cover
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 27,903 Documents
EFEKTIVITAS MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) TERHADAP HASIL BELAJAR INFORMATIKA KELAS VIII SMP MUHAMMADIYAH 5 SAMARINDA Putri Dwi Anggari, Melisa; Yudha Saputra, Galih
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Posted
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61333

Abstract

This study aims to determine the effectiveness of the problem based learning (PBL) learning model on informatics learning outcomes. This study uses a quantitative approach with a quasi-experimental research type and a nonequivalent control group design. The results showed that the average pretest and posttest scores of the experimental class increased from 62.90 to 82.90, while the control class increased from 59.33 to 76.33. The results of the independent sample t-test on the pretest value showed a significance value of 0.323 (p > 0.05). This shows that there is no significant difference between the students' initial ability in the control class and the experimental class before treatment. The results of the paired sample t-test showed that both classes experienced a significant increase with a significance value of 0.000<0.05. The results of the independent sample t-test showed a significance value of 0.024<0.05, which means that there was a significant difference between the learning outcomes of students in the experimental class and the control class. The N-Gain value of the experimental class was 0.53 and the control class was 0.41, both in the medium category. The result of the calculation of the effect size between groups was 0.59 which was included in the medium category. It can be concluded that the Problem Based Learning (PBL) learning model is effective in improving the learning outcomes of informatics students in grade VIII of SMP Muhammadiyah 5 Samarinda.
PERBANDINGAN MEDIA PEMBELAJARAN WORDWALL DAN QUIZIZZ TERHADAP HASIL BELAJAR MATERI JARINGAN KOMPUTER Al Munawarah, Ainul; Muhammad Akhyar, Ramaulvi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Processed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61336

Abstract

The use of digital learning media is one of the options in improving the quality of learning in informatics subjects. This study aims to compare student learning outcomes after using Wordwall and Quizizz interactive media  on computer network materials. This study applies a quantitative approach with experimental methods and repeated measurement designs. The research sample amounted to 43 students of classes VIII A and VIII B SMPN 6 Loa Janan who were selected using saturated sampling techniques (total sampling). All students received learning using both media in turn, then the learning results were analyzed using the Wilcoxon Signed-Rank Test with the help of SPSS software version 27 because the data was not distributed normally. The results showed that the average learning outcome using Wordwall media  was 83.53, while using Quizizz media  was 80.56. The results of the Wilcoxon Signed-Rank Test obtained an Asymp score. Sig. (2-tailed) is 0.036(<0.05), so there is a significant difference between the use of Wordwall and Quizizz media on student learning outcomes. The effect size calculation  obtained a value of 0.319 which is in the medium category. Based on the comparison of average scores, Wordwall media  produces higher learning outcomes than Quizizz media  on computer network materials.
ANALISIS TAKSONOMI BLOOM DALAM SOAL SUMATIF AKHIR SEMESTER PADA MATA PELAJARAN BAHASA INDONESIA DI KELAS X SMA Emelda Mangunsong, Sri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61338

Abstract

This study aims to analyze the distribution of cognitive levels of Lower Order Thinking Skills (LOTS), Mid Order Thinking Skills (MOTS), and Higher Order Thinking Skills (HOTS) in the Odd Semester End Summative (SAS) questions for the Indonesian Language subject for grade X at SMA Negeri 1, SMA Negeri 3, and SMA Negeri 6 Tanjungbalai, while also describing students' subjective experiences in solving them. The research approach uses a descriptive qualitative method through content analysis and in-depth interviews with 30 grade X students. The document sample includes 95 questions taken by total sampling. The results show that the assessment instruments in the three schools are still dominated by the LOTS category with an average of 81.8%. In detail, SMAN 1 has the most varied composition (LOTS 68.6%, MOTS 5.7%, HOTS 25.7%), SMAN 6 has a 20% HOTS portion limited to the C4 level, while the questions at SMAN 3 are entirely at the LOTS level (100%). Interview findings indicate that students can work on LOTS questions easily and quickly. In contrast, HOTS questions require a longer cognitive accommodation process because students must interpret implied meanings and face the additional cognitive burden of unfamiliar archaic vocabulary in classical Malay hikayat texts.
MENINGKATKAN KETERAMPILAN KERJASAMA DAN INTERAKSI SOSIAL ANAK MELALUI PERMAINAN TRADISIONAL CUK-CUK BIMBI PADA ANAK USIA 5-6 TAHUN DI TK PERTIWI RANTING MARTAPURA isnaniah; Nisa, Uswatun; yusuf , Muhammad; Baiti , Noor
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 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.v11i03.61339

