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KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) ISSN: 2252-9063
ISSN : 22529063     EISSN : 26857006     DOI : -
Core Subject : Science, Education,
Articles 43 Documents
Search results for , issue "Vol 1, No 4 (2012)" : 43 Documents clear
THE EFFECT OF THE IMPLEMENTATION OF COOPERATIVE TGT (TEAMS GAME TOURNAMENT) LEARNING MODEL-BASED ELEARNING APPLICATION UPON CLASS VII STUDENTS’ OUTCOMES OF SMP NEGERI 2 SINGARAJA Febry Erawati, Ni Luh Putu
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 1, No 4 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i4.19568

Abstract

The purposes of this study were to (1) determine the effect the implementation of cooperative TGT (Teams Game Tournament) learning modelbased e-learning application upon class VII students’ outcomes on ICT learning of SMP Negeri 2 Singaraja, and (2) study the response of the students to the implementation of cooperative TGT (Teams Game Tournament) learning modelbased e-learning application upon class VII students’ outcomes on ICT learning of SMP Negeri 2 Singaraja. This study belonged to a quasi-experimental research which was used a posttest-Only Control Group Design. The population of this study was class VII students of SMP Negeri 2 Singaraja in second semester in the academic year of 2011/2012 with the sample of the study were class VII E students as experimental group and class VII A students as control group. There were two kinds of variables in this study, they were (1) the independent variable was the media cooperative TGT (Teams Game Tournament) learning model-based e-learning application, and (2) the dependent variable was the students’ learning outcomes. The data were collected by using multiple-choice tests to measure cognitive domains and skill-test to measure the psychomotor domain. Then, the data of test results were analyzed by conducting the prerequisites that included normality and homogeneity tests. Then the data were analyzed by using t-test. Meanwhile, for the students’ response were analyzed by using the questionnaire method. Based on the results of normality and homogeneity tests on the results of both of the groups, it was found that the data of both samples were normal and homogeneous. For hypothesis testing was tested by using t-test, from the results of calculations obtained tcount = 14.234, meanwhile the ttable = 1.9925, therefore tcount> ttable then Ho was rejected and Ha was accepted. Furthermore, as many as 18.42% students responded very positively, 71.05% of students responded positively, 10.53% of students responded quite positively. It could be concluded that there was a significant differences on the implementation of cooperative TGT learning model-based e-learning application upon class VII students’ outcomes on ICT learning of SMP Negeri 2 Singaraja.
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TEKNIK TUTOR SEBAYA BERBANTUAN LEMBAR KERJA SISWA (LKS) UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR WEB DESIGN SISWA KELAS XMM1 SMK NEGERI 1 MAS UBUD SEMESTER GENAP TAHUN AJARAN 2011/2012 Handayani, Eka
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 1, No 4 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i4.19556

