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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
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
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TEAMS GAMES TOURNAMENT BERBANTUAN MEDIA EDUCAPLAY TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN IPAS KELAS IV SDN 060847 MEDAN PETISAH Tamba, Santa Adolia; Anton Sitepu; Frikson Jony Purba; Rizki Bastanta; Heka Maya Sembiring; Patri Janson Silaban
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.v10i03.31165

Abstract

This study aims to determine the effect of the teams games tournament model assisted by educaplay on the learning outcomes of fourth grade students at SDN 060847 Medan Petisah. Learning Year 2024/2025. In this study using quantitative methods, the population of this study were all grade IV SDN 060847 and the number of samples of this study were 25 students based on purposive sampling technique. Data on the teams games tournament learning model can be obtained from a questionnaire distributed to students and student learning outcomes can be obtained from the Pretest and Posttest scores of students in the 2024/2025 learning year. The results of this study indicate that student learning outcomes using the teams games tournament model are included in the very good category with an average Posttest of 83.20 and an average questionnaire score of 92,58. Furthermore, the results of hypothesis testing show tcount of 6,282 while t table is 2.060. So it is proven that Ho is rejected and Ha is accepted. Through the t-test, it can be concluded that there is a significant positive effect between the team games tournament learning model assisted by educaplay media on student learning outcomes in class IV IPAS subjects SDN 060847 Medan Petisah 2024/2025 Learning Year.
The EVALUASI IMPLEMENTASI PROGRAM PEMBELAJARAN BAHASA INGGRIS DI SMA KEPULAUAN KANGEAN KABUPATEN SUMENEP Aini, Siti Hairatul; Eko Handoyo; Wiwi Isnaeni
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.v10i03.31168

Abstract

The success of the learning process in the classroom is determined by the extent to which the learning activities carried out by teachers and students in the classroom can achieve learning objectives. The English language proficiency of high school students is still in the poor category. This shows that the implementation of the current English language learning program is not yet fully effective in achieving the expected educational goals. Therefore, it is very important to evaluate the implementation of the English language learning program. This study is an evaluation study using a mixed method (quantitative and qualitative) approach with the CIPP model to determine the extent of the quality of the learning process and English learning curriculum in schools as well as external factors that influence it. Data collection techniques were carried out through the distribution of questionnaires, learning observations, and interviews. The research results on the context component show that students feel that English language skills are very important to support their future careers, so English language learning in the classroom must be tailored to students' needs to improve their competencies (M = 3.62 and 3.25), such as vocabulary learning and more frequent practice in speaking English. All students at Arjasa State High School and Muhammadiyah 3 Arjasa High School are from the Kangean Islands in Sumenep Regency. The economic background of the students' parents was assessed based on their occupations, with 15% being entrepreneurs, 25% farmers, 40% migrant workers, and 20% having no regular income. The recommendation based on the results of this study is to implement activities to improve the competence of English teachers, especially PPG and MGMP, as well as adequate infrastructure and facilities.
KEEFEKTIFAN MEDIA E-KOMIK BERBASIS STEM MATERI ENERGI ALTERNATIF UNTUK MENINGKATKAN LITERASI SAINS DAN LITERASI DIGITAL SISWA SEKOLAH DASAR Muhammad Nur Ikhsan; Bambang Subali; Ellianawati
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.v10i03.31169

Abstract

This study aims to evaluate the effectiveness of STEM-based e-comic media in teaching alternative energy topics to enhance scientific literacy and digital literacy among elementary school students. A mixed-methods approach was employed, using a pretest-posttest control group design. The sample consisted of 140 fourth-grade students, divided into experimental and control groups. Data collection instruments included scientific and digital literacy tests, student response questionnaires, observation sheets, and interview guidelines. N-Gain analysis revealed a more significant improvement in the experimental group (moderate category) compared to the control group (low category). T-test results indicated a statistically significant difference between pretest and posttest scores, both within the experimental group and between the experimental and control groups. Qualitative data showed that students responded positively to the e-comic media, found it helpful in understanding alternative energy concepts, and were engaged by its visually appealing design. These findings demonstrate that STEM-based e-comic is an effective learning medium to improve elementary student’s scientific and digital literacy.
PENGEMBANGAN MEDIA SMOBI (SMART BOX PERUBAHAN ENERGI) MATA PELAJARAN IPA KELAS IV SD Ratna Nur Hamidah; Bagus Amirul Mukmin; Elis Irmayanti
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.v10i03.31172

