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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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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 17,892 Documents
PENGEMBANGAN E-LKPD BERBASIS LIVEWORKSHEETS PADA MATERI KOORDINAT KARTESIUS UNTUK PESERTA DIDIK KELAS VIII MTsN 1 MATARAM TAHUN PELAJARAN 2024/2025 Aulia, Sri Rahmatul; Sridana, Nyoman; Junaidi, Junaidi; Arjudin, Arjudin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24195

Abstract

This study aims to develop interactive learning media e-LKPD based liveworksheets on Cartesian coordinate material for eighth grade students in junior high school. The method used in this study is Research and Development (R&D) with 3D research steps (define, design, and develop). The Data obtained from this study are qualitative data and quantitative data. Subjects in this study were students of Class VIII-7 in MTsN 1 Mataram totaling 30 people. Data analysis techniques to determine the validity and practicality of e-LKPD based liveworksheets were developed. The results showed that the media developed were (1) valid with a validity score of 0.82 with a valid Category; (2) practical with a percentage of 84% and obtained a very practical category. This shows that E-LKPD is valid and feasible to use in learning.
BELAJAR ASYIK DAN BERMAKNA: INTEGRASI GAMIFIKASI DALAM PEMBELAJARAN KONTEKSTUAL DI SEKOLAH DASAR Hayati, Rahmi; Karim, Asrul; Kartika, Yessi; Fachrurazi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 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.v10i02.24199

Abstract

This study aims to describe the process and impact of gamification integration in contextual learning in elementary schools as a strategy to create a fun and meaningful learning experience. The background of this study is based on the fact that conventional learning in elementary schools is still monotonous, less contextual, and minimal active student involvement. The gamification approach that adopts game elements, such as points, challenges, and levels, is combined with students' real-life contexts to increase motivation and conceptual understanding. This study uses a descriptive qualitative approach with data collection techniques through participatory observation, in-depth interviews, and documentation studies. The subjects of the study included teachers, fourth grade students, principals, and parents at an elementary school that has implemented learning innovations. The results of the study indicate that contextual gamification integration can increase student involvement, strengthen intrinsic motivation, and create an active and enjoyable learning atmosphere. Teachers play an important role in designing learning that is balanced between cognitive and affective aspects. Despite facing technical and planning challenges, teachers can overcome them through reflection and adaptive strategies. In conclusion, gamification in contextual learning is an effective and relevant approach to realizing learning that touches the intellectual and emotional aspects of students in elementary schools.
PENGARUH KOMPETENSI PEDAGOGIK GURU TERHADAP HASIL BELAJAR PESERTA DIDIK PADA PELAJARAN IPAS KELAS V DI SDN 80/I MUARA BULIAN Afiona Fransiska; Faizal Chan; Alirmansyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 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.v10i02.24201

Abstract

This research aims to determine the Influence of Teacher Pedagogical Competence on Student Learning Outcomes in Science Lessons for Grade V at SDN 80/I Muara Bulian. This research is a type of Ex Post Facto research which is a research using a quantitative approach. This research was conducted at SDN 80/I Muara Bulian, Muara Bulian District, Batanghari Regency with the subject of the research being students. The research data were analyzed using SPSS 22 software. The results of this study indicate the level of pedagogical competence of teachers at SDN 80/1 Muara Bulian, which is 59.89% of the established criteria. This means that the pedagogical competence of teachers at SDN 80/1 Muara Bulian is included in the very low category. The learning outcomes of grade V students at SDN 80/1 Muara Bulian are 59.89% of the established criteria. This means that the learning outcomes of grade V students at SDN 80/1 Muara Bulian are in the very low category, which means that the learning outcomes of students are classified as very low. There is no influence of teacher pedagogical competence on student learning outcomes in the subject of science in grade V of SDN 80/1 Muara Bulian. This is based on the Sig. value of 0.909 > 0.05, in other words H0 is accepted and H1 is rejected, as well as a simple linear regression equation model that has a positive direction.
PENERAPAN METODE EKSPERIMEN COLOR MIXING UNTUK MENINGKATKAN KEMAMPUAN SAINS ANAK Hadi Pradana, Pascalian; Munifatul Muawanah; Trio Suwargono
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 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.v10i02.24203

