation of the Teams Games Tournament (TGT) learning method in science (IPA) subjects for fifth-grade students at SD Nahdlatul Ulama Metro. The background of this study is the low level of students’ critical thinking skills, which is indicated by their limited ability to analyze problems, express opinions, and draw conclusions, as learning is still predominantly teacher-centered. This research employed a Classroom Action Research (CAR) design conducted in two cycles, where each cycle consisted of planning, action, observation, and reflection stages. The subjects of this study were all fifth-grade students, totaling (adjust the number of students). Data were collected through tests to measure students’ critical thinking skills, observations to assess students’ learning activities, and documentation as supporting data. The data were analyzed using both quantitative descriptive and qualitative approaches by comparing the results from each cycle. The results showed that the implementation of the TGT method significantly improved students’ critical thinking skills. This improvement was indicated by the increase in the average scores and the percentage of learning mastery from the pre-cycle to cycle I, and further improvement in cycle II. In addition, students’ learning activities also increased, as reflected in their active participation in discussions, confidence in expressing opinions, and ability to collaborate effectively in groups. Improvements made in each cycle, particularly in time management and group organization, also contributed to the success of the implementation. Therefore, the Teams Games Tournament (TGT) method is proven to be effective in enhancing students’ critical thinking skills in elementary science learning.
PENERAPAN PEMBELAJARAN MEDIA DIGITAL INTERAKTIF UNTUK MENINGKATKAN HASIL BELAJAR DI SDN 014 SUMBERJO Sahabuddin; Wahab, Abdul; Banna, Andi; Bunyamin, Andi; Mustamin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45844

Abstract

This study aims to improve students’ learning outcomes in Islamic Religious Education and Character Building through the implementation of interactive digital media. The research method used is Classroom Action Research (CAR), which was conducted in two cycles: Cycle I and Cycle II. The subjects of this study were 31 sixth-grade students of SD Negeri 014 Sumberjo, Polewali Mandar Regency. Data collection techniques included observation, tests, and documentation. The results showed that the implementation of interactive digital media was able to improve students’ learning outcomes. In Cycle I, learning mastery had not yet reached the expected target because students were still adapting to the learning method. However, after improvements were made in Cycle II through the use of interactive media based on the Wordwall game, there was a significant increase, with 93.5% of students achieving the minimum mastery criteria. In addition, the use of interactive digital media also increased students’ activeness, motivation, and engagement in the learning process. Therefore, it can be concluded that interactive digital media is effective in improving learning outcomes in Islamic Religious Education and Character Building at the elementary school level.
PEMAHAMAN GURU TK NEGERI PEMBINA 1 MEDAN TERHADAP PEMBELAJARAN MENDALAM (DEEP LEARNING) Adinda Tri Utami; Wan Nova Listia
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.v11i02.45845

Abstract

This study aims to analyze teachers' understanding of mindful learning, meaningful learning, and enjoyable learning. This study used a qualitative approach with 10 teachers as subjects. Data were collected through open-ended questionnaires and documentation in the form of open modules. Data analysis was conducted using descriptive qualitative techniques through the stages of data reduction, data presentation, and conclusion drawing. The results indicate that teachers have varying degrees of understanding of these three learning concepts. In mindful learning, teachers understand aspects of awareness, attention, and emotional management, but have not yet outlined specific learning techniques. In meaningful learning, teachers have linked learning material to students' daily experiences, but have not yet explained them in depth and systematically. In enjoyable learning, some teachers understand learning as a fun process that actively engages students, while others still interpret it in a general way. Documentation shows that these three approaches have been discontinued in the learning process. Thus, teachers' understanding has been established, but still requires conceptual strengthening and improved implementation for optimal results.
IMPLEMENTASI PENGGUNAAN MEDIA PEMBELAJARAN BERBASIS PROYEKTOR DALAM MENINGKATKAN KUALITAS PEMBELAJARAN DI KELAS VI SDIT DARUSSAKINAH BATAM Palapa, Rieva Arvani; Mariyam; Haya Hamidah; Enik Nurfaizah
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.v11i02.45846