Abstract

The main purposes of the research (1) To determine whether the application of the cooperative learning model by the technique of peer tutor with the media of students’ work sheet to improve  the learning activities on Web Design for the second semester of tenth grade students of MM1department  SMK Negeri 1 Mas Ubud. (2) To determine whether the application of the cooperative learning model by the technique of peer tutor with the media of students’ work sheet to improve  learning achievement on Web Design for the second semester of tenth grade students of MM1department  SMK Negeri 1 Mas Ubud. (3) To get the students’ respons toward the application of the cooperative learning model by the technique of peer tutor with the media of students’ work sheet. This reseach was a term of Class Action Reseach with two cycles, then the subject of this research was the  students of the second semester of tenth grade of MM1department  SMK Negeri 1 Mas Ubud in the academic year 2011/2012 that’s consisted of 40 students. While the object this research was the students’ activites and their learning achievement on the Web Design subject. The collecting data on the students’ activities was done by applying the observation  method through the media of students’ work sheet. The data of students’ response was collected by giving the questionaire at the end of the second cycle. The data which were collected then analized with descriptive analysis. The result of research showed that the application of the cooperative learning model by the technique of peer tutor with the media of students’ work sheet could improve  the students’ learning activities and their learning achievement on Web Design at the average of 71,25  with  the active category and became 83,92 with the category of very active and the learning achievement on Web Design at the average of 78,96 by the classical learning achievement standard of 77,50% for the first cycle then became 84,08 by the classical learning achievement standard of 92,50% for the second cycle. The students’ response on the application of the cooperative learning model by the technique of peer tutor with the media of students’ work sheet could be categorized positive with score average of 58,43. Based on the data analysis and the study could be concluded that the application of the cooperative learning model by the technique of peer tutor with the media of students’ work sheet could improve  the students’ learning activities and their learning achievement on Web Design for the second semester of tenth grade students of MM1department SMK Negeri 1 Mas Ubud.
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF DENGAN STRATEGI MODELING THE WAY BERBANTUAN CLASSROOM BLOGGING UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR TIK SISWA KELAS X-5 SMA NEGERI 1 SERIRIT TAHUN AJARAN 2011/2012 Agus Janardana, Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 1, No 4 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i4.19592

Abstract

Penelitian ini bertujuan untuk mengetahui peningkatan aktivitas dan hasil belajarTIK siswa melalui model pembelajaran kooperatif dengan strategi modeling the wayberbantuan classroom blogging, serta mengetahui respon siswa terhadap penerapanmodel pembelajaran kooperatif dengan strategi modeling the way berbantuan classroomblogging.Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) atauClassroom Action Research pada kelas X-5 di SMA Negeri 1 Seririt tahun ajaran2011/2012 yang berjumlah 34 orang. Instrumen yang digunakan adalah lembarobservasi, praktikum, tugas, tes dan angket.Hasil penelitian menunjukkan bahwa (1) penerapan model pembelajarankooperatif dengan strategi modeling the way berbantuan classroom blogging dapatmeningkatkan aktivitas belajar siswa, yaitu dari 44.12% dengan kategori cukup aktifpada siklus I menjadi 58.82% dengan kategori sangat aktif pada siklus II, (2) penerapanmodel pembelajaran kooperatif dengan strategi modeling the way berbantuan classroomblogging dapat meningkatkan hasil belajar siswa, yaitu pada siklus I rata-rata hasilbelajar siswa diperoleh sebesar 75,48 dengan kategori tidak tuntas meningkat padasiklus II menjadi 88,62 dengan kategori tuntas, daya serap siswa pada siklus I diperolehsebesar 75,48% dengan kategori tidak tuntas meningkat pada siklus II menjadi 88,62%dengan kategori tuntas, dan ketuntasan klasikal pada siklus I diperoleh sebesar 41,18%dengan kategori tidak tuntas kemudian meningkat menjadi 94,12% dengan kategorituntas, (3) penerapan model pembelajaran kooperatif dengan strategi modeling the wayberbantuan classroom blogging mendapatkan respon positif dari siswa denganpersentase 88,24%. Hipotesis tindakan pada penelitian ini diterima, dengan demikianmodel pembelajaran kooperatif dengan strategi modeling the way berbantuan classroomblogging dapat meningkatkan aktivitas dan hasil belajar siswa.
THE APPLICATION OF PATTERN MATCHING ALGORITHM AND DYNAMIC PROGRAMMING FOR DETECTION MUSIC SIMILARITY Nyoman Pascima, Ida Bagus
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 1, No 4 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i4.19603