Abstract

Pembelajaran sains untuk anak sebaiknya dilakukan dengan cara yang konkret dan menyenangkan agar mampu menarik perhatian dan mempermudah pemahaman anak. Seorang pendidik perlu merancang metode pembelajaran dengan cermat, dengan mempertimbangkan karakteristik serta tahap perkembangan anak, sekaligus memberikan stimulasi yang sesuai dengan kemampuan mereka. Penelitian ini bertujuan untuk meningkatkan kemampuan sains anak menggunakan penerapan metode eksperimen color mixing. Dimana keampuan sains anak belum berkembang secara optimal, anak belum mampu membedakan warna primer dan warna sekunder, lebih sering menggunakan lembar kerja siswa, mewarnai, tanya jawab melalui media gambar, kurang melakukan pembelajaran praktek langsung. Penelitian ini menggunakan metode penelitian tindakan kelas dengan jumlah sumbek penelitian 20 anak 11 laki-laki da 9 perempuan. Pengumpulan data menggunakan teknik observasi dan dokumentasi. Hasil penelitian dengan indikator yang sudah di tentukan menujukan hasil siklus I rata-rata nilai klasikal anak mencapai 53%,sedangkan pada siklus II kemampuan klasilakal mengalami peningkatan menjadi 81%. Sehingga hal tersebut telah memenuhi target penelitian yaitu capaian klasikal 76%. Dapat disimpulkan penerapan metode eksperimen color mixing untuk meningkatkan kemampuan sains anak. Dengan demikian nilai rata-rata klasikal anak tercapai pada penelitian siklus ke II. Berdasarkan keberhasilan dalam pembelajaran maka penerapan metode eksperimen Color Mixing dapat di terapkan oleh guru secara konsisten agar siswa dapat terstimulasi dengan baik sesuai dengan tahap perkembangannya secara optimal.
KEEFEKTIFAN MEDIA PEMBELAJARAN INTERAKTIF CANVA TERHADAP HASIL BELAJAR IPAS SISWA KELAS V SDN 2 BRINGINSARI KABUPATEN KENDAL Khoirunnisa, Elvina; Khusnul Fajriyah; Diana Endah Handayani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 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.v10i02.24204

Abstract

This research was conducted due to the usage of learning media has not been optimized. The usage of interactive media in the learning process at SDN 2 Bringinsari is still limited, which ended in low student engagement during lessons. Furthermore, student learning outcomes from daily assessments and examinations indicate are uncertain. However, the research question explored in this study is: How effective is the use of Canva-based interactive learning media in improving the IPAS learning outcomes of fifth-grade students at SDN 2 Bringinsari, Kendal? The purpose of this research is to determine the effectiveness of Canva interactive learning media in improving the IPAS learning outcomes of fifth-grade students at SDN 2 Bringinsari, Kendal. This study is a quantitative research using a pre-experimental quantitative method in the form of a One Group Pretest-Posttest Design. The population in this study consists of all fifth-grade students at SDN 2 Bringinsari, Kendal, totaling 23 students. Based on the research conducted, the data obtained showed that the average pretest score was 53.48, and the average posttest score was 85.43. The results of the paired sample t-test analysis for pretest and posttest scores showed a significance value (2-tailed) of 0.00 < 0,05, indicating a significant difference between pretest and posttest learning outcomes. The N-Gain value obtained was 68.71%, which falls into the "moderately effective" category, thus accepting the alternative hypothesis (Ha) and rejecting the null hypothesis (Ho). The conclusion of this study is that Canva-based interactive learning media is effective in improving the IPAS learning outcomes of fifth-grade students at SDN 2 Bringinsari, Kendal.
MANAJEMEN PENDIDIKAN KEWIRAUSAHAAN DALAM MENUMBUHKAN JIWA KEMANDIRIAN SANTRI DI PONDOK MODERN DARUSSALAM GONTOR KAMPUS 7 Arrahman, Hafizh
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 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.v10i02.24206