Abstract

This study was motivated by a problem identified by the researcher, namely that teachers rarely use instructional media and tend to rely on lecture and question-and-answer methods. Based on a student needs questionnaire, 83% of students reported difficulty in understanding the topic of energy transformation in science lessons. This is evidenced by the fact that 9 out of 15 fourth-grade students at SDN Mojokambang 2 scored below 75. Additionally, 60% of students stated that learning activities did not include any games. In response to these issues, this study aims to develop SMOBI (Smart Box for Energy Transformation), an instructional media that is valid, practical, and effective as a teaching aid for fourth-grade science lessons on energy transformation. This research uses the R&D method with the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The validity of the SMOBI media was assessed with a score of 85% from material experts and 83.3% from media experts, categorizing it as highly valid. Its practicality was evaluated through questionnaires: the teacher respondents gave a score of 87.5%, while student respondents in small-group testing gave a score of 94%, and in large-group testing, a score of 95%, classifying it as highly practical. The effectiveness of SMOBI was based on students' mastery in answering evaluation questions, with 12 out of 15 students achieving mastery, resulting in an effectiveness rate of 86.6%, which is considered highly effective. SMOBI can be used in the learning process to improve student learning outcomes, increase student engagement, and assist in understanding the material.
PENGEMBANGAN GAME EDUKASI UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH SISWA PADA MATERI KALIMAT MATEMATIKA DAN PERHITUNGAN KELAS 4 SD Intania Riski Maharani; Bagus Ardi Saputro; Veryliana Purnamasari
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.v10i03.31178

Abstract

The problem in this study is the low student activeness caused by the lack of use of educational learning media, so that students' ability to solve problems, especially in the material of mathematical sentences and calculations is less developed. This study aims to develop educational learning media based on Smart Apps Creator in the form of android applications on the material of mathematical sentences and calculations that are valid, practical, and effective for use by IVA grade students. The research method used is research and development with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research subjects consisted of teachers and students of class IV A. The validation results showed that this media had a high level of validity, with a score of 93% from material experts and 98% from media experts. The practicality of the media was obtained from teacher responses of 94% and student responses of 88.4%. The implementation of this educational game media improves students' problem solving skills with an N-Gain value of 88.25%, which is included in the effective category. Thus, eduaction game media can be used as an alternative learning media in elementary schools
PENERAPAN MEDIA PEMBELAJARAN IPA PAKARSA PADA MATERI SIKLUS AIR UNTUK MENINGKATKAN HASIL BELAJAR SISWA Cindy Weka Wulandari; Abdul Aziz Hunaifi; Muhamad Basori
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.v10i3.31179

Abstract

This study aims to describe the implementation of the PAKARSA (Papan dan Kartu Rahasia / Board and Secret Cards) learning media in teaching science on the topic of the water cycle, and to examine its effectiveness in improving student learning outcomes. The research was conducted with fifth-grade students at SDN Plosorejo 1, Kediri Regency, during the second semester of the 2024/2025 academic year. The PAKARSA media is made of wooden boards and buffalo paper cards. The right side of the board displays a visual sequence of the water cycle stages evaporation, transpiration, condensation, and precipitation to support students’ conceptual understanding. The left side contains material and quiz cards used for evaluation and concept reinforcement. The study employed a descriptive quantitative approach with a One Group Pretest Posttest Design, where one group of students received tests before and after the learning activity. The instruments used were multiple choice and short-answer tests developed based on the national learning outcomes (Capaian Pembelajaran). The results showed an increase in the average score from 56.7 (pre-test) to 88.4 (post-test). The number of students achieving the minimum mastery criteria (score ≥75) increased from 4 to 19 out of 21 students. The classical learning mastery (KBK) reached 90.5%, indicating that the PAKARSA media was highly effective. Therefore, PAKARSA is proven to be an effective and engaging tool for science instruction, particularly in enhancing student understanding of the water cycle.
ANALISIS STRUKTUR GERAK TIDI LO TONGGALO DI KECAMATAN TAPA PROVINSI GORONTALO Nur Aprilia Ismail; Riana Diah Sitharesmi; Rahmawati Ohi; Trubus Semiaji; Nurlia Djafar
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.v10i03.31182

Abstract

Tidi Lo Tonggalo is one of several types of Tidi, where Tidi means “dance” and Tonggalo means “support”. Thus, Tidi Lo Tonggalo symbolizes how a woman acts as a pillar in the family, society, and religion, emphasizing that if she falters, so too will what she supports. Tidi Lo Tonggalo possesses a beautiful movement structure, rich with values and meanings. Analyzing its movement structure helps facilitate an accurate and clear interpretation of the dance. This qualitative descriptive study employs data collection through observation, interview, and documentation. The qualitative data analysis was continuous and iterative, involving data reduction, data display, and conclusion drawing or verification, representing the research’s success indicators. The study was conducted in Tapa Sub-district, Gorontalo Province. This dance is performed by five women and serves an entertainment function. The analysis findings of Tidi Lo Tonggalo’s movement structure are based on its compositional elements: vocabulary, spatial design, and dynamics. There are 32 movement vocabularies or poses in Tidi Lo Tonggalo, with transitional movements and repetitions on the right and left sides of the body in each sequence. The dance features nine spatial designs or floor patterns, some similar but incorporating different movements. Additionally, its dynamics are marked by changes in tempo in the musical accompaniment. Despite the tempo changes, the dancers maintain the softness of their movements throughout the performance.
EFEKTIVITAS MODEL TEAMS GAMES TOURNAMENT TERHADAP MOTIVASI BELAJAR SISWA SEKOLAH DASAR Virgianti, Umi; Khamdun; Wawan Shokib Rondli
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.v10i03.31184