Abstract

Art work has various meanings based on the viewers. Every art work is created by human’s insting which has value and should be praised. The right of intelectuality or “HAKI” is the means to price and save every art which is coming from human’s insting. “HAKI” can price a music as an art. The music flagiarism causes the ancienty in the musician side because it is not beneficial for them in a side of “HAKI”. However, there are some views and supports toward that flagiarism such as similar idea, inspirations, admire the work that was traced, and so forth.  People are difficult to know for certainly the similarity or resemblance to the work of art even more amount of music. This thing then becomes a case in a musical flagiarism.  Based on these problems occurred with an idea to utilize a computerized system to find a resemblance to a piece of music. A computerized system used for detecting the level of resistance factors in a long time, matching the constant accuracy and high speed. This system is based on pattern of human’s  thinking (algorithm) to detect musical of similarity. This system was developed by PHP script, AJAX as the programming language, and MySQL as the database processing. The result of the system can use algorithm as the pattern of human’s  thinking for detecting musical similarity. Beside that, this system is also able to collect the music based on some criteria. This system can be working on monophonic music. This system can help the people in detecting the music similarity and as the solution of the problem so that the music flagiarism can be minimalized.
THE DEVELOPMENT OF NUMBER OF OBJECTS COUNTING ON DIGITAL IMAGE APPLICATION BY USING MATHEMATICAL MORPHOLOGY METHOD AND CONNECTED COMPONENT LABELING TECHNIQUE Deny Supanji, I Komang
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 1, No 4 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i4.19545

Abstract

This research aimed to design and develop an application that can be used to count the number of objects in digital image by using mathematical morphology method and connected component labeling technique. The input and output from this application is a bitmap type image. The implementation of mathematical morphology method and connected component labeling technique on this application produces an application called CITRAcounter developed by using Borland Delphi 7 programming language. This application is able to process the RGB image, grayscale image and binary image. CITRAcounter has three main processes, those processes are : the binary process, morphology, and labeling. The definition of objects on this research are regions in image that are white. For the image of objects which have simple shapes, the counting result is very accurate. However, for the image of objects which have accumulated position will produce inaccurate counting result.
Pengembangan Game Edukatif Instalasi Ubuntu Desktop Khusuma Wardana, Gede Agus
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 1, No 4 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i4.19587

Abstract

Pembelajaran Instalasi Ubuntu Desktop dewasa ini biasanya dikemas dalam wadah yang membosankan sehingga dapat mengurangi prestasi, kreatifitas, dan daya tangkap peserta didik terhadap materi yang disajikan. Peserta didik membutuhkan pembelajaran yang inovatif, berkesan, dan menambah rasa ingin tahu mereka terhadap materi yang dipelajari. Dewasa ini terdapat banyak cara yang inovatif dalam penyajian materi pembelajaran seiiring dengan pesatnya perkembangan teknologi dan informasi yang diterima oleh peserta didik, seperti Game edukatif. Game edukatif merupakan salah satu sarana pembelajaran yang pada umumnya memiliki sifat menyenangkan namun disisi lain mempunyai sifat yang mendidik, serta bermanfaat untuk menambah daya kreatifitas dan daya tangkap terhadap materi yang disajikan. Untuk membuat sebuah media pembelajaran yang inovatif maka dilakukanlah penelitian ini yang bertujuan untuk merancang dan mengimplemantasikan sebuah Game Edukatif tentang Instalasi Ubuntu Desktop.Game ini memiliki tujuh tantangan di setiap step instalsinya, ketujuh tantangan tersebut mengikuti jumlah step instalasi ubuntu desktop yang terdiri dari tujuh step. Tantangan yang pertama merupakan tantangan yang harus diselesaikan oleh pemain untuk mendapatkan jawaban instalasi ubuntu desktop pada step yang pertama, begitu seterusnya sampai pemain mendapatkan ketujuh jawaban dari step instalasi ubuntu desktop. Setiap tantangan memiliki jenis permainan yang berbeda seperti, quis, adventure, shooting, racing, dan guitar. Hasil penelitian ini adalah sebuah game edukatif instalasi ubuntudesktop. Game ini dibuat dengan Adobe Flash CS 3 dan Audacity sebagai pengolah suara. Game ini juga diimplementasikan dan telah diujicobakan pada sistem operasi berbasis Windows. Karena berbasis flash, maka game ini dapat dimainkan di semua sistem operasi.
THE IMPLEMENTATION OF GENERATIVE TEACHING MODEL TO IMPROVE LEARNING STUDENTS’ ACHIEVEMENT OF THE STUDENTS VIII B5 CLASS OF INFORMATION AND COMMUNICATIONS TECHNOLOGY (ICT) AT SMP NEGERI 6 SINGARAJA Witari Lastri, Ni Putu Hermi
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 1, No 4 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i4.19597

