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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
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Kota 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 15,076 Documents
UPAYA MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT (TGT) DALAM MENINGKATKAN MINAT BELAJAR MATEMATIKA SISWA Fatimah, Fety; Nani Mediatati
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.v9i04.18424

Abstract

In accordance with the research problem that has been formulated, the aim of this research is to find out how much interest in learning mathematics in class IV students at SD Negeri Kalicacing 02 Salatiga has increased after implementing the TGT type cooperative learning model. The hypothesis in this research is "There is an increase in students' interest in learning mathematics subjects in implementing the Teams Games Tournament (TGT) type cooperative learning model in class IV of SD Negeri Kalicacing 02, Salatiga." This research was carried out at SD Negeri Kalicacing 02 Salatiga which is located on JL. Lmu Adisucipto No.06, Rt 1 Rw. 2, Kalicacing, District. Sidomukti, Salatiga City, Central Java, in the second semester. The subjects of this research were fourth grade students at SD Negeri Kalicacing 02 Salatiga. This type of research is Classroom Action Research (PTK). Based on table 3, namely before the implementation of the Team Games Tournament (TGT) type cooperative learning model or pre-cycle, students' interest in learning obtained an average percentage of 53.38%. In cycle I, the implementation of the Team Games Tournament (TGT) type cooperative learning model experienced an increase in student interest in learning. The results of this cycle I action obtained an average percentage of 64.26%. The results of the actions in cycle II also saw an increase in students' interest in learning mathematics. The average percentage gain is 79.19%. The results of this classroom action research show that the Teams Games Tournament (TGT) cooperative learning model is suitable for application in mathematics subjects for fourth grade students at Kalicaing 02 State Elementary School as a solution to the problem of low interest in learning mathematics. Based on the results of research that has been carried out, it is concluded that the Teams Games Tournament (TGT) cooperative learning model can increase interest in learning mathematics in class IV students at SD Negeri Kalicacing 02 in the 2023/2024 academic year. This increase can be seen from the increase in students' interest in learning from  Cycle I to Cycle II.
PENGGUNAAN MEDIA SMART BOX UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK KELAS V-B SDN MANUKAN KULON II/499 SURABAYA Kholisatun Nabila; Ulhaq Zuhdi; Wandik
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.v9i04.18425

Abstract

This classroom action research was conducted based on the problems found at SDN Manukan Kulon II/499 Surabaya Surabaya. The issue is in the lack of enthusiasm among students towards studying the content of emulating Pancasila conduct, which therefore affects their inferior academic performance. The research aims to enhance student learning outcomes by utilizing Smart Box media to simulate Pancasila behavior in grade V. The study included a sample of 27 kids from fourth to sixth grade at SDN Manukan Kulon II/499 Surabaya. Objective of this study is to examine student learning results. Primary methods of data collecting are observation, testing, and documenting. The study was carried out in two cycle. In cycle I, the highest score obtained was 100 and the lowest was 40, with a class average of 71.5. Students who achieved learning completion were 31%, and students who had not achieved learning completion were 69%. In cycle II, the highest score obtained was 100 and the lowest was 70, with a class average of 88.8. Students who achieved learning completion were 77%, and those who had not achieved learning completion were 23%. Therefore, it can be inferred that the consumption of Smart Box media has the potential to enhance the educational achievements of students in classes V-B at SDN Manukan Kulon II/499 Surabaya on the material of imitating Pancasila behavior in the Pancasila Education subject.
MENINGKATKAN KETERAMPILAN PROSES SAINS DAN KARAKTER WASAKA MENGGUNAKAN MODEL PROBLEM BASED LEARNING DAN TAKE AND GIVE PADA MUATAN IPA KELAS 5 SDN TATAH BELAYUNG BARU Farras Nur Rania; Muhsinah Annisa
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.v9i04.18426

Abstract

The problem in this study is the low science process skills and WASAKA character (discipline character and hard work character) of students in science subjects. The purpose of this study is to describe teacher activities, analyze science process skills, student activities, WASAKA characters and student learning outcomes. This study uses 2 approaches, namely quantitative and qualitative, with clear Classroom Action Research (CAR) which is carried out in four meetings. The subjects of the study here are grade 5 students of the even semester of SDN Tatah Belayung Baru. This study uses qualitative and quantitative data. The results of this study indicate that teacher activities are carried out to reach a value of 97% with a very good category, students' science process skills reach a percentage of 100% with a very skilled category, student activities are carried out to reach a percentage of 93% with a very active category, students' cognitive learning outcomes reach a percentage of 100% with a complete category, affective learning outcomes reach 100% with a cultural category and psychomotor learning outcomes reach 100% with a very good category. Based on this research, it can be concluded that using the Problem Based Learning, Take and Give model can improve the Science Process Skills and WASAKA character of grade 5 students in science content.
PENERAPAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING BERBANTUAN PLATFORM LUMIO BY SMART UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK SMP NEGERI 40 SURABAYA Intan Maulina, Safira; Agus Sutedjo; Pras Setyawati
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.v9i04.18427

