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KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) ISSN: 2252-9063
ISSN : 22529063     EISSN : 26857006     DOI : -
Core Subject : Science, Education,
Articles 1,159 Documents
Film Dokumenter “Ngantung Ari-Ari” Antara Nalar dan Naluri Dari Tradisi Bali Kuno Wijaya, I Dewa Made Satria Sitangga; Agus Wirawan, I Made -; Partha Sindu, I Gede -
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 8, No 2 (2019)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v8i2.18199

Abstract

The purposes of the study were: 1) To develop a documentary film “Ngantung Ari-ari” antara Nalar dan Nalusi dari Tradisi Bali Kuno in Bayunggede village. 2) To find out the response of the people to the final results of the Documentary Film “Ngantung Ari-ari” antara Nalar dan Nalusi dari Tradisi Bali Kuno in Bayunggede VillageThis research was a research and development that used the Cyclic Strategy method, which is a method that uses a looping system at each stage if there are deficiency that determined by testing stage. Data collection techniques were carried out by observation, interviews, literature studies and documentation. This research was implemented using Adobe Premiere Pro CS6 as a video editing application and Adobe After Effect CS 6 as an application for adding effects and animations to videos and using Adobe Audition Pro CS6 as a sound editor.The test was did through several stages, there were the content expert test and media expert test in pre-production, content expert test and media expert test after the production until the audience respondent tests to determine the achievement and quality of the film. For the results of the test the audience respondents get very good results, by the percentage of 96%. After the film was finished, it was hoped that the people understanding of the tradition, both hanging and buried and tolerance between religious people is rising and solve the ongoing conflict. Keywords: Documentery Film, Cyclic Strategy, “ngantung ari-ari”
Hubungan Organisasi Belajar dan Budaya Organisasi Terhadap Kinerja Fakultas Teknik dan Kejuruan Undiksha ., Ketut Ngurah Alit Keniten; ., Dr. Ketut Agustini, S.Si, M.Si.; ., I Made Ardwi Pradnyana, S.T., M.T.
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 5, No 2 (2016):
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v5i2.8128

Abstract

Penelitian ini bertujuan untuk mengetahui (1) hubungan organisasi belajar terhadap kinerja fakultas teknik dan kejuruan Undiksha, (2) hubungan antara budaya organisasi terhadap kinerja fakultas tenik dan kejuruan Undiksha, dan (3) hubungan antara organisasi belajar dan budaya organisasi terhadap kinerja fakultas teknik dan kejuruan Undiksha. Penelitian ini adalah penelitian kuantitatif dengan metode Ex Post Facto. Penelitian ini dilakukan pada seluruh tenaga pendidik dan kependidikan dilingkungan FTK Undiksha dengan jumlah sampel sebanyak 57 responden. Variabel yang diteliti adalah dua variabel bebas yaitu organisasi belajar dan budaya organisasi, serta satu variabel terikat yaitu Kinerja FTK Undiksha. Data organisasi belajar, budaya organisasi dan kinerja FTK Undiksha diperoleh melalui penyaberan angket, serta untuk mendapatkan penjelasan mengenai hubungan-hubungan yang terjadi antar variabel penelitian dilakukan analisa dengan teknik korelasi dan regresi dengan terlebih dahulu melakukan uji prasyarat analisis yaitu uji normalitas, uji linieritas, uji multikolinieritas, uji heteroskedastisitas dan uji autokorelasi. Hasil penelitian menunjukkan terdapat hubungan yang positif dan signifikan antara organisasi belajar dengan kinerja fakultas teknik dan kejuruan Undiksha, terdapat hubungan yang positif dan signifikan antara budaya organisasi dengan kinerja fakultas teknik dan kejuruan Undiksha, dan secara bersama-sama terdapat hubungan yang positif dan signifikan antara organisasi belajar dan budaya organisasi dengan kinerja fakultas teknik dan kejuruan Undiksha.Kata Kunci : Organisasi Belajar, Budaya Organisasi, Kinerja. This study aims to determine (1) the correlation of learning organization on the performance of the faculty of technic and vocational Undiksha, (2) the correlation between culture organization on the performance of the faculty of technic and vocational Undiksha, and (3) the correlation between learning organization and culture organization on the performance of the faculty of technic and vocational Undiksha. This research is a quantitative research by Ex Post Facto method. This research was conducted on all educators in the faculty of technic and vocational Undiksha with a total sample of 57 respondents. The variables studied were two independent variables that are learning organization and culture organization, as well as the dependent variable is the performance of the faculty of technic and vocational Undiksha. The data of learning organization, culture organization and the performance of the faculty of technic and vocational Undiksha are obtained through questionnaire, as well as doing an analysis using correlation and regression technic to get an explanation of the correlation that occur between the research variables, by first do the prerequisite test analysis, such as the normality test, linearity test, test multicollinearity, heteroscedasticity test and autocorrelation test. The results show a positive and significant correlation between learning organization with the performance of the faculty of technic and vocational Undiksha, there is a positive and significant correlation between culture organization with the performance of the faculty of technic and vocational Undiksha, and there is a positive and significant correlation between both learning organization and culture organization culture with the performance of the faculty of technic and vocational Undiksha.keyword : Learning Organization, Culture Organization, Performance
PENERAPAN MODEL PEMBELAJARAN NUMBERED HEAD TOGETHER DENGAN QUICK ON THE DRAW UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR TIK SISWA SMAN 1 BANJARANGKAN PADA SEMESTER GANJIL TAHUN PELAJARAN 2013/2014 Ngakan Putu Eka Juniarta, Dewa; Made Sri Adnyawati, Ni Desak; Gede Sunarya, I Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 1 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i1.19754

