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Contact Name
Acep Roni Hamdani
Contact Email
acepronihamdani@unpas.ac.id
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+6287726846888
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jurnalilmiahpendas@unpas.ac.id
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Jl. Taman Sari No. 6-8 Bandung
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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 13,968 Documents
ANALISIS PENERAPAN SILA KE-TIGA PANCASILA (STUDY KASUS DI PERUMAHAN MAVILLA RENGGANIS) Danu Dzulhakim; Maerani, Ahadiatun; Arwita; Baiq Citra Yuliantika Amanda; Muzilawati; Wilandha Yasmin Ul Mizan; Zul fiya Ayunia Jaelani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pancasila berfungsi sebagai ideologi nasional fundamental bagi penyelenggaraan negara Indonesia, mencerminkan nilai-nilai dasar yang harus dianut oleh seluruh warga negara. Pancasila sebagai dasar negara Republik Indonesia memiliki lima sila yang menjadi pedoman kehidupan bermasyarakat, berbangsa, dan bernegara. Sila ketiga, “Persatuan Indonesia”, mengamanatkan pentingnya persatuan, kebersamaan, dan gotong royong di antara seluruh komponen bangsa. Namun, seringkali terjadi kesenjangan antara nilai-nilai yang terkandung dalam Pancasila dengan realitas kehidupan masyarakat. Perumahan Mavilla Rengganis merupakan wilayah yang menarik untuk dikaji terkait penerapan sila ketiga Pancasila. Penelitian ini menggunakan metode kualitatif, yang berlandaskan pada filsafat post-positivisme, digunakan untuk meneliti kondisi objek yang alami. Penelitian berperan sebagai instrumen utama yang mengumpulkan data melalui wawancara, observasi, dan dokumen. Penelitian ini di lakukan pada hari/tanggal, Senin/25-November-2024. Teknik pengumpulan data yang kami gunakan yang memahami makna dan implementasi nilai-nilai Pancasila dalam kehidupan sehari-hari masyarakat. Penerapan Sila ke 3 Pancasila yakni Persatuan Indonesia di dusun Mavilla, Desa Bajur Kec. Labuapi Kab Lombok Barat, berbeda-beda dalam mata pencahrian dan sebagian warga masih ber KTP mataram. Kedala utama adalah berbeda-beda dalam mata pencahrian, dan kecil warga masih berkumpul dalam penentuan program atau rapat rapat yang dilaksanakam oleh RT dan RW masing-masing. Kata Kunci : sila ketiga, pancasila, penerapan
MEDIA PEMBELAJARAN IPAS MATERI KERAGAMAN BUDAYA YANG DIKAITKAN DENGAN NILAI-NILAI KEARIFAN LOKAL DI SEKOLAH DASAR: TINJAUAN LITERATUR RIVEW Hakimah, Nailul; Nasution; Gunansyah, Ganes
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04 December 2024 In Press.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.20694

Abstract

When learning takes place, students often have difficulty in understanding the material presented by the teacher. The use of learning media that is less varied is one of the causes of students not understanding the material, feeling bored, sleepy and bored when learning. This happens in one of the learning materials, namely about cultural diversity. Appropriate and interesting media is needed to overcome learning problems. Identifying suitable media to be used on cultural diversity material is the purpose of this research. This research collects articles from Semantic Scholar, and Google Scholar for the period 2019 to 2024 and uses a Systematic Literature Review (SLR). Although there are many media that can be used in learning IPAS on the subject of cultural diversity, according to this study, visual media and interactive digital media are the most widely used in primary school learning. This is because they are proven to be effective in helping students understand and appreciate cultural diversity from an early age. Visual media, such as posters and pictures, provide concrete images of various cultural elements, which make it easier for students to make connections with the material being taught. Meanwhile, interactive digital media allows students to be actively involved in teaching and learning activities, increase interest in learning, and develop critical and collaborative thinking skills. Keywords: Cultural Diversity; IPAS Learning; Learning Media; Elementary School
UPAYA PENINGKATAN HASIL BELAJAR PAI MELALUI IMPLEMENTASI MODEL PROBLEM BASED LEARNING (PBL) Abdul Rozaq, Muhammad Ridho; Uus Ruswandi; Willy Alawiah; Shopiah Syafaatunnisa; Siti Mimbi Salmani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04 Desember 2024 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.20711

