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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
Pengembangan Game RPG Edukatif dan Evaluasi Motivasi Belajar dengan Instructional Materials Motivation Survey (IMMS): Penelitian Skripsi Syamsudin Qois, Zulfikar; Sukirman
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 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.v10i04.35173

Abstract

Motivasi belajar merupakan faktor fundamental dalam mencapai hasil belajar yang efektif, banyak sekolah masih menerapkan pendekatan pembelajaran konvensional yang mengakibatkan rendahnya minat belajar dan motivasi intrinsik siswa, diperlukan media interaktif guna meningkatkan motivasi belajar pada siswa, salah satunya dengan permainan berbasis Role Play Game (RPG). Penelitian ini bertujuan mengembangkan game RPG dan mengevaluasi motivasi belajar dengan Instructional Materials Motivation Survey (IMMS). Penelitian ini menggunakan metode pengembangan Game (Research and Development/R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Partisipan yang terlibat dalam penelitian ini sebanyak 30 siswa yang terdiri dari 10 laki-laki,dan 20 perempuan dengan usia 15-17 tahun. Pengujian dilakukan menggunakan kusioner IMMS. Berdasarkan Hasil Analisis data yang dilakukan secara keseluruhan skor rata-rata Attention (4.871), Relevance (4.406), Confidence (4.598), Satisfaction (4.578), Keempat dimensi ARCS mencapai nilai Sedang dengan kecenderungan sangat tinggi (semua M > 4.5), dengan Mean agregat sebesar 4.656 masuk kategori Sedang dengan kecenderungan sangat tinggi menunjukkan bahwa desain game telah berhasil mengintegrasikan empat elemen kunci motivasi yang diusulkan oleh Keller, menghasilkan pengalaman belajar yang menarik (Attention), terhubung dengan kehidupan nyata (Relevance), meningkatkan kepercayaan diri (Confidence), dan memuaskan (Satisfaction). dapat disimpulkan Game RPG Edukatif yang dikembangkan mampu meningkatkan motivasi belajar siswa.
PERAN DAKWAH DIGITAL DALAM PENGEMBANGAN KEMAMPUAN BERDAKWAH MAHASISWA PRODI MANAJEMEN DAKWAH IAI AL-AZIS Sahrul Rijal Muttaqin; Sobirin; Meity Suryandari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 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.v10i04.35174

Abstract

This article examines the role of digital da'wah in developing students' da'wah skills. The first main problem of this study is how digital da'wah can contribute to the development of students' da'wah skills, which can be seen from the aspects of religious knowledge, communication skills, and mastery of digital media. The second main problem is the role of the da'wah management study program as a facilitator in supporting this process. The purpose of this study is to determine and understand how digital da'wah and the da'wah management study program play a role and facilitate the development of students' da'wah skills, including aspects of da'wah material mastery, communication skills, and the ability to manage media creatively and effectively. This research method uses a descriptive qualitative approach with student interviews. The study included six informants from the 2022, 2023, and 2024 classes of the Da'wah Management study program, as well as four lecturers teaching courses related to digital da'wah, as well as the head of the Da'wah Management study program. The results of the study indicate that digital da'wah significantly contributes to improving student competency in three main aspects: (1) Islamic knowledge, through easy access to da'wah materials from various trusted sources; (2) communication skills, particularly in crafting engaging, persuasive, and contextual da'wah narratives; and (3) mastery of digital technology, including visual content production, social media management, and virtual interaction with mad'u (students). The Da'wah Management study program supports this process through a practice-based curriculum, adaptive learning, digital content assignments, and the involvement of lecturers as direct mentors. Although challenges remain, including limited digital infrastructure and access to laboratory facilities, the established academic ecosystem is capable of fostering a generation of professional, adaptive, and contributing digital da'i. Keywords: Digital Da’wah, Preaching Skills, Diffusion of Innovation, Da’wah Management;
PENGGUNAAN APLIKASI QUIZIZZ SEBAGAI MEDIA PEMBELAJARAN DALAM MENINGKATKAN MINAT BELAJAR SISWA SD Hidayatullah; Haifaturrahmah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 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.v10i04.35178