Abstract

This study aims to improve the activity and student learning outcomes in subjects of Information Technology and communication with implementing learning model Numbered Head Together with Quick on the Draw, and evaluate the response of class XI IPS 1 SMAN 1 Banjarangkan. The application of learning models Numbered Head Together with Quick on the Draw. The subjects were students of class XI IPS 1 SMAN 1 Banjarangkan, first semester academic of year 2013/2014, which involved the students as much as 20 students. The design of this study was action based research (ABR), which consists of two cycles. The data collected in this study is the activity and learning outcomes as well as students' response to the application of learning models Numbered Head Together with Quick on the Draw or ICT subjects. Result of the activity students was collected by used observation sheet in every meeting, student learning outcomes data collected through cognitive tests, while the student response data were collected with a questionnaire sheet enclosed. Toke of data on cognitive tests colected in end of each cycle. The results showed that First There was an increased in the activity of student learning, it saw from increased in the average activity of the students. Second There was an increased in student learning outcomes. It saw from the classical completeness students third The average students' response to the implementation of the learning model Numbered Head Together with Quick on the these results indicate that the response of students classified as positive.
THE APPLICATION OF WATERMARKING REGION OF INTEREST (ROI) DIGITAL IMAGE METHOD DISCRETE WAVELET TRANSFORM (DWT) MORPHOLOGY AND MATHEMATICAL Dyah Aryani, Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 2, No 1 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i1.19631

Abstract

This research was aimed to design and to implement the application region of interest (ROI) digital images with discrete wavelet method transform (DWT) and mathematical morphology. Input of this application is a color image format *. Bmp, and the output of this application is an image too watermak.This software only handles the process of embedding and extraction. Theprocess of embedding a process to insert watermark into a digital image that has been through the discrete wavelet transform, while the watermark extraction is a separation process of the image carrier. In this software also added features for selecting parts of images that will be used as a digital watermark is to apply the Region of Interest (ROI) of digital images, the next part of this selection will be disguised by Mathematical Morphology.The result of this study is an application of watermarking region of interest(ROI) digital images with discrete wavelet method transform (DWT) and mathematical morphology. This software is created with Borland Delphi 7.0. The software is also implemented and has been tested on Windows based operating systems.
PENGEMBANGAN GAME EDUKASI “AKSARA BALI” BERBASIS ANDROID ., I Putu Eka Dharma Cahyadi; ., I Made Agus Wirawan, S.Kom, M.Cs; ., I Made Gede Sunarya, S.Kom., M.Cs
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 5, No 2 (2016):
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v5i2.8297