Abstract

Cooperation and social interaction are essential aspects of early childhood social development that should be fostered through developmentally appropriate learning activities. This study aimed to improve the cooperation and social interaction skills of Group B kindergarten children through the implementation of the traditional game Cuk-Cuk Bimbi at TK Pertiwi Ranting Martapura. The study employed a Classroom Action Research (CAR) design conducted in two cycles, each consisting of planning, action, observation, and reflection. The participants were 15 children aged 5–6 years. Data were collected through observation and analyzed using descriptive quantitative analysis. The findings revealed that the implementation of the traditional game Cuk-Cuk Bimbi gradually improved children's cooperation and social interaction skills across each cycle. The percentage of children achieving the Developing as Expected (BSH) and Very Well Developed (BSB) categories increased from 33.3% in Cycle I Meeting 1 to 53.3% in Cycle I Meeting 2, then to 86.6% in Cycle II Meeting 1, and finally reached 100% in Cycle II Meeting 2. These findings indicate that the traditional game Cuk-Cuk Bimbi, supported by teacher scaffolding, is effective in improving young children's cooperation and social interaction through interactive, enjoyable, and child-centered learning activities.
PENGARUH STRES AKADEMIK TERHADAP KEJENUHAN AKADEMIK: PERAN MEDIASI RESILIENSI PADA MAHASISWA Nashrullah Muflihah; Nurhasan Hamidi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Processed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61341

Abstract

Academic burnout is a issues among college students and is known to be related with high levels of academic stress. Academic burnout has a negative impact on academic performance and psychological well-being. Resilience is hypothesized to act as a protective factor that mediates the effect of stress on academic burnout. This study aims to examine the effect of academic stress on academic burnout as well as the mediating role of resilience in the effect of academic stress on academic burnout among education students. This study employs a quantitative method with a causal approach. The study sample consisted of 142 students. Data were collected using the MBI-SS scale, the CD RISC scale, and the DASS scale. The hypothesis results indicate a positive and significant effect of academic stress on academic burnout (β = 0.518, p = 0.000), and that resilience partially mediates the effect of academic stress on academic burnout (β = 0.167, p = 0.002). These findings are expected to be beneficial for students in helping them manage academic stress and improve their resilience so that they are better able to cope with academic demands and are less likely to experience academic burnout.
PENGARUH COGNITIVE FLEXIBILITY DAN MATHEMATICS ANXIETY TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA Sosionetta, Evelynda; Karimah, Sayyidatul
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 3 (2026): Volume 11 No. 3, September 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.v11i3.61343

Abstract

This study aims to determine three influences, namely (1) the influence of cognitive flexibility on students' mathematical problem-solving abilities, (2) the influence of mathematics anxiety on students' mathematical problem-solving abilities, and (3) the influence of cognitive flexibility and mathematics anxiety simultaneously on students' mathematical problem-solving abilities. This study uses a quantitative approach with an ex post facto design. The study population includes all students of class X of SMA Negeri 1 Batang, and Class X A, totaling 33 students, was selected as a sample through a cluster random sampling technique. Data collection was carried out using a cognitive flexibility test, a mathematics anxiety questionnaire, and a mathematical problem-solving ability test, then analyzed using simple linear regression and multiple linear regression. The results of the study show that (1) there is an influence of cognitive flexibility on students' mathematical problem-solving abilities with a contribution of 43.4%; (2) there is an influence of mathematics anxiety on students' mathematical problem-solving abilities with a contribution of 22.4%; and (3) cognitive flexibility and mathematics anxiety simultaneously influence students' mathematical problem-solving abilities with a contribution of 55.3%.
PENGARUH LATIHAN REACTIVE AGILITY DAN CONE DRILL TERHADAP KEMAMPUAN DRIBBLING PEMAIN SEKOLAH SEPAK BOLA PUTRA BUMI SERAMBI U-14 Dedek Kurniawan; Padli; Roma Irawan; Vega Soniawan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 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.v11i03.61346