Abstract

Penelitian ini bertujuan untuk menganalisis efektivitas penerapan model pembelajaran Problem Based Learning (PBL) dalam meningkatkan hasil belajar PAI. Penelitian ini menggunakan desain quasi eksperimen dengan model one group pre-test and post-test untuk mengukur perubahan hasil belajar siswa sebelum dan sesudah diterapkan model Problem Based Learning (PBL). Hasil penelitian menunjukkan adanya peningkatan hasil belajar siswa pada mata pelajaran Pendidikan Agama Islam (PAI) di kelas 5A SDIT Plus Al-Muhsinin. Hal ini terlihat dari perbedaan nilai rata-rata pre-test dan post-test siswa, yang menunjukkan peningkatan sebesar 12,15 poin, dengan hasil analisis uji-t yang menunjukkan signifikansi statistik pada taraf 0,000 (< 0,05). Dengan demikian, PBL terbukti efektif untuk meningkatkan hasil belajar siswa pada mata pelajaran PAI.
PENGEMBANGAN BAHAN AJAR MENGGUNAKAN GENIALLY PADA KELAS III MATERI APAKAH SEMUA HEWAN SAMA Aisya Putri, Nada; Syahiril Anwar, Wawan; Abdul Gani, Resyi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 4 (2024): Volume 09 No. 04 Desember 2024 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.20714

Abstract

Development of Teaching Materials Using Genially on the Topic 'Are All Animals the Same?' for Third-Grade Students at SDN Ciheuleut 02 Bogor." This research employs the Research and Development (R&D) method with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The study involved 28 third-grade students as the test subjects to develop and evaluate the effectiveness of the interactive teaching materials. The teaching materials were validated by three experts, namely, media experts, language experts, and subject matter experts, yielding highly satisfactory results. The feasibility percentages given were 96% by media experts, 100% by language experts, and 96.2% by subject matter experts, resulting in an overall average of 97.4%, categorized as "Highly Feasible." The trial conducted on the students showed a significant improvement in understanding, with an average score of 91.3%. These results indicate that the interactive teaching materials developed using Genially are highly effective and practical for use in the learning process, and they enhance student engagement and understanding of the topic "Are All Animals the Same?"
PENGEMBANGAN MODUL DIGITAL BERBASIS PROJECT BASED LEARNING UNTUK MENGOPTIMALKAN MINAT BELAJAR DAN KREATIVITAS SISWA SEKOLAH DASAR Teguh Adi Irawan; Bambang Subali; Tri Suminar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.20715

Abstract

This research aims to determine the effectiveness of Project-Based Digital Modules to optimize student interest and creativity in elementary school science lessons. Using R&D research and development methods. By using the ADDIE method. The research subjects were fourth grade elementary school students. This research uses a questionnaire instrument to obtain the necessary data. Questionnaire instrument to determine the quality of the Digital Module being developed. Based on analysis of research data, it was found that the Digital Module can increase students' interest in learning and creativity in grade IV elementary school science and science lessons, because this Digital Module is a valid, practical and effective teaching material for students by being designed to be more interesting and not boring. From the results of the research that has been carried out, it can be concluded that the results of the development of the Project-Based Digital Module are declared valid. Data obtained from validation from several experts, namely media experts at 91.54%, material experts at 94.67%, and language experts at 96.43%, with an average of 94.21% including the very valid category. The results of the development of this Digital Module were stated to be practical from the data from the calculation of the small group test student questionnaire (Small Group) at 95.20% in the very feasible category. The results of the development of the Project-Based Digital Module were declared effective from data obtained through large group testing with an average N-Gain of 0.91%, including the high category.
PENGEMBANGAN MODUL AJAR DALAM PEMBELAJARAN IPAS MATERI GAYA MENGGUNAKAN PENDEKATAN STEAM TERINTEGRASI PERMAINAN KARAPAN KALELES Riska Candrawati; Bagus Rahmad Wijaya; Andika Adinanda Siswoyo
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.20719