Abstract

Bali dikenal sebagai pulau dewata yang kaya akan tempat wisata serta budaya salah satunya budaya Sastra Bali yang dikenal dengan nama Aksara Bali. Seiring dengan berkembangnya teknologi, remaja pada umumnya cenderung lebih tertarik dengan budaya sastra luar. Sehingga mereka cenderung menganggap budaya lokal sebagai kebudayaan yang kuno. Oleh karena itu, maka penulis berkeinginan untuk melestarikan kebudayaan Sastra Bali yang mulai dilupakan melalui perancangan sebuah aplikasi dengan judul “Pengembangan Game Edukasi “Aksara Bali” Berbasis Android”. Penelitian ini bertujuan untuk (1) untuk merancang pengembangan game edukasi “Aksara Bali” berbasis android. (2) Untuk mengimplementasi game edukasi “Aksara Bali” berbasis android. (3) Untuk mengetahui respon pemain terhadap aplikasi game edukasi “Aksara Bali” berbasis android. Metode penelitian yang digunakan adalah penelitian dan pengembangan. Aplikasi Game Edukasi “Aksara Bali” Berbasis Android ini dikembangkan dengan model waterfall. Aplikasi ini diimplementasikan menggunakan bahasa pemrograman Java dengan editor Eclipse dan plug-ins ADT(Android Development Tools) serta menggunakan AndEngine sebagai library tambahan. Hasil penelitian ini menunjukan bahwa seluruh fitur yang terdapat pada aplikasi ini dapat dijalankan pada semua perangkat yang diujikan. Respon pengguna dan ahli isi terhadap aplikasi game edukasi “Aksara Bali” berbasis android dikatagorikan positif. Kata Kunci : Edukasi, Aksara Bali, Game, Android Bali is known as the paradise island that is rich in sights and culture of one culture Balinese literature known as the Balinese. Along with the development of technology, teenagers generally tend to be more interested in the literary culture outside. So they tend to think of the local culture as ancient culture. Therefore, the author intends to preserve the culture of Balinese literature that is forgotten through the design of an application with the title "Development of Educational Games" Balinese "Based Android". This result is purpose (1) to designing game development educational game “Balinese” android-based. (2) to implementation educational game “Balinese” based-android. (3) To know the response players response about educational game application “Balinese” based-android. The method used is research and development. Educational game app "Balinese" android-based was developed with the waterfall model. This application is implemented using the Java programming language with the editors and plug-ins Eclipse ADT (Android Development Tools) and using AndEngine as additional libraries. This result show that all of future which there in this application can run on all devices that ware tasted. The user response and content expert about this application educational games “Balinese” based-android is positive categorize. keyword : Education, Balinese, Game, Android
Penerapan Model Pembelajaran Talking Stick Dengan Diskusi Kelompok Untuk Meningkatkan Motivasi dan Hasil Belajar TIK Siswa Kelas VII C SMP Negeri 1 Sawan Semester Ganjil Tahun Ajaran 2012/2013 Bagus Suyadnya, I Gusti; Sudirtha, I Gede; Seri Wahyuni, Dessy
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 3 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i3.19743

Abstract

The aims of this class action research are: (1) to know the enhancement of the TIK learning motivation of the student of VII C grade at SMPN 1 Sawan by using talking stick learning model combined with team discusion, (2) to know the TIK learning result of VII C grade at SMPN 1 Sawan by using talking stick learning model combined with team discussion and (3) to know the response of VII C grade at SMPN 1 Sawan in using talking stick learning model combined with team discusion in TIK learning.This research is a class action research consists of two cycles. Each cycle has four steps that are action plan, action implementation, observation and evaluation, and reflection. The research subject is the 35 students of VII C grade at SMP 1 Sawan; while the research object are 1 learning motivation of the student, (2) the result of the learning, 3 the student response in TIK learning by the application of talking stick learning model combined with team discusion. The data collection of the result TIKlearning are collected by test method and observation, and also the data of student response are collected by questionnaire report.The result of this research shows that the studying motivation was elevated from the first cycle to the second one with high category. The studying result was elevated, wich reach 80% for classical accomplishment in the first cycle, and 100% in the second one. Thus, the respond to the talking stick combined with team discussion was positive, with 63,17% average score.
PENGEMBANGAN APLIKASI AUGMENTED REALITY STORY BOOK “Jayaprana dan Layonsari” Putra Yasa, Gede Agus; Crisnapati, Padma Nyoman; Sunarya, I Made Gede; Antara Kesiman, Made Windu
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 5 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i5.19800