Abstract

This study aimed to determine the effect of Reactive Agility and Cone Drill training on dribbling ability among U-14 players of Putra Bumi Serambi Soccer School. This study used a quasi-experimental method with a Two Group Pretest-Posttest Design. The sample consisted of 20 players divided into two treatment groups, namely Reactive Agility and Cone Drill groups. The instrument used was the Zig-Zag Dribbling Test. Data were analyzed using normality tests, homogeneity tests, Paired Sample t-test, and Independent Sample t-test at a significance level of 0.05. The results showed that Reactive Agility training improved dribbling ability by 6.06%, while Cone Drill training improved dribbling ability by 4.67%. The paired sample t-test indicated that both training methods significantly improved dribbling ability (p<0.05). However, the independent sample t-test showed no significant difference between the two methods (Sig.=0.058>0.05). Therefore, both Reactive Agility and Cone Drill training are effective methods for improving dribbling ability among U-14 soccer players. Football players should gradually integrate Reactive Agility and Cone Drill training into youth development programs to improve players' dribbling skills. Future research is recommended using a larger sample size, longer training duration, and combining both training methods to obtain a more comprehensive picture of effectiveness.
PEMANFAATAN KEGIATAN SERIASI UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR LOGIS ANAK USIA 4-5 TAHUN DI PAUD MUTIARA HATI KECAMATAN KARANG INTAN Muflihah; Baiti , Noor; Nisa, Uswatun; Zulkarnaen, Muhammad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 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.v11i03.61347

Abstract

This study aimed to improve the logical thinking skills of children aged 4–5 years through the use of seriation activities at PAUD Mutiara Hati, Karang Intan District. This research employed a qualitative approach with a Classroom Action Research design based on the Kemmis and McTaggart model, conducted in two cycles with two meetings in each cycle. The subjects of the study were 10 children in Group A, consisting of 4 boys and 6 girls. Data were collected through observation and documentation. The results showed an improvement in children’s logical thinking skills at each meeting. In the pre-cycle stage, most children were in the Not Yet Developed (BB) category at 80% and the Beginning to Develop (MB) category at 20%. In Cycle I Meeting 1, 50% of the children were in the MB category and 50% in the Expected Development (BSH) category. In Cycle I Meeting 2, 40% were in the MB category and 60% in the BSH category. In Cycle II Meeting 1, 10% were in the MB category, 50% in the BSH category, and 40% in the Very Well Developed (BSB) category. Finally, in Cycle II Meeting 2, 20% of the children were in the BSH category and 80% were in the BSB category. These findings indicate that seriation activities were effective in improving the logical thinking skills of children aged 4–5 years.
BANDONGAN SEBAGAI STRATEGI PENGEMBANGAN KOMPETENSI KEAGAMAAN GURU DI AQOBAH INTERNATIONAL SCHOOL (AIS) JOMBANG Qolbi, Nazhifatul; Haris Supratno
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Posted
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61349