Abstract

The problem currently being faced in social studies learning for class IX-E of SMP Negeri 40 Surabaya is that 17 out of 31 students or around 54.83% (fifty four point eighty three percent) of students have not reached the Learning Goal Achievement Criteria (KKTP). So this has a continuous impact on students' knowledge and hampers the process of achieving classical completion. So this research was carried out with the aim of improving the learning outcomes of class IX E students at SMP Negeri 40 Surabaya through the application of the Problem Based Learning (PBL) learning model which is supported by the Lumio by Smart digital learning platform. This Classroom Action Research (PTK) was carried out in two cycles, each of which consisted of planning, implementation, observation and reflection stages. The research results showed a significant increase in student learning outcomes. In the pre-cycle, the average learning outcome reached 60.32 with classical completeness of 45.16%. After implementing the first cycle, the average learning outcome increased to 74.67 with classical completeness of 58.06%. In the second cycle, learning outcomes increased more significantly with an average of 85.48 and classical completeness reached 93.54%. The conclusion of this research is that the application of the PBL model supported by Lumio by Smart effectively improves student learning outcomes, as well as having a positive impact on their involvement and motivation in the learning process.
PENERAPAN METODE GAMIFIED LEARNING BERBASIS MEDIA PLATFORM EDUCAPLAY UNTUK MENINGKATKAN KEAKTIFAN BELAJAR PADA SISWA KELAS V SDN DUPAK 1 SURABAYA Putri Atika; Roni Rodiyana; Dwi Natalia
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.v9i04.18429

Abstract

This research was motivated by the lack of active learning among class V students at SDN Dupak 1 Surabaya. This happens because teachers are still too monotonous in applying learning methods and media. The aim of this research is to increase student learning activity in the classroom learning process through the application of a gamified learning method based on the interactive educational game Educaplay. This research uses the Classroom Action Research method in two cycles. Each cycle is carried out with four stages of activity, namely planning, action, observation and reflection. The subjects in this research were class V students at SDN Dupak 1 Surabaya with a total of 30 students. The results of the pre-cycle research showed that the average result of student activity was 34.9%, while in cycle I the percentage was 56.7% and increased by 80.7% in cycle II. Thus, it can be concluded that the use of gamified learning methods based on the Educaplay media platform can increase the learning activity of class V students at SDN Dupak 1 Surabaya.
PENERAPAN PENDEKATAN TaRL BERBASIS MODEL PEMBELAJARAN BASED LEARNING DENGAN MEDIA PEMBELAJARAN WORD WALL UNTUK MENINGKATKAN KEAKTIFAN PESERTA DIDIK Rukmana Putri, Radianti; Rodiyana, Roni; Natalia, Dwi
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.v9i04.18431

Abstract

This research is motivated by the low level of learning of students at SDN Dupak 1 Surabaya because the learning methods used by teachers are less varied, namely lectures and questions and answers, so that students are less active in learning activities. The use of the Teaching at the Right Level (TaRL) approach based on Problem Based Learning (PBL) towards the use of the PBL learning model is intended so that students play a greater role in solving problems actively and collaboratively in their group members. Therefore, there needs to be innovative learning that encourages students to be actively involved in the learning process, namely the use of wordwall learning media. PTK is carried out with four important stages, namely observation, observation, test results through learning quizzes, and documentation. Classroom action research with research subjects of class IV-D students at SDN Dupak 1 Surabaya totaling 25 students consisting of 14 males and 11 females. The data collection method in this study used observation and documentation. The instrument used was the student activity observation sheet.
PENINGKATAN HASIL BELAJAR PESERTA DIDIK MELALUI MODEL PROBLEM BASED LEARNING MENGGUNAKAN MEDIA TANGRAM PADA MATA PELAJARAN MATEMATIKA Pasaribu, Sarah Amelia; Marah Doly Nasution; Rismadani Purba
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 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.v9i3.18438

Abstract

This research is Classroom Action Research with the aim of finding out the use of tangram learning media to improve students mathematics learning outcomes in class I UPT SD Negeri 060912 Medan Denai through the Problem Based Learning model. The focus of this research is the use of tangram media and students mathematics learning outcomes. The subjects of this research were teachers and all class I students at UPT SD Negeri 060912 Medan Denai, totaling 21 students in the even semester of the 2023/2024 academic year. The data collection techniques used in this research are observation, tests and documentation. As for the results of the research in cycle I, student learning outcomes were in the sufficient category and in cycle II, student learning outcomes were in the high category. In line with this, student learning outcomes have also increased. Based on the results of the research that has been carried out, it can be concluded that the use of tangram learning media can improve the learning outcomes of class I students at UPT SD Negeri 060912 Medan Denai.
MENINGKATKAN KETERAMPILAN PROSES SAINS DAN KARAKTER WASAKA MENGGUNAKAN MODEL PROBLEM BASED LERANING, TEAM ASSISTED INDIVIDUALIZATION DAN MEDIA AUDIO VISUAL PADA MUATAN IPA SISWA KELAS V SDN TELAWANG 4 BANJARMASIN Vicky Hernandarias; Muhsinah Annisa
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.v9i04.18441