Abstract

Penelitian ini bertujuan untuk merancang dan mengimplementasikan hasil rancangan aplikasi Augmented Reality Story Book “Jayaprana dan Layonsari”.  Metode penelitian yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan aplikasi Augmented Reality Story Book Jayaprana dan Layonsari. Dalam mengembangkan aplikasi ini menggunakan model waterfall sampai tahap pengujian sistem. Aplikasi ini menggunakan library vuforia yang mampu menggabungkan benda maya ke dalam sebuah lingkungan nyata dengan bantuan buku dan smartphone android untuk menampilkan cerita rakyat tiga dimensi Jayaprana and Layonsari beserta suara narasi dari cerita rakyat tersebut.  Penelitian ini menghasilkan sebuah buku yang berisikan cerita dan gambar terkait cerita rakyat Jayaprana and Layonsari, serta aplikasi Augmented Reality Story Book berbasis android yang mampu menampilkan cerita rakyat tiga dimensi di atas gambar lengkap dengan suara narasi cerita dalam bahasa inggris. Sehingga aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan kebudayaan.
THE IMPLEMENTATION OF ACCELERATED LEARNING MODEL (AL) USING VISUAL, AUDITORY, KINESTHETIC APPROACH (VAK), TO INCREASE LEARNING OUTCOMES ON INFORMATION COMMUNICATION TECHNOLOGY (ICT) FOR THE X6 GRADE STUDENTS’ OF SMAN 2 SINGARAJA IN THE ACADEMIC YEAR 2012/2013 Eka Kurniadi, Dewa Putu Gede
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 2, No 1 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i1.19609

Abstract

This study aims to improve students’ learning outcomes on the subject of Information and Communication Technology (ICT) by applying Accelerated Learning (AL) model. AL utilizes visual, auditory, and kinesthetic (VAK) approach as well as   students' response to evaluate its application.The study was conducted at SMAN 2 Singaraja with participants from X6 grade  students (36 students), school year 2012/2013. The design of this research is Classroom Action Research (CAR), which consists of 2 cycles. The data collected in this study is the result of students’ learning and response to the application of AL on ICT subjects. The student learning outcomes data collected through cognitive test and affective and psychomotor observation sheet, while the students' response data was collected via enclosed sheet questionnaires.The result shows that (1) there is an increase in students’ learning outcomes. This is evident from the classical completion that the students obtained: 52,78% and 80,00% in the first and second cycle respectively. The learning outcomes have increased by 27,22%. (2) The average students’ response to the application of the AL model is positive: 45.62% of the questionnaires. The researcher concludes that the application of the AL model which uses the VAK approach can improve the learning outcomes on the subjects of ICT. Furthermore, it has also received a positive response from the students.
FILM SERI ANIMASI 3D BELAJAR BAHASA INDONESIA BERSAMA MADE SEBAGAI MEDIA PEMBELAJARAN BAHASA INDONESIA UNTUK PENUTUR ASING DI UNDIKSHA ., I Putu Andika Subagya Putra; ., I Gede Mahendra Darmawiguna, S.Kom, M.Sc; ., I Made Putrama, S.T., M.Tech.
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 6, No 1 (2017):
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v6i1.9051