Abstract

This study was aimed at (1) improving learning students’ achievement of VIII B5 class at SMP Negeri 6 Singaraja in 2011-2012 of Information and Communications Technology (ICT) in order to apply of the Generative Teaching Model; (2) knowing the students respond of VIII B5 class to apply the Generative Teaching Model of Information and Communications Technology (ICT). This study is a classroom action research design that used in 2 cycles by involving a total number of  30 students of VIII B5 class at SMP Negeri 6 Singaraja second semester in 2011/2012. The object of this research were learning students’ achievement and students response in basic competency of making simple number processing document of Information and Communications Technology (ICT). The learning students’ achievement data was collected based on cognitive test, psychomotor observation and affective observation. Meanwhile, the students’ response data was collected by using questionnaire. The obtained data were analyzed descriptively.  The result of the study showed that (1) there was improvement of learning students’ achievement of VIII B5 class at II cycle to apply the Generative Teaching Model of Information and Communications Technology (ICT). The results indicated that the learning students’ achievement score include: there was improvement of averaging class about 5,92 is 75,73 at I cycle become 81, 65 for II cycle. There was improvement of digestibility about 5,29% is 75,73 of I cycle and 81, 65% for II cycle. Meanwhile, there was improvement of classical completeness learning students from 66,67% at I cycle become 100% at cycle II by improving about 33,33%, (2) The students’ responses towards Generative Teaching Model of Information and Communication Technology (ICT) by averaging about 48,43. The results indicated that the implementation of Generative Teaching Model could successfully improve the learning students’ achievement of Information and Communications Technology.
THE DEVELOPMENT OF DECISION SUPPORTING SYSTEM FOR EMPLOYEE’S WORK EVALUATION FOR POSITION PROMOTION BY USING AHP (ANALYTICAL HIERARCHY PROCESS) AND WP (WEIGHTED PRODUCT) METHOD CASE STUDY AT THE SAMAYA UBUD BALI HOTEL Wisma Yasa, I Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 1, No 4 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i4.19519

Abstract

This study is a case study which took place at The Samaya Ubud Bali Hotel. Theaims of this study are: (1) to design a decision supporting system for employee’s workevaluation for position promotion by using AHP (Analytical Hierarchy Process) andWP (Weighted Product) method, (2) to implement a decision supporting system foremployee’s work evaluation for position promotion by using AHP (AnalyticalHierarchy Process) and WP (Weighted Product) method. In designing andimplementing of the program, researcher used 2 main methods namely AHP (AnalyticalHierarchy Process) and WP (Weighted Product) in which those two methods belong toMADM (Multi Attribute Decision Making). The inputs of this application are criteriadata, criteria comparison scale, and employees’ score data. On the other hand, theoutput is in form of information that shows the employee’s rank. Trial was done tocheck the agreeability of the employee’s final score calculated by the system with thefinal score calculated manually. In this step, the hotel contribution was required todetermine and process the employees’ final score.In designing and implementing the application design, waterfall method which iswell known as classic life cycle model was used. This waterfall model is a classic modelwhich is systematically able to build software. This model involves some steps whichare: (1) requirements definition, (2) system and software design, (3) implementation andunit testing and (4) integration and system testing.The implementation and the trial of this system used Embarcadero Delphi 2010.From the trial it was found that the data produced by the system was already appropriatewith the data calculated manually. Base on this result, this decision supporting systemfor employee’s work evaluation for position promotion by using AHP (AnalyticalHierarchy Process) and WP (Weighted Product) method was already suitable with theAHP and WP calculation, and it also can be said that this system was already reliable toused at The Samaya Ubud Bali Hotel.
Implementasi Model Pembelajaran Kooperatif Tipe Numbered Head Together (NHT) Untuk Meningkatkan Hasil Belajar TIK Siswa Kelas X.5 SMA Negeri 1 Sukasada Tahun Pelajaran 2011/2012 Nuryanti, Rahayu
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 1, No 4 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i4.19547