Abstract

This study aims to explore the management of entrepreneurship education in fostering the spirit of independence among students at Pondok Modern Darussalam Gontor Campus 7. The background of this research stems from the growing importance of entrepreneurship in Islamic educational institutions to enhance students’ economic self-sufficiency and leadership abilities. The research focuses on the planning, implementation, and evaluation of entrepreneurship education programs within the pesantren environment. This qualitative study employs a case study approach, using data collection techniques such as observation, in-depth interviews, and documentation, with purposive sampling applied to select participants including students, teachers, and pesantren administrators who are directly involved in the entrepreneurship program. Data analysis was conducted through thematic analysis. The findings reveal that the entrepreneurship education program at Gontor Campus 7 is integrated with Islamic values and is implemented through structured student-managed business units such as cooperatives, cafeterias, and laundry services. These activities provide real-life business experience that fosters independence, responsibility, and critical thinking. However, challenges were identified in terms of planning specificity, organizational clarity, and the effectiveness of motivation systems. The study concludes that a comprehensive and adaptive management model, which aligns with local needs and religious values, is essential to effectively cultivate entrepreneurial spirit and student independence. The results contribute to the development of effective management strategies for entrepreneurship education in religious boarding school contexts. Keywords: entrepreneurship education, pesantren, student independence
PENINGKATAN HASIL BELAJAR PENDIDIKAN PANCASILA MENGGUNAKAN MODEL PROBLEM BASED LEARNING DI KELAS V SDN 52 PARUPUK TABING KOTA PADANG Dzakiya Zahra Fadhila; Yesi Anita; Rafhi Febryan Putera; Hana Shilfia Iraqi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume10 Nomor 2, Juni 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.v10i2.24211

Abstract

This study aims to describe the improvement of students' learning outcomes in Pancasila Education learning using the Problem-Based Learning model in Class V of SDN 52 Parupuk Tabing, Padang City. This research is a Classroom Action Research (PTK) that employs both qualitative and quantitative approaches. The study was conducted in two cycles, cycle I consisted of two meetings, and cycle II consisted of one meeting. The research subjects were the teacher (researcher) and 20 students, consisting of 9 male and 11 female students. The results of the study showed improvements in: (1) The average score of the teaching module planning in cycle I was 87.51% (Good), which increased to 95.83% (Very Good) in cycle II; (2) The average teacher activity implementation score in cycle I was 83.9% (Good), which increased to 96.4% (Very Good) in cycle II; (3) The assessment of students’ learning outcomes in cycle I had an average score of 73.5% (Fair), which improved to 93.2% (Very Good) in cycle II.
PENGARUH REINFORCEMENT POSITIF DAN NEGATIF TERHADAP MOTIVASI BELAJAR SISWA KELAS 5 SDN SERUA 01 KOTA TANGERANG SELATAN Surya Nanda Situmorang; Bambang Irawan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 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.v10i02.24216