Abstract

Penelitian ini bertujuan menganalisis bandongan sebagai strategi pengembangan kompetensi keagamaan guru di Aqobah International School (AIS) Jombang dalam mendukung integrasi nilai-nilai Islam melalui hidden curriculum. Penelitian lapangan ini menggunakan pendekatan studi kasus kualitatif yang didukung data kuantitatif deskriptif. Subjek penelitian ditentukan secara purposive sampling, meliputi Pengasuh Utama (Kiai), Direktur AIS, Pengampu Bandongan, dan 16 Guru Peserta Bandongan. Data dikumpulkan melalui observasi partisipatif, wawancara semi-terstruktur, dokumentasi, dan kuesioner persepsi, kemudian dianalisis menggunakan model interaktif Miles, Huberman, dan Saldaña, sedangkan data kuesioner dianalisis secara deskriptif. Hasil penelitian menunjukkan bahwa bandongan mengalami rekonstruksi dari metode pembelajaran kitab di pesantren menjadi strategi continuous professional development yang memperkuat kompetensi keagamaan dan orientasi spiritual guru sehingga mampu mengintegrasikan nilai-nilai Islam dalam pembelajaran lintas disiplin. Program ini dilaksanakan melalui kajian kitab yang mencakup akidah, tafsir, hadis, dan fikih berbasis tasawuf, serta diperkuat oleh pembelajaran semiformal dan evaluasi berkelanjutan melalui perpaduan pembinaan karismatik pengasuh dengan instrumen manajemen modern, seperti Key Performance Indicators (KPI), micro teaching, dan weekly monitoring. Temuan ini menunjukkan bahwa bandongan dapat diadaptasi sebagai model pengembangan kompetensi keagamaan guru yang berkelanjutan di sekolah modern tanpa kehilangan karakteristik epistemologis pesantren.
PENGEMBANGAN MEDIA INTERAKTIF GAME EDUKASI BERBANTUAN APLIKASI LUMI PADA MATA PELAJARAN IPAS MATERI KERAGAMAN BUDAYA DAN KEARIFAN LOKAL TULUNGAGUNG UNTUK SISWA KELAS IV SDN 1 TRENCENG KABUPATEN TULUNGAGUNG Firdaus, Almira Hidayatul; Oktaviarini, Nourma
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Processed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61350

Abstract

  The rapid development of educational technology encourages teachers to use interactive digital media that suit students' characteristics and learning needs. Preliminary observation at SDN 1 Trenceng, Tulungagung Regency showed that science learning (IPAS) on Cultural Diversity and Local Wisdom of Tulungagung was still dominated by textbooks and lecturing, so that students were less active and enthusiastic. This study aimed to develop an interactive educational game using the Lumi application on this topic that meets the criteria of validity and practicality. The method used was Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Subjects consisted of one media expert, one material expert, one fourth-grade teacher, and fourth-grade students of SDN 1 Trenceng, involving a small-group trial of four students and a field trial of sixteen students. Data were collected through observation, interviews, documentation, and questionnaires, then analyzed descriptively and quantitatively. Results showed a media expert validation score of 92% (very valid), a material expert score of 82.5% (very valid), a teacher response of 92.5%, a small-group response of 81%, and a field-trial response of 90% (very practical). The developed interactive educational game is therefore valid and practical for use as a science (IPAS) learning medium on Cultural Diversity and Local Wisdom of Tulungagung for fourth-grade elementary students. Keywords: interactive learning media, educational game, Lumi application, science learning (IPAS), cultural diversity, local wisdom. ABSTRAK Perkembangan teknologi pendidikan mendorong guru untuk memanfaatkan media digital interaktif yang sesuai dengan karakteristik dan kebutuhan belajar siswa. Observasi awal di SDN 1 Trenceng, Kabupaten Tulungagung menunjukkan bahwa pembelajaran IPAS materi Keragaman Budaya dan Kearifan Lokal Tulungagung masih didominasi buku teks dan metode ceramah sehingga siswa kurang aktif dan antusias. Penelitian ini bertujuan mengembangkan media interaktif game edukasi berbantuan aplikasi Lumi pada materi tersebut yang memenuhi kriteria kevalidan dan kepraktisan. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian terdiri atas satu ahli media, satu ahli materi, satu guru kelas IV, serta siswa kelas IV SDN 1 Trenceng dengan uji coba kelompok kecil sebanyak 4 siswa dan uji coba lapangan sebanyak 16 siswa. Data dikumpulkan melalui observasi, wawancara, dokumentasi, dan angket, kemudian dianalisis secara deskriptif kuantitatif. Hasil penelitian menunjukkan validasi ahli media sebesar 92% (sangat valid), validasi ahli materi sebesar 82,5% (sangat valid), respon guru sebesar 92,5%, respon kelompok kecil sebesar 81%, dan respon uji lapangan sebesar 90% (sangat praktis). Dengan demikian, media interaktif game edukasi berbantuan aplikasi Lumi dinyatakan valid dan praktis digunakan sebagai media pembelajaran IPAS materi Keragaman Budaya dan Kearifan Lokal Tulungagung untuk siswa kelas IV sekolah dasar. Kata Kunci: aplikasi Lumi, game edukasi, IPAS, kearifan lokal, keragaman budaya, media pembelajaran interaktif.  

