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 13,968 Documents
MANAJEMEN SARANA DAN PRASARANA PENDIDIKAN DI MADRASAH TSANAWIYAH AL-ISHLAH DANAU PAUH KABUBATEN MERANGIN PROVINSI JAMBI Yusria; Zillimin; Aci Purnamasari; Mahfuzah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 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.v10i3.30223

Abstract

Educational facilities and infrastructure are important components in education and are one of the eight National Education Standards. The purpose of this study was to determine the process of educational facilities and infrastructure at Al Ishlah  Islamic Boarding School, to determine the obstacles to the implementation of educational facilities and infrastructure at Al Ishlah  Islamic Boarding School and to determine solutions to improve Facilities and Infrastructure at Al-ishlah  Islamic Boarding School. The research method used by the researcher is a qualitative qualitative method. Research method approach Qualitative research is a descriptive and analytical research. Descriptive in qualitative research means describing and explaining events, phenomena and social situations being studied. The Head of the Boarding School and the Deputy Head of Infrastructure, are seen actively improving the learning process through several strategic steps, first by holding routine training. Second, by making periodic improvements to educational facilities and infrastructure, Third, by developing a relevant and responsive curriculum, and finally by conducting periodic evaluation and supervision of all aspects. This research is expected to achieve educational goals with supervision and evaluation in the management of educational facilities and infrastructure.
PENINGKATAN KEMAMPUAN MENGENAL HURUF MELALUI MEDIA DADU HURUF PINTAR PADA ANAK USIA (4-5 TAHUN) DI TK MARDISIWI Iisnaini, Iisnaini; A. Zulkarnain Ali, A. Zulkarnain Ali; Wedya Puspita, Wedya Puspita
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.v10i03.30225

Abstract

Early childhood (0–6 years) is a critical period in physical, mental, emotional, social, and intellectual development, thus requiring appropriate attention and education from an early age, both formal and non-formal. Education has various definitions depending on the perspective, and one form of early childhood education is through Kindergarten (TK). Language is an important aspect in child development, especially the ability to recognize letters as a foundation for reading and writing skills. To support this, teachers need to use learning methods and media that are interesting and appropriate to the child's development. This research was conducted at Mardisiwi Kindergarten, Banyuwangi because it was found that children still had difficulty recognizing letters due to conventional learning methods. Therefore, the researcher introduced the Smart Letter Dice media to improve children's letter recognition. In this study, the researcher used a classroom action research method with four stages of data analysis: planning, implementation, observation, and reflection. In this study, two data were generated, namely qualitative data and quantitative data. The formulation of the problem in this study is: Can the Smart Letter Dice media improve children's letter recognition skills at Mardisiwi Kindergarten? This study aims to determine to what extent smart letter dice media can improve the ability to recognize letters in early childhood and how it can be applied in the teaching and learning process in the classroom.
PENGEMBANGAN GAME EDUKASI INTERAKTIF BERBANTUAN KAHOOT BERBASIS TEAM GAMES TOURNAMENT TERHADAP KEMAMPUAN PEMECAHAN MASALAH DALAM MATERI LINGKARAN DI MTs MUJAHIDIN PONTIANAK Sinta Andriyani; Sandie; Yudi Darma
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.30229

Abstract

This study aims to develop learning media in the form of interactive educational games assisted by Kahoot integrated with the Team Games Tournament (TGT) learning model to improve mathematical problem-solving skills in the circle material of class VIII students of MTs Mujahidin Pontianak. This study uses the Research and Development (R&D) method with the ADDIE development model consisting of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The subjects in this study were 14 class VIII students. The instruments used included expert validation sheets to assess product validity, teacher and student response questionnaires to measure practicality, and learning outcome tests (posttests) to assess media effectiveness. The results showed that the media developed had a very high level of validity, with an average percentage of 95.23%. The practicality of the media based on the results of the teacher and student response questionnaires reached an average of 82.85%, which was categorized as very practical. Meanwhile, the effectiveness of the media based on the results of the student posttest showed classical learning completion of 86, so it was included in the effective category. Based on these results, it can be concluded that the interactive educational game media assisted by Kahoot based on the Team Games Tournament model is worthy of being used as an alternative learning media that is valid, practical, and effective to improve students' mathematical problem-solving abilities, especially in circle material.
PENGEMBANGAN KREATIVITAS SISWA DALAM PEMBELAJARAN KREATIF PADA MATA PELAJARAN IPAS DI SEKOLAH DASAR Safitri, Dewi; Fitriyani, Yani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.30231