Abstract

The School Environment Introduction (PLP) activity aims to provide real-world experience for students of the Faculty of Tarbiyah and Teacher Training at the Hidayatullah Islamic Institute of Batam in understanding the learning process in schools. One of the aspects observed is the use of technology-based learning media, such as projectors, to support teaching and learning activities. This activity was carried out in Grade VI at SDIT Darussakinah Batam, consisting of 32 students, with a focus on the implementation of projector use in the learning process. The method used was a descriptive qualitative approach, with data collection techniques through observation, interviews, and documentation during the activity. The data obtained were then analyzed using the flow model technique, which includes data reduction to select relevant information. PLP students were directly involved in using the projector media and observing student responses throughout the learning process. The observation results showed that the use of learning media such as projectors can increase student attention and engagement. Learning materials presented in visual form made it easier for students to understand the lessons and created a more interactive learning atmosphere. However, in its implementation, there were still obstacles such as time constraints and a dependence on technological devices that require fast and adequate internet. Overall, the use of projector-based learning media in the teaching and learning process provides a positive contribution to improving learning quality and serves as a valuable experience for students in understanding school teaching practices.
PENERAPAN METODE PICTURE AND PICTURE DALAM MENINGKATKAN KEMAMPUAN MEMBACA PERMULAAN SISWA KELAS I SD Raffid Ciptandri, AA Rega; Al Habib, Muhammad Rifqi; Fitryantika Firrahmawaty, Shalsabylla Alfarezma; Hanzalia, Nadyya Farkha; Prasetiohadi, Rhaffy Hendrika; Indrawati, Delia
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.v11i02.45848

Abstract

Early reading ability is a fundamental skill that must be mastered by lower-grade elementary school students as it serves as the foundation for understanding various subjects. However, in practice, students’ early reading skills are often still low due to monotonous teaching methods and the limited use of engaging learning media. This study aims to analyze the implementation of the Picture and Picture method in improving early reading skills of first-grade elementary school students. The study employs a qualitative approach using a literature review method by examining relevant scientific articles from Google Scholar, Garuda, and SINTA. Data collection was conducted through documentation, while data analysis used content analysis to identify patterns and findings from previous studies. The results indicate that the Picture and Picture method is effective in enhancing early reading skills, as evidenced by improvements in learning outcomes, student mastery, as well as increased student engagement and motivation through the use of concrete and attractive visual media. Therefore, this method can serve as an effective alternative learning strategy to improve early literacy in elementary school students, with its effectiveness influenced by the quality of the media and the implementation strategy.
PENINGKATKAN KEMAMPUAN KOGNITIF MELALUI MEDIA LOOSE PART PADA ANAK USIA 5-6 TAHUN DI KB NURUL ULUM LAMPEJI MUMBULSARI TAHUN 2025-2026 Zulfa Rifqiah; M. Fadil Djamali; Muhammad Agus Sugiarto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45849

Abstract

This study aims to improve the cognitive skills of youngsters aged 5-6 years by incorporating loose parts into learning exercises. The research method used in this study is Classroom Action Research (CAR), which is based on the Kemmis and McTaggart model and consists of four stages: preparation, implementation, observation, and reflection. The research was conducted in two cycles that included preparation, activity, observation, and reflection stages. The investigation was carried out in two stages involving children between five and six years old years as the study subjects. The use of loose parts used in this study include natural materials, recycled materials, textiles, and wooden materials to stimulate children's creativity and encourage them to generate new ideas during play. The study's conclusions show that the application of loose parts effectively improves children’s cognitive abilities, as evidenced by increased analytical thinking, inventiveness, and problem-solving skills Therefore, loose parts can be regarded as an effective alternative learning medium to improve early childhood cognitive development.
PENINGKATAN PERKEMBANGAN KOGNITIF MELALUI SENSORY PLAY PADA ANAK USIA 4-5 TAHUN DI SPS KEMUNING 26 MUMBULSARI TAHUN AJARAN 2025-2026 Eka Husseina, Ikrimah; M. Fadil Djamali; Muhammad Agus Sugiarto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45850