Abstract

Penelitian ini bertujuan untuk mengevaluasi sejauh mana aplikasi Quizizz efektif sebagai sarana pembelajaran dalam meningkatkan ketertarikan dan motivasi belajar anak-anak di sekolah dasar. Metode yang digunakan adalah Systematic Literature Review (SLR), yang melibatkan tinjauan berbagai sumber akademis dari database nasional dan internasional yang berkaitan dengan pembelajaran digital yang menggunakan elemen permainan. Temuan dari kajian ini menunjukkan bahwa Quizizz dapat menciptakan lingkungan belajar yang dinamis, interaktif, kompetitif, dan menyenangkan berkat fitur-fitur permainan seperti papan peringkat, otomatisasi poin, dan umpan balik langsung. Konsistensi penggunaan aplikasi ini berkontribusi pada peningkatan motivasi, partisipasi, serta pencapaian belajar siswa dalam berbagai mata pelajaran, termasuk Bahasa Indonesia, IPA, IPS, dan PPKn. Selain itu, aplikasi ini juga memudahkan guru dalam melakukan penilaian pembelajaran secara langsung dan meningkatkan keterlibatan emosional serta kognitif para siswa. Namun, penelitian ini juga menemukan beberapa tantangan seperti keterbatasan akses internet dan kurangnya kolaborasi antara siswa. Oleh karena itu, dapat disimpulkan bahwa Quizizz adalah alat pembelajaran digital yang efektif dan sesuai untuk mendukung pendidikan abad ke-21, serta perlu terus dikembangkan untuk menciptakan pengalaman belajar yang lebih kolaboratif dan berkelanjutan.
Pengaruh Pemanfaatan Augmented Reality dan Motivasi Belajar Siswa terhadap Hasil Belajar Matematika Siswa Kelas V SD Kumnamu Tangerang Marisa, Riandi; Ana Maharani Keban; Gusti Yarmi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 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.v10i04.35183

Abstract

The advancement of digital technology necessitates innovation in the learning process, one of which involves the utilization of Augmented Reality (AR) as an interactive learning medium. This research aims to investigate the influence of Augmented Reality utilization on students' mathematics learning motivation and outcomes in Class V of SD Kummaru Tangerang, employing both partial and simultaneous approaches. This quantitative research employs the Augmented Reality learning method, with a total sample of Class V students from SD Kummaru Tangerang, comprising 34 students, subdivided into respondents. Data collection was conducted using questionnaires and documentation, followed by descriptive analysis employing SPSS version 26. The analytical techniques employed include validity and reliability tests, normality tests, multicollinearity tests, correlation tests, and linear regression. The research findings demonstrate that the Augmented Reality variable exerts a significant positive influence on students' mathematics learning motivation. Students' learning motivation also demonstrates a significant positive influence on mathematics learning outcomes. Furthermore, the regression test results indicate that the implementation of Augmented Reality and learning motivation simultaneously provide a significant contribution to mathematics learning outcomes, accounting for a determinant contribution of 59.7%. Consequently, it can be concluded that enhancing students' mathematics learning outcomes must consider the important role of Augmented Reality media and learning motivation. This research provides an alternative strategy for improving the quality of mathematics education in elementary schools.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN PUZZLE TERHADAP HASIL BELAJAR MATEMATIKA MATERI PEMBAGIAN SISWA KELAS IV DI SEKOLAH DASAR Tiara Azzahra; Nurul Febrianti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 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.v10i04.35184

Abstract

This research is motivated by teacher-centered learning which results in low mathematics learning outcomes and students' lack of active participation. This research aims to determine the use of puzzle learning media on the mathematics learning outcomes of class IV students in elementary school. This research uses a quantitative approach with a one group pretest-posttest type pre-experimental design. The population of this study involved 32 students in class IV-B and the research sampling technique was purposive sampling. Techniques used to collect data include tests, questionnaires and documentation. The results of the research obtained through the t-test showed rcount 10,345 > rtable 2,040 and sig (2-tailed) value 0.001<0.05. It can be stated that Ho is rejected and Ha is accepted, meaning that there is an influence between the use of puzzle learning media on mathematics learning outcomes.
Melestarikan Warisan Budaya Melalui Baju Adat di Sekolah Dasar Cantika Kutari, Marsya; Haifaturrahmah; Inang Irma Rezkillah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 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.v10i04.35187