Abstract

Tujuan penelitian ini adalah untuk mengembangkan modul ajar dalam pembelajaran IPAS Materi Gaya menggunakan pendekatan STEAM Terintegrasi permainan karapan kaleles yang valid, praktis, dan efektif untuk mengembangkan hasil belajar siswa pada materi Gaya. Metode yang digunakan penelitian ini adalah penelitian dan pengembangan. Proses pengembangan modul dilaksanakan dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Tahap analisis meliputi analisis sumber belajar, kurikulum, materi pembelajaran dengan pendekatan dan model pembelajaran. Tahap perancangan meliputi pembuatan kerangka modul ajar penyusunan instrumen penilaian modul ajar, Tahap implementasi adalah tahap uji coba modul ajar yang telah divalidasi. Tahap evaluasi adalah tahap menganalisis kelebihan dan kelemahan modul ajar yang telah diuji cobakan. Modul Ajar ini dinyatakan valid berdasarkan penilaian dari ahli Materi dengan rata-rata sebesar 78,3%, penilaian dari ahli LKPD sebesar 92,9% dan validasi ahli Modul Ajar sebesar 89,5%. selanjutnya berdasarkan wawancara dengan guru, modul ini efektif untuk membantu siswa memahami materi Gaya untuk meningkatkan hasil belajar siswa. Berdasarkan hasil tersebut dapat disimpulkan mahwa Modul Ajar Dalam Pembelajaran IPAS Materi Gaya Menggunakan Pendekatan STEAM Terintegrasi Permainan Karapan Kaleles terbukti dikembangkan Valid,paktis dan efektif.
PENERAPAN MEDIA SMART BOX PADA PEMBELAJARAN PKN DALAM UPAYA MENINGKATKAN HASIL BELAJAR SISWA KELAS III SDN SIDOTOPO WETAN 1/255 SURABAYA Richa Alfina Maulidiya; Widya Trio Pangestu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04 Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.20720

Abstract

Media pembelajaran adalah komponen yang bisa dikatakan sebagai jembatan pada saat penyampaian materi. Untuk melakukan kegiatan belajar mengajar guru memerlukan media pembelajaran. Media pembelajaran diperlukan sebagai alat bantu bagi guru untuk memudahkan mereka dalam mengkomunikasikan materi pembelajaran kepada siswa. Media pembelajaran smart box dapat membantu guru dalam mencapai tujuan pembelajaran. Penelitian ini menerapkan media pembelajaran smart box pada siswa kelas III SDN Sidotopo Wetan 1/255 Surabaya. Pada penelitian ini menggunakan pendekatan kuantitatif metode eksperimen dan desain penelitian Pre-Eksperimental (Non-design) dengan alur penelitian One Group Pretest-Posttest Design. Hasil belajar dalam penelitian ini diperoleh siswa kelas III sebelum dan sesudah diterapkannya media pembelajaran smart box. Untuk mengetahui peningkatan hasil belajar siswa kelas III SDN Sidotopo Wetan 1/255 menunjukkan bahwa nilai rata-rata posttest lebih tinggi dibandingkan dengan pretest. Rata-rata nilai pretest 50,3 dan nilai rata-rata posttest 79,1, sehingga dapat dikatakan ada peningkatan hasil belajar siswa setelah penerapan media pembelajaran smart box pada siswa kelas III SDN Sidotopo Wetan 1/255.
PEMBELAJARAN KOLABORATIF SEBAGAI UPAYA UNTUK MENINGKATKAN HASIL BELAJAR DI MI UIN SUNAN GUNUNG DJATI BANDUNG Muhammad Rakha Fauzan; Muhamad Mugni Sahid; Ibnu Laksana Aulia Ramdani; Qiqi Yuliati Zaqiah; Uus Ruswandi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, No. 04 Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.20723