Abstract

This study aims to describe efforts to develop student creativity through creative learning in the subject of Natural and Social Sciences in elementary schools. The method used in this study uses descriptive qualitative with data collection techniques in the form of observation, interviews, and documentation. The subjects of the study were fifth grade students of SDN 2 Gandasoli. The results of the study indicate that varied learning based on experiments, projects, and the use of interactive media has proven effective in developing student creativity in schools. The main factors in supporting student creativity are innovative learning methods, and a supportive learning environment, while the inhibiting factors include limited facilities and infrastructure, lack of teacher training, and an overly dense curriculum. It can be concluded that creative learning in Natural Sciences has an important role in encouraging the development of student creativity in elementary schools.
PEMAHAMAN SISWA KELAS III SD TERHADAP KONSEP PENJUMLAHAN DAN PENGURANGAN MELALUI MEDIA PERMAINAN KARTU MATEMATIKA Amanda Chindy Rizki Sukronia; Yohamintin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.30232

Abstract

This study aims to explore the effectiveness of using mathematical card game media in improving the understanding of addition and subtraction concepts in grade III elementary school students. The method used is a systematic literature review of various studies related to the use of mathematical card media in basic mathematics learning. Data sources in this study are in the form of articles, theses, books, and also scientific papers that are analyzed based on the objectives that have been formulated. The results of the study indicate that mathematical card game media can significantly increase students' involvement, motivation, and understanding of mathematical concepts, as well as develop social skills such as cooperation and communication. However, there are challenges such as the potential for students to focus too much on the game aspect so that the main learning objectives are neglected, as well as differences in students' abilities in understanding the rules of the game. In conclusion, mathematical card game media is an effective learning tool to improve mathematics learning outcomes, especially in addition and subtraction operations, with the note that good management and adequate teacher training are needed to maximize its benefits.
IMPLEMENTASI PENDIDIKAN KARAKTER PADA MATA PELAJARAN PENDIDIKAN KEWARGANEGARAAN DI SD Thalita Nailah Putri; Yohamintin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.30233

Abstract

This study aims to examine the implementation of character education in Civic Education (PKn) learning in Elementary Schools. Civic Education (PKn) in Elementary Schools. Character education integrated into the subject of PKn has an important role in shaping students' attitudes and behaviors according to moral, social, and national values. The method used is a systematic literature review (SLR) to obtain an overview and data on the variables studied explicitly, structured, and accountable. Data sources come from scientific papers such as journal articles, books, notes, and relevant reports. The results of the study indicate that the implementation of character education in PKn in elementary schools is running well and has a positive impact on the development of students' attitudes and behaviors. The Learning Implementation Plan (RPP) prepared by teachers specifically integrates character values ​​such as tolerance, discipline, responsibility, and honesty. The use of creative learning media, such as pictures, videos, and educational games, can increase students' interest and understanding of PKn material and the character values ​​taught. Parental support is also an important factor that strengthens the process of forming students' character.
PENGEMBANGAN APLIKASI BEMPI (BELAJAR MENULIS PUISI) UNTUK PEMBELAJARAN MANDIRI MENULIS PUISI DI KELAS V SD Nailul Amaniah, Ina; Djuanda, Dadan; Dwija Iswara, Prana
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.v10i03.30234

Abstract

This study was motivated by the low ability of grade V elementary school students in writing poetry independently. Learners have difficulty in finding ideas, choosing diction/majas, difficulty expressing feelings and the lack of interesting and appropriate learning media. The purpose of this research is to develop the BEMPI (Learning to Write Poetry) application as an independent learning media that can improve students' poetry writing skills, determine the feasibility of the application, and determine user responses to the application. The research method uses the Design and Development (D&D) method with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research subjects consisted of media experts, material experts, teachers, and fifth grade students of SD Negeri Sangkanmulya, Kuningan Regency. Data collection instruments were interviews and questionnaires. The results showed that the BEMPI application obtained a percentage of feasibility from media expert validation of 92.50% and from material expert validation of 88.75%, which was included in the “very feasible” category. The response of students and teachers to this application is also very positive, getting the results of the percentage of small group students 98.50% and large groups 95.25% and from the teacher's response 96.25% which is classified as “very good”. Thus, the BEMPI application is proven to be feasible to be used as a medium for independent learning to write poetry in elementary schools and can stay away from poetry.
PENGARUH DUKUNGAN SOSIAL ORANG TUA TERHADAP MOTIVASI BELAJAR PESERTA DIDIK DI SMAN 15 PADANG (STUDI TERHADAP PESERTA DIDIK FASE E DARI KELUARGA BROKEN HOME) Zakiyah Fauziyah; Zulkifli; Rahmawati Wae
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.30237