Abstract

Masuknya gaya hidup modern dan dominasi budaya asing berpotensi menggeser nilai-nilai budaya tradisional, sehingga diperlukan upaya pelestarian sejak dini. Penelitian ini bertujuan untuk menganalisis peran strategis baju adat sebagai media untuk melestarikan warisan budaya di tingkat sekolah dasar.Hasil penelitian menunjukkan bahwa integrasi pakaian tradisional melalui kurikulum berbasis budaya, kegiatan rutin di sekolah, dan kolaborasi dengan komunitas lokal dapat secara efektif menumbuhkan pemahaman dan kebanggaan siswa terhadap warisan budayanya. Pembelajaran nilai-nilai filosofis yang terkandung dalam pakaian adat, seperti batik, terbukti mampu memperkuat identitas budaya dan karakter siswa. Meskipun demikian, implementasinya masih menghadapi tantangan berupa minimnya pengetahuan guru dan keterbatasan media pembelajaran. Oleh karena itu, diperlukan strategi yang inovatif dan sistematis untuk menjadikan baju adat sebagai bagian yang bermakna dalam pendidikan dasar.
PERAN GURU DALAM MENGATASI KESULITAN BELAJAR PADA ANAK SEKOLAH DASAR Niza yuliani; Haifaturrahmah; Ineng Irma Rezkillah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 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.v10i04.35190

Abstract

Pendidikan dasar merupakan tahap fundamental dalam mengembangkan kemampuan akademik, karakter, dan nilai moral siswa. Namun, pada jenjang ini siswa sering menghadapi berbagai kesulitan belajar seperti membaca, menulis, berhitung, dan memahami konsep abstrak yang berdampak pada prestasi akademik serta kesejahteraan psikologis mereka. Guru memiliki peran penting dalam mengidentifikasi, mendiagnosis, dan mengatasi kesulitan belajar melalui strategi pembelajaran adaptif dan berpusat pada siswa. Penelitian ini menggunakan metode Systematic Literature Review (SLR) untuk mensintesis temuan penelitian tentang peran guru dalam mengatasi kesulitan belajar pada siswa sekolah dasar. Data dikumpulkan dari basis data Google Scholar, ScienceDirect, ERIC, dan Garuda dengan kata kunci “peran guru,” “kesulitan belajar,” dan “sekolah dasar,” mencakup publikasi tahun 2015–2025. Analisis terhadap 20 artikel yang memenuhi kriteria menunjukkan tiga peran utama guru: peran diagnostik (mengidentifikasi dan menganalisis masalah belajar), peran intervensi (memberikan bimbingan individual, pembelajaran remedial, dan pendekatan kooperatif), serta peran inovatif (menggunakan teknologi dan media digital untuk meningkatkan motivasi dan interaksi belajar). Meskipun strategi ini efektif, guru masih menghadapi kendala seperti keterbatasan waktu, kurangnya keterampilan teknologi, dan minimnya dukungan kelembagaan. Penelitian ini menegaskan pentingnya kompetensi pedagogik dan reflektif guru serta merekomendasikan penelitian lanjutan tentang intervensi berbasis data dan dampak teknologi pendidikan terhadap hasil belajar siswa.Abstrak ditulis maksimal 250 kata yang menggambarkan masalah,tujuan penelitian, metodologi dan hasil yang diperoleh.
HUBUNGAN INTERAKSI SOSIAL DENGAN KONSEP DIRI DALAM MEMAHAMI ATURAN PADA SISWA KELAS XI SMK NEGERI 7 MEDAN Dimas Budi Prabawa; Nurul Azmi Saragih; Ika Sandra Dewi; Nur Asyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 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.v10i04.35191