Abstract

This study was motivated by the low learning motivation of fourth-grade students at SD 4 Temulus due to the learning model used being conventional. This study aims to determine the increase in student learning motivation after the implementation of the Teams Games Tournament (TGT) learning model. The study used a quantitative approach with a one-group pretest-posttest design. The subjects of the study were 15 fourth-grade students. Data were collected through interviews, observations, documentation, and tests, and analyzed using the N-Gain test. The N-Gain test conducted on 15 students after using the Teams Games Tournament (TGT) model showed an average score of 0.4848 with a standard deviation of 0.24563. This result is included in the moderate category. The N-Gain score of each student ranged from 0.11 to 1.00, or in percentage form between 11.11% to 100%, with an average of 48.48%. These results indicate that the implementation of the Teams Games Tournament model has a positive impact on increasing the learning enthusiasm of fourth-grade students in Pancasila Education learning. Thus, the Teams Games Tournament model can be considered quite effective in increasing students' learning motivation through fun, competitive, and cooperative learning methods.
MEDIA PEMBELAJARAN BERBASIS PERMAINAN LUDO MATERI SISTEM PENCERNAAN PADA PEMBELAJARAN IPAS KELAS V SEKOLAH DASAR Aulia Nur Rahmawati; Henry Januar Saputra; Wawan Priyanto
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.v10i03.31186

Abstract

The background of the research is the lack of learning media used in learning and the absence of game-based learning media. This study aims to produce learning media based on ludo games on the digestive system in grade V Elementary School IPAS learning. The research uses Research and Development (RnD) with the ADDIE model development model which has 5 stages, namely analysis, design, development, implementation, evaluation. The test subjects were fifth grade students of SDN Sembungharjo 02 and SDN Karangroto 01. The data collection techniques used were interviews, observations, and questionnaires. The research instruments used were observation sheets, interview sheets, teacher and student needs questionnaires, media and material validation questionnaires, and teacher and student response questionnaires. Data analysis techniques in this study used quantitative descriptive data analysis and qualitative descriptive data analysis. The results showed that the ludo game-based learning media was very valid with a media validation score of 96.25% and material validation of 96.88%. The practicality of the media is categorized as very practical by teachers by 100% and students by 98,11%. Thus, learning media based on ludo games can be said to be valid and practical, and can be used optimally in delivering human digestion material.
PENGARUH MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) BERBANTUAN MULTIMEDIA INTERAKTIF (PLOTAGON) DALAM PEMBELAJARAN IPAS UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V SD N 1 BINANGUN Ayu Widyo Retno, Nawang; Kiswoyo, Kiswoyo; Patonah, Siti
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.v10i03.31189

Abstract

Penelitian ini di latar belakangi oleh kecenderungan penggunaan metode pembelajaran konvesional dalam proses pembelajaran, khususnya dalam pembelajaran IPAS, sehingga peserta didik merasa bosan karena kurang variasi dan interaksi dalam proses pembelajaran. Tujuan penelitian ini adalah untuk mengetahui pengaruh model pembelajaran problem based learning (PBL) berbantuan multimedia interaktif (plotagon) dalam pembelajaran IPAS untuk meningkatkan hasil belajar siswa kelas V SD N 1 Binangun. Penelitian ini menggunakan metode penelitian kuantitatif dengan jenis pre-eksperimental dengan desain penelitian one shot case study. Subjek penelitian ini adalah siswa kelas V dengan jumlah 14 siswa. Intrumen penelitian adalah lembar observasi, pretest, posttest, dan dokumentasi. Uji validitas soal menggunakan bantuan Microsoft excel 2010. Uji prasyarat menggunakan uji normalitas dengan uji Shapiro wilk dengan bantuan IBM Versi 23. Uji hipotesis dilakukan dengan uji t dua sampel dependen (paired sample test) berbantuan IBM SPSS versi 23. Hasil penelitian menunjukan terdapat perbedaan hasil pretest dan posttest yang digunakan untuk mengukur hasil belajar. Hal tersebut dibuktikan dengan hasil uji t sig menunjukan jika nilai sig.(2-tailed) 0,000 < 0,05, dari hasil tersebut terdapat selisih nilai pretest dan posttest yang menunjukan perbedaan. Berdasarkan data tersebut dapat disimpulkan bahwa penerapan model pembelajaran Problem Based Learning berbantuan multimedia interaktif (Plotagon) dalam pembelajaran IPAS berpengaruh untuk meningkatkan hasil belajar siswa kelas V SD N 1 Binangun.

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