Abstract

The goal of this research is to use sensory play at SPS Kemuning 26 to enhance the cognitive development of children between the ages of four and five. The issue addressed in this study is the low level of children's cognitive development achievement, especially in the ability to group, understand cause-effect relationships, and solve simple problems, which is thought to be influenced by the less than optimal learning strategies based on direct experience. The Classroom Action Research (CAR) design used in this study was conducted in two cycles, each of which included stages for planning, action, observation, and reflection. This study involved four to five-year-old students at SPS Kemuning 26. Structured observation, documentation, and evaluation of children's development were utilized to collect data, and quantitative and qualitative descriptive approaches were employed for data analysis. Developmental completeness criteria were used to identify success indicators. The findings of the study indicated an improvement in children’s cognitive development achievements in each cycle after the implementation of sensory play, which was marked by an increase in the percentage of children's developmental completeness according to the established indicators. These results suggest that early childhood cognitive development can be stimulated by sensory play as a learning approach. Therefore, sensory play is suggested as an innovative, experience-based approach to learning in early childhood education.
EFEKTIVITAS PENGGUNAAN MEDIA PEMBELAJARAN LOWCOST DALAM MENINGKATKAN HASIL BELAJAR KOGNITIF PADA MATERI USAHA, ENERGI DAN PESAWAT SEDERHANA SISWA SMP NEGERI 2 TAMBANG Tanjung, Azzahra Faudie; Z, Fakhruddin; Irawan, Dedi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 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.v11i02.45852

Abstract

Low student learning outcomes are caused by many factors, one of which is inadequate laboratories and inappropriate use of learning media chosen by teachers. One solution that can be done due to the lack of learning media is to utilize simple materials and tools available in the surrounding environment that can be used in learning during practicums. The purpose of this study is to examine the effectiveness of using low-cost learning media in improving students' cognitive learning outcomes. The type of research used is a quasi-experimental study with a post-test only control group design. The research sample was taken from two classes using random sampling techniques as the experimental class and the control class from the population of class VIII IPA SMPN 2 Tambang students. The data collection instrument used was a post-test of cognitive learning outcomes in the form of 20 objective questions. Data were analyzed using descriptive and inferential analysis. The results of the descriptive analysis obtained that the average achievement of cognitive learning outcomes of class VIII.7 students as the experimental class was 57.83 with a fairly good category, while the average achievement of cognitive learning outcomes of class VIII.6 as the control class was 49.50 with a fairly good category. The results of the inferential analysis using the independent-sample t-test showed that there was a significant difference in students' cognitive learning outcomes between the experimental class and the control class, so that learning using low-cost learning media was effective in improving students' cognitive learning outcomes, especially in the material on work, energy and simple machines.
EDUGAMIFIKASI SEBAGAI STRATEGI INOVATIF UNTUK MENINGKATKAN KETERAMPILAN MEMBACA Rini Kristiantari; Ni Kadek Annelika Candrakanti; Ni Luh Gede Puspa Ayu Sarif
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 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.v11i02.45854

Abstract

Reading skills are a fundamental component of Indonesian language learning at the elementary school level; however, various challenges are still encountered in practice. This study aims to analyze the application of edugamification as an innovative strategy to improve students’ reading skills. This research employs a descriptive qualitative approach through a literature review supported by preliminary data obtained from SD CIS Bali, including learning conditions, teaching methods, and students’ difficulties in comprehending reading texts. The findings indicate that students’ reading interest is at a moderate level, with uneven participation between active and passive learners. The learning process is still dominated by lecture-based methods and assignments, which limit students’ active engagement. In addition, students experience difficulties in identifying main ideas and understanding implicit meanings in texts. Based on these findings, edugamification has the potential to be an effective instructional strategy to enhance student engagement, increase reading motivation, and support deeper comprehension through a more interactive and enjoyable learning environment.

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