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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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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 15,076 Documents
PENGGUNAAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) DALAM MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI FOTOSINTESIS KELAS IV SDN SIKUMANA 2 Maria Jesica Karolina Meo; Moses K. Tokan; Maxsel Koro
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.28498

Abstract

This research was conducted to answer the problem of low student learning outcomes on photosynthesis material in class IV SDN Sikumana 2. Based on the results of initial observations, it is known that the learning process is dominated by the teacher and does not involve students actively. This research is a Classroom Action Research (PTK) conducted in two cycles, with 20 students as the research subjects. Data collection techniques include observation of teacher and student activities, and learning outcomes tests. The results showed that the application of the Problem Based Learning (PBL) learning model was able to significantly improve student learning outcomes, marked by an increase in the average score from 53.32 in cycle I to 81.05 in cycle II. The level of learning completeness also increased from 35% to 85%. From these results, it can be concluded that the Problem Based Learning (PBL) learning model is effective in improving student learning outcomes on photosynthesis material. This model encourages students to be active, think critically, and work together in groups. The findings recommend that problem-based learning be integrated in IPAS subjects in elementary schools, accompanied by periodic teacher training to support the implementation. Keywords: Problem-Based Learning; Photosynthesis; Learning Outcomes
PENGARUH MODEL PEMBELAJARAN THINK TALK WRITE BERBANTUAN MEDIA BIG BOOK TERHADAP KETERAMPILAN MENULIS KREATIF PANTUN Margareta Oktavia Ningsih; Dessy Wardiah; Aldora Pratama
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.28499

Abstract

Writing skills are an ability possessed by a person and a way or activity where the writer can convey and express ideas, thoughts, which the writer will convey through typed or written writing directly, so that the reader can know the intent and purpose of the written sentence. This study aims to determine the effect of the Think Talk Write learning model assisted by Big Book media on creative pantun writing skills. The method used is an experimental research method (quantitative method) with a true-experimental design in the form of a posttest only control design. There are two variables, namely variable X (Think Talk Write Model Assisted by Big Book Media) and variable Y (Pantun Writing Skills). The population in this study were all fifth-grade students of SD Negeri 101 Palembang, totaling 56 students. The data collection technique used an essay test. The instrument for measuring creative pantun writing skills used a Posttest in the form of essay test questions. The data analysis technique used the t-test (independent sample t-test) after the normality and homogeneity tests were carried out. The average value of the control class posttest was 58,50 and the experimental class posttest was 73,07 with a 2-tailed sig value of 0,025 < 0.050, so there is an influence of the Think Talk Write learning model assisted by Big Book media on the creative writing skills of pantun of class V students of SD Negeri 101 Palembang.
Analisis Literatur ANALISIS LITERATUR: PENERAPAN MODEL GAMES BASED LEARNING BERBASIS DIGITAL DALAM PEMBELAJARAN BAHASA INDONESIA DI SEKOLAH DASAR Nisrina Lutfiyah; Linda Zakiah; Juhana Sakmal
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.28521