Filter by Year

2016 2026


Filter By Issues
All Issue Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Posted Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release Vol. 11 No. 03 (2026): Volume 11 No. 03 September 2026 Research Edition Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Published Vol. 11 No. 03 (2026): Volume 11 Nomer 03, September 2026 Publication Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Public Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Verified Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Released Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Publish Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Produce Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Processed Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Now Available Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026 Vol. 11 No. 02 (2026): Volume 11 No. 02, Juni 2026 Produce Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026 Press Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Public Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Produce Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Press Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Publish Vol. 11 No. 2 (2026): Volume 11 No. 02, Juni 2026. Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish Vol. 11 No. 3 (2026): Volume 11 No. 3, September 2026 Vol. 11 No. 3 (2026): Volume 11 No.3 September, 2026. Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 2026. Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 In Process Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 In Order Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Build Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Published Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 In Published Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Press Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Terbit Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Published Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 In Press Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Build Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 In Process Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Build Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Press Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 t Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Progres Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 Vol. 10 No. 01 (2025): Volume 10, Nomor 01, Maret 2025 Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 in progress Vol. 10 No. 01 (2025): Volume 10 No. 01 Maret 2025 In Process Vol. 10 No. 01 (2025): Volume 10 No. 01 Maret 2025 In Press. Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order Vol. 10 No. 02` (2025): Volume 10 No. 2 Juni 2024 In Built Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025 Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025. Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025 Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 2025 Vol. 10 No. 2 (2025): Volume 10 No. 2 Juni 2025 Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 2025 Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024 Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024. Vol. 9 No. 04 (2024): Volume 09 No. 04 December 2024 In Press. Vol. 9 No. 04 (2024): Volume 09, No. 04 Desember 2024 Vol. 9 No. 04 (2024): Volume 09 No. 04 Desember 2024 Press Vol. 9 No. 04 (2024): Volume 09 No. 04 Desember 2024 Vol. 9 No. 03 (2024): Volume 09 No. 03 September 2024 Vol. 9 No. 03 (2024): Volume 09, Nomor 03, September 2024 In Progres Vol. 9 No. 01 (2024): Volume 09 No. 01 Maret 2024 Vol. 9 No. 4 (2024): Volume 09 No. 04 Desember 2024 In Press Vol. 9 No. 3 (2024): Volume 09, No. 03, September 2024 Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024 Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024. Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024 Vol. 8 No. 02 (2023): Volume 08 No 02, September 2023 Vol. 8 No. 01 (2023): Volume 08 No. 01 Juni 2023 Vol. 8 No. 01 (2023): Volume 08 No. 01 Maret 2023 Vol. 8 No. 1 (2023): Volume 08, Nomor 01, Juni 2023 Vol. 8 No. 03 (2023): Volume 08 No. 3 September 2023 Vol. 8 No. 03 (2023): Volume 08 No. 3 Desember 2023 Vol. 7 No. 2 (2022): Volume 07, Nomor 02, Desember 2022 Vol. 7 No. 1 (2022): Volume 7 Nomor 1 Juni 2022 Vol. 6 No. 2 (2021): Volume 6 Nomor 2 Desember 2021 Vol. 6 No. 1 (2021): Volume 6 Nomor 1 Juni 2021 Vol. 5 No. 2 (2020): Volume 5 Nomor 2 Desember 2020 Vol. 5 No. 1 (2020): Volume 5 Nomor 1 Juni 2020 Vol. 4 No. 2 (2019): Volume 4 Nomor 2 Desember 2019 Vol. 4 No. 1 (2019): Volume 4 Nomor 1 Juni 2019 Vol. 3 No. 2 (2018): Volume 3 Nomor 2 Desember 2018 Vol. 3 No. 1 (2018): Volume 3 Nomor 1 Juni 2018 Vol. 2 No. 2 (2017): Volume 2 Nomor 2 Desember 2017 Vol. 2 No. 1 (2017): Volume 2 Nomor 1 Juni 2017 Vol. 1 No. 1 (2016): Volume 1 Nomor 1 Desember 2016 More Issue