Abstract

This study aims to measure the difference in effectiveness between collaborative learning and conventional learning models in improving student learning outcomes in Tahsin subjects at MI Sunan Gunung Djati Bandung. Quantitative approach with quasi experimental design was used in this study, involving class II Thalhah as the treatment group (collaborative learning) and class II Zubair as the control group (conventional). Data analysis was conducted using the Mann-Whitney test because the data was not normally distributed based on the results of the Shapiro-Wilk test. The results showed that the average student learning outcomes in the collaborative learning model were higher than conventional learning. However, the difference was not statistically significant (Sig. 2-tailed value = 0.138 > 0.05). This finding indicates that there is no significant difference between the two learning models in improving student learning outcomes. Internal factors such as student motivation and external factors such as limited learning facilities are thought to have influenced the results of this study. This study concludes that learning effectiveness does not only depend on the learning model used, but is also influenced by various other factors such as facility support, teacher teaching methods, and students' learning motivation conditions.
ANALISIS KEMAMPUAN MEMBACA PERMULAAN PADA ANAK FASE A SEBAGAI FONDASI MEMBANGUN LITERASI NUMERASI: STUDI ETNOGRAFI DI SD NEGERI SARIREJO 1 Arnita, Sinta; Purnamasari , Iin; Rofian
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 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.v10i01.20724

Abstract

This study was motivated by the suboptimal reading skills of phase A children. This is evidenced by the results of the education report card of SD Negeri Sarirejo 1 in 2024, where children's literacy and numeracy skills in several aspects have decreased scores from last year. This study used a qualitative approach with ethnographic methods. Data collection used observation, interview and documentation techniques. The results showed that (1) children in phase A of SD Negeri Sarirejo 1 still experience difficulties, such as: mispronouncing words, spelling repeatedly, difficulty combining consonant letters such as "-ng", not paying attention to punctuation, lack of confidence, misunderstanding similar numbers such as "12" and "21", not yet able to analyze information from the table because they make mistakes in addition when calculating data, (2) inhibiting factors are physiological factors in the form of fatigue and lack of nutritional intake, psychological factors including children's interest, motivation, and mental readiness, and environmental factors in the form of teacher influence and parental encouragement, (3) the teacher's strategy to overcome these problems is to use learning media in the form of illustrated reading books that contain visual elements, letters, words, tables, and simple diagrams, (4) the ethnographic pattern at SD Negeri Sarirejo 1 shows that early reading ability as a foundation for building numeracy literacy involves the relationship between the difficulties of phase A children and the factors that influence them, as well as what strategies the teacher uses to overcome these difficulties.
PENGEMBANGAN GAME EDUKASI UNTUK MENINGKAT HASIL BELAJAR PADA MATA PELAJARAN BAHASA INGGRIS KELAS XI DI SMAN 4 SIDRAP Furkan Harris Saputra; Abdul Hakim; Farida Febriati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04 Desember 2024 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.20731

Abstract

This study aims to: (1) Knowing the level of need for educational games on English subjects of class XI at SMAN 4 SIDRAP (2) Designing educational games on English subjects of class XI at SMAN 4 SIDRAP (3) Knowing the level of validity, practicality of using educational games on English subjects of class XI at SMAN 4 SIDRAP, The research followed the stages of development of Alessi and Trollip, which consisted of development steps (Planning, Design, & Development). This research was conducted at SMAN 4 SIDRAP involving students of grade XI and English subject educators of grade XI. The test of the developed product consists of an alpha test which is validated by 3 validators including instrument validators, content/material validators with an average score of 100% which is in very good qualifications, media validators with an average score of 96% which is in very good qualifications. The beta test consists of a large group trial involving 30 students whose final questionnaire results are 89.7%, which is in the Practical qualification, Small group trials involving 12 students whose final questionnaire results were 97.7% were in very practical qualifications. Educators' responses related to the development of educational games with the final results of the questionnaire 98% are in very practical qualifications. This development research produces educational game products that can be used in the learning process for class XI students at SMAN 4 SIDRAP. The learning outcomes of students after using educational games increased by 0.21 or 21.46%.

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