Abstract

The purpose of this study is to determine whether there is a relationship between social interaction and self-concept in understanding rules among students. Social interaction is a dynamic relationship that brings people together, groups with groups, and individuals with human groups. Whereas self-concept is an individual's perception of themselves based on what is actually happening and what they want to happen. The research method used in this study is quantitative research using a correlational research design. The population in this study consists of all 200 students in class XI at SMK Negeri 7 Medan. The sample size is 35 students, selected using the simple random sampling technique, which involves random selection. The instruments used were a social interaction questionnaire and a self-concept questionnaire, using a likert scale with a checklist format. The Cronbach's Alpha value for the social interaction questionnaire is 0.925, and for the self-concept questionnaire, it is 0.871, indicating reliability. The results of the hypothesis testing yielded a correlation coefficient of 0.529, which falls within the coefficient interval of 0.40-0.599, indicating a moderate level of relationship. The significance (p) was 0.000 < 0.05, meaning the two variables have a positive relationship. The results of the coefficient of determination show that the calculated value of R Square is 0.280, which means that 28% of self-concept is influenced by social interaction. Meanwhile, 72% of self-concept is influenced by several factors, namely competence, physical, feelings, self-actualization, virtue, and parents.
PENANAMAN NILAI-NILAI TOLERANSI PADA PEMBELAJARAN PPKN DALAM MENGATASI DISKRIMINASI PADA SISWA SMP NEGERI 3 SINJAI KAB. SINJAI: tindakan penelitian pada siswa di sekolah Nurul Azizah; Andi Sugiati; Indah Ainun Mutiara
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 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.v10i04.35194

Abstract

The changing times require learning strategies that instill tolerance to prevent discriminatory behavior among students. This study aims to examine students’ understanding of tolerance values, describe Civics (PPKn) learning strategies that foster tolerance, analyze the effectiveness of these strategies in addressing discrimination, and identify supporting and inhibiting factors in their implementation at SMP Negeri 3 Sinjai, Sinjai Regency. A descriptive qualitative method was employed, with data collected through observation, interviews, questionnaires, and documentation. Data were analyzed through reduction, display, and conclusion drawing with verification. The research results show that: 1) students understand the values of tolerance, although some still require guidance to apply them more consistently; 2) PPKn learning strategies such as group discussions, case studies, daily stories, and cooperation are effective in instilling the value of tolerance; 3) the effectiveness of these strategies is evident from changes in student behavior, reinforced by the acknowledgment of teachers, homeroom teachers, and students; 4) the success of these strategies is supported by a conducive classroom atmosphere, adequate facilities, the role of teachers, and school support, but is hindered by differences in student character and external environmental influences.
PENGARUH STRATEGI PEMBELAJARAN AKTIF TIPE GQGA (GIVING QUESTION AND GETTING ANSWER) TERHADAP HASIL BELAJAR MATEMATIKA Setiani Mutia, Ana; Ratih Purnama Pertiwi; Resti Septikasari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 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.v10i04.35241

Abstract

This study aims to determine the effect of the GQGA Type Active Learning Strategy on the Mathematics Learning Outcomes of fifth-grade students of MI NU Sumedang Sari on the material of plane figures and the volume of cuboids and cubes. The method used is an experiment with a one-group pretest-posttest design. The research sample consisted of 17 students selected using a simple random sampling technique. Learning begins with giving a pretest to determine students' initial abilities. Next, learning applies the GQGA type active learning strategy involving two cards. The first card contains questions and the second card contains answers and the learning process in real-time. After learning, students are given a posttest to determine the improvement in learning outcomes. Data analysis was carried out by applying a one-sample t-test to determine student learning outcomes and a paired sample t-test to determine the influence in the study. The results showed that the average pretest score of students was 44.12, while the average posttest score was 84.41. The paired sample t-test produces a significance value of 0.000 < 0.05, which means (sig value = 0.000 < 0.05), so H0 is rejected and Ha is accepted, which means there is an influence in the use of the GQGA Type Active Learning strategy.

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