Abstract

This research is motivated by parents who pay less attention to students, parents who do not pay attention to students related to assignments given by teachers, there are parents who are less concerned with student learning outcomes. This study aims to describe the influence of parental social support on student learning motivation from broken home families at SMAN 15 Padang. The method used is descriptive quantitative with a correlational approach. The research population is phase E students from broken home families totaling 33 people, with a total sampling technique. The instrument is a questionnaire and data are analyzed using a simple linear correlation technique. The results show that: (1) parental social support is in the low category, (2) student learning motivation is in the low category, and (3) there is a significant influence between parental social support on student learning motivation. These findings provide recommendations for BK teachers and parents to increase their active role in the child's learning process.
Pengembangan Media Panggung Boneka Berbasis Kearifan Lokal untuk Meningkatkan Keterampilan Berbicara Peserta Didik Fase A Sekolah Dasar Risma Wulandari; Heryanto, Dwi; Rahmawati, Evi
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.v10i03.30240

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya keterampilan berbicara peserta didik fase A Sekolah Dasar khususnya dalam aspek keberanian, kelancaran, pelafalan, diksi, dan volume suara. Kurangnya media pembelajaran yang konkret, menarik, dan kontekstual menjadi salah satu penyebab peserta didik kurang aktif dalam kegiatan berbicara di kelas. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa Panggung Boneka Berbasis Kearifan Lokal yang dapat meningkatkan keterampilan berbicara peserta didik fase A Sekolah Dasar. Penelitian ini menggunakan metode Design and Development (D&D) model ADDIE (analysis, design, development, implementation, and evaluation). Instrumen penelitian ini adalah lembar validasi, observasi terstruktur, wawancara, dan tes. Partisipan penelitian ini terdiri dari 17 peserta didik fase A di salah satu SD Negeri Kota Bandung, praktisi pembelajaran, ahli media, dan ahli materi. Hasil rata-rata validasi ahli materi, ahli media, dan ahli pembelajaran menunjukan bahwa media termasuk dalam kategori “sangat layak” untuk digunakan. Hasil dari perolehan tes peserta didik sebelum dan sesudah uji coba media menunjukan peningkatan dengan nilai n-gain berada pada kategori tinggi. Berdasarkan hasil tersebut dapat disimpulkan bahwa media panggung boneka berbasis kearifan lokal ini layak dan efektif digunakan dalam pembelajaran Bahasa Indonesia untuk meningkatkan keterampilan berbicara peserta didik fase A
PENGEMBANGAN MEDIA GASIK (GAME EDUKASI GAYA DI SEKITAR KITA) BERBASIS SMART APPS CREATOR UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS IV UPT SD NEGERI BANJARWORO II Munasaroh, Siti; Saeful Mizan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 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.v10i3.30242

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran GASIK (Game Edukasi Gaya di Sekitar Kita) berbasis Smart Apps Creator (SAC) untuk meningkatkan hasil belajar siswa kelas IV pada materi Gaya di Sekitar Kita. Latar belakang penelitian ini adalah rendahnya hasil belajar siswa dan kurangnya pemanfaatan media interaktif dalam pembelajaran, sehingga berdampak pada motivasi dan pemahaman siswa yang kurang optimal. Media GASIK yang dikembangkan diharapkan dapat meningkatkan motivasi dan hasil belajar siswa dengan menyediakan cara belajar yang lebih menyenangkan dan interaktif. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE (Analyze, Design, Development, Implementation, Evaluation). Subjek penelitian adalah 18 siswa kelas IV UPT SD Negeri Banjarworo II Tuban. Instrumen penelitian meliputi observasi, wawancara, validasi ahli, angket respon, dan tes hasil belajar. Hasil validasi oleh para ahli bahwa media pembelajaran GASIK sangat valid dengan persentase 84% dari ahli materi, 84% dari ahli media, dan 96% dari ahli Bahasa. Uji kepraktisan menunjukkan Tingkat kepraktisan sebesar 100% dari guru dan 98,4% dari siswa. Uji keefektifan menunjukkan rata-rata nilai pretest siswa sebesar 63,89 meningkat menjadi 88,88 pada posttest dengan nilai N-Gain 0,86 dalam kategori tinggi, dan ketuntasan belajar meningkat dari 39% menjadi 100%. Dengan demikian, media GASIK berbasis Smart Apps Creator dinilai valid, praktis, dan efektif untuk meningkatkan hasil belajar siswa. Pengembangan media ini memberikan manfaat bagi guru dalam menciptakan variasi media pembelajaran, serta memberikan pengalaman belajar yang lebih menyenangkan dan efektif bagi siswa terutama dalam memahami materi Gaya di Sekitar Kita.

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