Abstract

The problem in this study is where during science learning students tend to be passive and do not want to ask questions.and when the teacher asks questions to students, they only answer the questions with answers that are already listed in the book. The question with the answers already listed in the book. To follow up on these problems, the researchers tried to provide a solution to the problem, namely by using a combination of learning model which consists of Problem Based Learning, Team Assisted Individualization and audio visual media. Individualization and audio visual media. The approach used in this research is qualitative research qualitative research and this type of research applies class action research. Type of data presented in this study are qualitative data and quantitative data. Quantitative data. Qualitative data in the form of data on teacher activities and student activities activities in the teaching and learning process, through observation with an observation sheet. observation sheet. Quantitative data in the form of student learning outcomes obtained through written tests at the end of each meeting. This research was conducted at SDN Telawang 4 in the even semester of class V in the 2023/2024 academic year. After conducting 4 meetings with 2 cycles, the results showed that activities of teachers, students, Science process skills, WASAKA character and learning outcomes improved in each cycle with learning outcomes increased in each cycle with the categories of "Very Active", "Highly Skilled" and "Completed". This proves that learning using model of Problem Based Learning, Team Assisted Individualization and audio-visual media is declared successful.audio-visual media was declared successful.
PERBANDINGAN PENERAPAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) DENGAN PROJECT BASED LEARNING (PJBL) TERHADAP MOTIVASI DAN KETERAMPILAN MENULIS DESKRIPSI PADA MURID KELAS V GUGUS II KECAMATAN MAMAJANG KOTA MAKASSAR Azizha, Rifiatul; Sulfasyah; Rimang, Siti Suwada
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.v9i04.18442

Abstract

This research discusses the comparison of Problem Based Learning (PBL) and Project Based Learning (PJBL) learning models on motivation and descriptive writing skills in class V students of Gugus II, Mamajang District, Makassar City. This research aims to analyze the differences in motivation and writing skills taught using the PBL and PJBL models. The type of research used is quantitative experimental research Posttest-Only Control Design. The population in this study were all class V students of Gugus II, Mamajang District, totaling 6 schools with a total number of students of 272. The research sample was class V students of UPT SPF SD Negeri Labuang Baji II, totaling 45 people who were selected using random sampling techniques, which comes from 2 classes, namely VA using PBL and VB using PJBL. Data collection techniques are questionnaire techniques to determine learning motivation and tests to determine students' writing skills. The research results based on descriptive analysis showed that the average value of the PBL learning motivation questionnaire was 87.79 while PJBL was 81.42. on PBL description writing skills is 94.26 while PJBL is 81.23. This means that the average value of PBL motivation and writing skills is higher than PJBL. The results of the inferential analysis show that the PBL learning model has a more significant effect compared to the PJBL learning model on the motivation and descriptive writing skills of class V UPT SPF students at SD Negeri Labuang Baji II. This is based on the MANOVA test results obtained, namely the sig value. 0.01 < 0.05.
PENERAPAN MEDIA (MONAS) “MONOPOLI NORMA DI MASYARAKAT” DALAM PEMBELAJARAN PENDIDIKAN PANCASILA UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK KELAS V SDN DUPAK 1 SURABAYA Nur Lailis Sa’adah; Roni Rodiyana; Dwi Natalia
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.v9i04.18443

Abstract

This research was carried out with the aim of improving student learning outcomes by implementing the media (MONAS) "Monopoly on Norms in Society in the Pancasila education subject for class V elementary school. This research uses the type of classroom action research (PTK). This research was carried out in two cycles consisting of 2 meetings through 4 stages, namely planning, implementation, observation and reflection. The subjects in this research were students in class V of Elementary School at SDN Dupak 1 Surabaya, totaling 32 students. The data analysis technique used in this research is a qualitative descriptive data analysis technique. The results of student observations in cycle I reached 86%, then increased to 96% in cycle II. This percentage gain shows an increase of 10%. The percentage of classical learning completion for class V students at SDN Dupak 1 Surabaya in cycle I was 3.33%, and increased again in cycle II to 93%. This percentage shows an increase of 90% compared to the previous cycle. From these results it can be concluded that by implementing the media "MONAS" (Monopoly Norms in Society) can improve student learning outcomes in class V Norm material at SDN Dupak 1 Surabaya.

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