Abstract

This study aims to analyze the implementation of digital-based Games Based Learning (GBL) model in Indonesian language learning at elementary schools through comprehensive literature review. The research method employs systematic literature analysis by examining various relevant sources from scientific journals, research articles, and academic publications over the past five years. The analysis results indicate that digital-based GBL implementation provides significant positive impacts on Indonesian language learning at elementary level. This learning model successfully creates a more enjoyable and interactive learning atmosphere, increases student learning motivation, and develops critical and creative thinking skills through learning-while-playing experiences. Digital-based GBL proves effective in improving student learning outcomes in aspects of material comprehension, memory retention, and active engagement. The findings indicate that digital technology integration through GBL approach not only addresses monotonous conventional learning but also prepares students to face the digital era.Keywords: Game-Based Learning, Indonesian Language, Digital TechnologyABSTRAKPenelitian ini bertujuan untuk menganalisis penerapan model Games Based Learning (GBL) berbasis digital dalam pembelajaran Bahasa Indonesia di sekolah dasar melalui kajian literatur yang komprehensif. Metode penelitian menggunakan analisis literatur sistematis dengan mengkaji berbagai sumber pustaka relevan dari jurnal ilmiah, artikel penelitian, dan publikasi akademik selama lima tahun terakhir. Hasil analisis menunjukkan bahwa penerapan GBL berbasis digital memberikan dampak positif signifikan terhadap pembelajaran Bahasa Indonesia di tingkat sekolah dasar. Model pembelajaran ini berhasil menciptakan suasana belajar yang lebih menyenangkan dan interaktif, meningkatkan motivasi belajar siswa, serta mengembangkan keterampilan berpikir kritis dan kreatif melalui pengalaman bermain sambil belajar. GBL berbasis digital terbukti efektif meningkatkan hasil belajar siswa dalam aspek pemahaman materi, daya ingat, dan keterlibatan aktif. Temuan mengindikasikan bahwa integrasi teknologi digital melalui pendekatan GBL tidak hanya mengatasi pembelajaran konvensional yang monoton, tetapi juga mempersiapkan siswa menghadapi era digital.
PENERAPAN MODEL MISSOURI MATHEMATICS PROJECT (MMP) DALAM MENINGKATKAN KEMAMPUAN KOMUNIKASI MATEMATIS SISWA KELAS 5 SD PADA MATERI DATA Yoshie, Kinar; Yurniwati; Engga Dallion
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 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.v10i03.28526

Abstract

This study aims to improve students' mathematical communication skills through the application of the Missouri Mathematics Project (MMP) model in grade 5 of SDN Jati 03. This study uses a Classroom Action Research (CAR) approach which is implemented in three cycles with two meetings. Each cycle includes the planning, action, observation, and reflection stages. Data were obtained through written tests and observation sheets of teacher and student activities. The results showed a significant increase in students' mathematical communication skills from the pre-cycle by 17% to 52% in Cycle 1, increasing to 73% in Cycle 2, and reaching 93% in Cycle 3. This increase reflects the effectiveness of the Missouri Mathematics Project (MMP) model in developing students' mathematical communication skills such as the ability to express mathematical ideas, the ability to describe mathematical ideas, using mathematical terms and notations, the ability to describe visually, and the ability to interpret mathematical ideas. Therefore, this learning model is recommended as an innovative alternative to improve mathematical communication skills at the elementary school level, especially material regarding data.
PENGEMBANGAN VIDEO TUTORIAL PEMBELAJARAN BULUTANGKIS UNTUK MENINGKATKAN KETERAMPILAN BERMAIN BULUTANGKIS SISWA DI SMAS BUQ’ATUN MUBARAKAH PONDOK PESANTREN DARUL AMAN GOMBARA MAKASSAR Indi, Arindi Nurul Amalia Asman; Abd Haling; Farida Febriati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 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.v10i03.28528

Abstract

This research was conducted based on preliminary observations in which the researcher found that the badminton learning process at SMAS Buq’atun Mubarakah Darul Aman Gombara Makassar had not yet utilized interactive learning media, and was still dominated by conventional teaching methods. The objectives of this research are: (1) To identify the need for the development of badminton tutorial videos, (2) To design a badminton tutorial video that aligns with students' learning needs, and (3) To determine the validity and practicality level of the developed video. This research used the Research and Development (R&D) method with the 4D development model (Define, Design, Develop, and Disseminate). Data collection techniques used were questionnaires and documentation. The study involved 30 students and 1 physical education teacher. The results of the study are as follows: (1) In the define stage, the needs analysis indicated that students required audiovisual-based learning to better understand basic badminton techniques. (2) In the design stage, the tutorial video was developed by incorporating relevant content such as text, images, and video demonstrations based on the identified needs. (3) In the development stage, alpha testing showed that expert validation resulted in a score categorized as very valid. Media experts rated the video as highly appropriate, and content experts gave a score of 92%, placing it in the "very good" category. Beta testing in the small group trial yielded a practicality score of 90.1% (very practical), while the large group trial reached 96% (very practical). Additionally, feedback from the subject teacher also indicated the video tutorial was "very practical" for use in the learning process.
PENERAPAN METODE ROLE PLAYING TERHADAP KETERAMPILAN BERBICARA PADA PEMBELAJARAN BAHASA INDONESIA SISWA KELAS V SDN 1 PURWOSARI Adea Nur Azizah; Zahruddin Hodsay; Aldora Pratama
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 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.v10i03.28533