Abstract

This study was motivated by the low level of student learning motivation due to the lack of student interest in learning materials, lack of understanding and lack of student self-confidence. In this case, educators can provide positive and negative reinforcement to students to increase the learning motivation of grade 5 students of SDN Serua 01, South Tangerang City. The purpose of this study was to determine whether there was an influence of positive and negative reinforcement on student learning motivation. This research was conducted at SDN Serua 01, South Tangerang City. The population used in this study were grade VA students and the sample used was 60 students. The instrument given was a questionnaire with a total of 50 statement items. This research was conducted using a descriptive quantitative research method. The data collection technique used in this study was a questionnaire and documentation. The results of the calculations based on this study indicate that there is an influence of positive and negative reinforcement on student learning motivation. This is evident from the results of the calculation of the coefficient of determination which shows a value of 43% on learning motivation and 55.7% is influenced by other external factors.
Pengembangan Bahan Ajar E-book Menggunakan Aplikasi Heyzine Pada Subtema Benda Tunggal dan Campuran: Penelitian Research and Development pada Peserta Didik Kelas V di Sekolah Dasar Negeri Bojong 02 Kecamatan Kemang Semester Genap Tahun Pelajaran 2023/2024 Risa, Mahda; Irdiyansyah, Iyan; Mirawati, Mira
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 No. 01 Maret 2025 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.v10i01.24217

Abstract

Mahda Risa 037120058. Development of E-Book Teaching Materials Using the Heyzine Application on the Subtheme of Single and Mixed Objects. The research subjects were 32 students of grade V SDN Bojong 02, Kemang District, the research was conducted in the even semester of the 2023/2024 school year. The research method used is the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Analyzing the needs of the learning process still using printed books, then planning the preparation of e-book teaching materials. Continued by developing products that have been designed for media, language, and material experts. Implementing it to grade V SDN Bojong 02 and evaluating the results of student responses to the products that have been developed. The results of the study showed that the development of this e-book teaching material obtained 94% from media experts, 96% from language experts, 100% from material experts in the field of evaluation, and 82.25% from student responses. Based on these results, it can be concluded that e-book teaching materials using applications Heyzine are very suitable for use in the learning process.
PENGARUH GAME MOBILE LEGENDS TERHADAP PERILAKU SOSIAL SISWA KELAS ATAS DI MADRASAH IBTIDAIYAH Allya Murfid Allwasy; Budiono Saputro
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 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.v10i02.24220

Abstract

Penelitian ini didasari oleh temuan lapangan bahwa banyak peserta didik kelas atas bermain game mobile legends, tujuan untuk mengkaji sejauh mana pengaruh game mobile legends terhadap perilaku sosial siswa kelas atas di Madrasah Ibtidaiyah (MI). Pendekatan yang digunakan dalam studi ini adalah kuantitatif dengan metode survei, selain itu instrumen yang digunakan meliputi angket dan dokumentasi sebagai teknik utama dalam pengumpulan data yang akurat dan relevan. Hasil penelitian menunjukkan bahwa game mobile legends memberikan pengaruh yang signifikan terhadap perilaku sosial siswa. Nilai signifikansi antara variabel game mobile legends (X) dengan perilaku sosial (Y) adalah sebesar 0,000, yang mana lebih kecil dari ambang batas 0,05 (0,000 < 0,05). Hal ini menunjukkan adanya pengaruh yang signifikan secara statistik antara kedua variabel. Nilai koefisien determinasi yang diperoleh adalah sebesar 0,831, yang berarti bahwa sebesar 83,1% perilaku sosial siswa dipengaruhi oleh keterlibatan mereka dalam game mobile legends, sedangkan sisanya sebesar 16,9% dipengaruhi oleh faktor lain di luar variabel penelitian ini. Selain itu, nilai koefisien regresi sebesar 0,487 mengindikasikan bahwa setiap peningkatan 1% dalam intensitas bermain game mobile legends dapat meningkatkan interaksi sosial siswa sebesar 0,487 poin. Berdasarkan temuan ini, dapat disimpulkan bahwa hipotesis alternatif (Ha) diterima, sedangkan hipotesis nol (H0) ditolak. Implikasi secara teoretis memberikan kontribusi bagi pengembangan teori perilaku sosial dalam konteks digital dan gamifikasi, sedangkan secara praksis dapat menjadi tolak ukur atau acuan bagi pendidik untuk mengoptimalkan aspek positif dari penggunaan game dalam konteks pembelajaran.

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