Abstract

Penelitian ini bertujuan untuk mengetahui: (1) peningkatkan hasil belajar TIKsiswa kelas X.5 SMA Negeri 1 Sukasada melalui implementasi model pembelajarankooperatif tipe Numbered Head Together (NHT), dan (2) respon siswa kelas X.5 SMANegeri 1 Sukasada terhadap implementasi model pembelajaran kooperatif tipeNumbered Head Together (NHT).Penelitian ini merupakan penelitian tindakan kelas (PTK) yang direncanakanberlangsung dalam dua siklus. Subjek penelitian adalah siswa kelas X.5 SMA Negeri 1Sukasada pada semester genap tahun pelajaran 2011/2012, sebanyak 28 orang yangterdiri dari 17 orang laki-laki dan 11 orang perempuan. Objek penelitian adalah (1) hasilbelajar TIK, dan (2) respon siswa terhadap implementasi model pembelajarankooperatif tipe Numbered Head Together (NHT). Data hasil belajar siswa diperolehmelalui tes dan observasi sedangkan data respon siswa diperoleh menggunakan angket.Hasil penelitian menunjukkan bahwa (1) terdapat peningkatan hasil belajar TIKsiswa kelas X.5 SMA Negeri 1 Sukasada melalui implementasi model pembelajarankooperatif tipe Numbered Head Together (NHT). Besar peningkatan rata-rata skor hasilbelajar TIK siswa adalah 11,47 yaitu dari 59,87 dengan kategori cukup pada siklus Imenjadi 71,34 dengan kategori baik pada siklus II. Besar presentase peningkatanketuntasan klasikal adalah 17,86% yaitu dari 57,14% pada siklus I menjadi 75,00%pada siklus II, dan (2) respon siswa terhadap implementasi model pembelajarankooperatif tipe Numbered Head Together (NHT) tergolong dalam kategori positifdengan rata-rata skor respon siswa sebesar 46,43.
THE DEVELOPMENT OF FUZZY EXPERT SYSTEM TO DIAGNOSE INTERNIST DESEASE (CASE STUDY OF DIABETIC DESEASE) Suzy Puspita Dewi, Ni Putu Suzy Puspita Dewi
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 1, No 4 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i4.19582

Abstract

The purpose of this research was to design and to implement a system called fuzzy expert system for internist diagnostic, where the system is used to help user for checking percentage of diabetic risk with the optimal and efficient in terms of time. This research was software engineering system, which used the stages of the procedure the System Development Life Cycle (SDLC). The stages of the SDLC procedure used consists of (1) the phases of data collection using the methods of library research, observation and interviews, (2) the requirement analysis phase of software using simple additive weight methods, (3) the stages of design or software design, (4) the stage of development or implementation of software, and (5) the stages of testing. The result of this research were (1) the needs analysis system which consists of two main processes namely, the determination of regional and fuzzy rules for each criteria to be used in diagnostic, and calculation of patient data for finding the percentage of diabetic risk, (2) the design of a system that includes a functional model of software, data structure software which consists of 12 tables, and interface software, and (3) the implementation of the system by using Visual Basic 6.0 programming language and DBMS 7.24 Navicat MySQL is supported by other components such as Wamp Server, and MySQL Connector ODBC 5.1.5 Win32 as a liaison between the program with the database.

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