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penerapan metode role playing terhadap keterampilan berbicara pada pembelajaran bahasa Indonesia siswa kelas V SDN 1 Purwosari. Penelitian ini menggunakan metode true experimental dengan desain posttest-only control group design yang melibatkan dua kelompok, yaitu kelompok eksperimen yang belajar dengan metode role playing dan kelompok kontrol yang menggunakan metode biasa. Hasil penelitian menunjukkan rata-rata nilai posttest siswa di kelas eksperimen sebesar 77,6, sedangkan kelas kontrol hanya 48,8. Observasi juga menunjukkan bahwa siswa di kelas eksperimen memiliki keterampilan berbicara yang baik dengan skor rata-rata 81,6 pada lima aspek, yaitu lafal, intonasi, kosakata, kelancaran, dan ekspresi. Uji Independent Samples t-Test menunjukkan tₕitung = 8,505 lebih besar dari tₜabel = 1,697 pada taraf signifikansi 5% dengan df = 30. Selain itu, nilai signifikan (sig) = 0,000 (< 0,05). Sehingga, H₀ ditolak dan Hₐ diterima. Dengan demikian, metode role playing berpengaruh secara signifikan dalam keterampilan berbicara siswa dan dapat menjadi metode pembelajaran yang efektif dan menyenangkan.
PENGARUH MODEL PEMBELAJARAN DISCOVERY LEARNING TERHADAP HASIL BELAJAR SISWA KELAS XII MA. DARUL MUTA’ALLIMIN BATOBELLA GEGER BANGKALAN PADA MATA PELAJARAN PPKn Kamilia, Nurul; Indriani, Dian Eka
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.28545

Abstract

This study investigates the influence of the Discovery Learning model on students' learning outcomes in the subject of Civics Education (PPKn) for Grade XII students at MA Darul Muta’allimin, Bangkalan. The background of the study highlights that conventional teaching methods—mainly lectures—fail to stimulate student engagement and understanding. This quantitative research utilized a pre-experimental design with one group pretest-posttest. Data were collected through cognitive tests administered before and after applying the Discovery Learning model. The findings show a significant increase in student learning outcomes after the implementation of the model. Statistical analysis using paired t-test confirmed a meaningful difference between pretest and posttest scores. It can be concluded that the Discovery Learning model effectively enhances students’ cognitive achievements in PPKn. This study recommends the use of student-centered learning models to foster deeper understanding and critical thinking skills in social science subjects.
Penggunaan Kartu Belajar Sebagai Media Pembelajaran Matematika Untuk Meningkatkan Pemahaman Konsep Bilangan Pada Siswa Kelas I SD Kristen Tunas Efata Runny Manu; Jannes B. Selly, S.Pd., M.Si; Vera R. Bulu, S.Pd., M.Pd
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 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.v10i03.28555

Abstract

This research was motivated by the low understanding of number concepts in mathematics learning among first-grade elementary school students. While students were able to mention numbers, they struggled to associate them with quantities of objects or real-life situations. The aim of this study was to improve students’ understanding of number concepts through the use of card-based media. The research employed a Classroom Action Research (CAR) method conducted at SD Kristen Tunas Efata, involving 15 students as the subjects. The study was carried out in two cycles, with each cycle consisting of four stages: planning, implementation, observation, and reflection. Data were collected through written tests, observation, and documentation. The results of the study showed an improvement in students’ learning outcomes, from 61.73% in the pre-cycle to 78.5% in the first cycle, and further increased to 88.66% in the second cycle. Based on these findings, it is concluded that the use of card media can enhance the number concept understanding of students at SD Kristen Tunas Efata.
PENGARUH PENGGUNAAN MEDIA DIORAMA UNTUK MENINGKATKAN HASIL BELAJAR SISWA DALAM PEMBELAJARAN IPAS KELAS III UPT SDN DOROMUKTI Dwi yuni kholifatus isdiyanti; wiratsiwi, Wendri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.28560

Abstract

Rendahnya motivasi belajar dan capaian akademik siswa pada materi siklus hidup makhluk hidup mendorong peneliti untuk mengembangkan solusi pembelajaran melalui media diorama yang konkret dan interaktif pada siswa kelas III UPT SDN Doromukti dalam mata pelajaran IPAS. Faktor penyebab utamanya adalah penerapan metode pembelajaran konvensional yang masih terbatas pada penggunaan LKS dan teknik ceramah, sehingga mengakibatkan minimnya keterlibatan aktif siswa pada aktivitas belajar mengajar. Tujuan dari penelitian ini adalah untuk mengoptimalkan hasil belajar materi siklus hidup makhluk hidup melalui implementasi media diorama sebagai alternatif pembelajaran inovatif bagi siswa kelas III di UPT SDN Doromukti. Penelitian tindakan kelas ini melibatkan 14 peserta didik (10 perempuan dan 4 laki-laki) sebagai subjek penelitian. Desain penelitian mengadopsi model PTK dua siklus, dimana setiap siklus terdiri dari empat tahapan utama melalui siklus perencanaan, pelaksanaan, pengamatan, dan evaluasi. Hasil studi membuktikan implementasi media diorama, menunjukkan nilai persentase keberhasilan pada siklus I sebesar 35,71%% dan mengalami peningkatan pada siklus II sebesar 93%. Dengan demikian, implementasi media diorama pada aktivitas belajar mengalami kenaikan hasil belajar pelajaran IPAS tentang siklus hidup makhluk hidup siswa kelas III di UPT SD Negeri Doromukti tahun ajaran 2024/2025.
PENGEMBANGAN MEDIA KAHOOT AMPERA PADA MATA PELAJARAN IPAS KELAS IV SDN 2 MEKAR JAYA Junita Sri Rahayu; Kiki Aryaningrum; Sunedi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 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.v10i03.28561

Abstract

Penelitian ini merupakan jenis penelitian pengembangan (Research and Development) yang bertujuan untuk menghasilkan media pembelajaran interaktif berupa Kahoot Ampera yang valid dan praktis untuk digunakan pada mata pelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) kelas IV di SDN 2 Mekar Jaya. Latar belakang penelitian ini muncul dari permasalahan di lapangan, yakni rendahnya partisipasi dan motivasi belajar siswa dalam pembelajaran IPAS. Untuk mengatasi permasalahan tersebut, dikembangkan media pembelajaran berbasis teknologi yang menarik dan mampu meningkatkan keterlibatan siswa secara aktif. Model pengembangan yang digunakan adalah model ADDIE yang terdiri dari lima tahap, yaitu Analysis, Design, Development, Implementation, dan Evaluation. Pada tahap awal dilakukan analisis kebutuhan melalui observasi langsung di kelas. Selanjutnya, dilakukan perancangan dan pengembangan media Kahoot Ampera yang kemudian divalidasi oleh ahli materi dan media. Hasil validasi menunjukkan bahwa media ini termasuk dalam kategori "sangat valid" dengan rata-rata skor kevalidan sebesar 92,56%. Uji coba kepraktisan dilakukan melalui metode one-to-one dan small group, yang menghasilkan skor kepraktisan sebesar 94,9% dengan kategori "sangat praktis". Selain itu, penggunaan media ini terbukti mampu meningkatkan keaktifan dan motivasi belajar siswa. Meskipun demikian, terdapat kendala teknis berupa keterbatasan perangkat yang tidak mendukung aplikasi Kahoot. Secara keseluruhan, media Kahoot Ampera dinyatakan layak digunakan sebagai alternatif media pembelajaran interaktif yang dapat meningkatkan efektivitas pembelajaran IPAS di tingkat sekolah dasar.

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