Abstract

Tujuan dari penelitian ini adalah untuk mengembangkan Film Seri Animasi 3d “Belajar Bahasa Indonesia Bersama Made” Sebagai Media Pembelajaran Bahasa Indonesia Untuk Penutur Asing Di Undiksha, agar mahasiswa asing yang tinggal atau berkunjung ke Indonesia dengan mudah dapat mempelajari Bahasa Indonesia. Metode penelitian yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan menggunakan model pengembangan ADDIE. Film animasi 3 dimensi ini dikembangkan dengan menggunakan software Blender dengan beberapa tahap pembuatan animasi, yaitu pra produksi, produksi, dan pasca produksi. Hasil dari penelitian ini, yaitu produk film animasi 3 dimensi berupa DVD dan respon dari peserta didik BIPA di Undiksha Singaraja terhadap Film Seri Animasi 3d “Belajar Bahasa Indonesia Bersama Made” Sebagai Media Pembelajaran Bahasa Indonesia Untuk Penutur Asing Di Undiksha yang terkategorikan sangat positif dengan rata-rata persentase 91,44%. Berdasarkan analisis dari 12 peserta didik BIPA diketahui 3 siswa memberikan respon yang sangat positif dan 9 siswa memberikan respon yang positif terhadap film animasi ini.Kata Kunci : BIPA, film Animasi, Animasi 3 Dimensi The purpose of this study is to develop a 3D Animation Film Series "Belajar Bahasa Indonesia Bersama Made" As an Indonesian Learning Media For Foreign Speakers In Undiksha, so that foreign students who stay or visit to Indonesia can easily learn Indonesian language. The method used in this research is the Research and Development (R & D) by using ADDIE development model. 3-D animated film is developed using software Blender with several stages of animation creation, are pre-production, production and post-production. The results of this study, three-dimensional animated film products such as DVD and the response of learners BIPA in Undiksha Singaraja to 3d Animation Film Series "Belajar Bahasa Indonesia Bersama Made" As an Indonesian Learning Media For Foreign Speakers In Undiksha are categorized very positively with the mean average percentage of 91,44%. Based on an analysis of 12 learners BIPA note 3 students gave a very positive response and 9 students responded positively to this animated film.keyword : BIPA, Animation Film, 3D Animation
Pengembangan Media Edukasi Wayang Kulit Bali (Balinese Shadow Pupet) berbasis Android Agustina, Gede Doni; Darmawiguna, I Gede Mahendra; Sunarya, I Made Gede
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 4, No 4 (2015)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v4i4.6530

Abstract

Abstrak— Penelitian ini bertujuan untuk : (1) merancang dan mengimplementasikan aplikasi Media Edukasi Wayang Kulit Bali (Balinese Shadow Puppet) berbasis Android. (2) mengetahui respon user terhadap Media Edukasi Wayang Kulit Bali (Balinese Shadow Puppet) berbasis Android yang merupakan salah satu budaya di Indonesia. Metode penelitian yang digunakan adalah penelitian dan pengembangan. Aplikasi Media Edukasi Wayang Kulit Bali (Balinese Shadow Puppet) berbasis Android ini dikembangkan dengan model waterfall. Subyek penelitian adalah masyarakat umum. Data yang dikumpulkan yaitu data respon masyarakat terhadap pengembangan aplikasi Media Edukasi Wayang Kulit Bali (Balinese Shadow Puppet) berbasis Android dengan mengunakan angket. Hasil penelitian ini menujukkan bahwa aplikasi ini diimplementasikan menggunakan bahasa pemrograman Lua dengan editor dan simulator Corona SDK. Semua fitur dan fungsi – fungsi yang terdapat pada aplikasi ini sudah berjalan berjalan dengan baik dan interface yang mudah dikenali atau user friendly. Respon user terhadap aplikasi Media Edukasi Wayang Kulit Bali (Balinese Shadow Puppet) berbasis Android dikategorikan positif. Kata kunci : media edukasi, wayang kulit Bali, budaya , Android Abstract – This research was aimed to (1) design and implementing of Media Educational Puppet Bali (Balinese Shadow Pupet) based on Android, (2) determine the user's response to Media Education Puppet Bali (Balinese Shadow Pupet) based on Android, which is one of culture in Indonesia. The method used in this research was research and development method. Media Education Puppet Bali (Balinese Shadow Pupet) based on Android was developed by using waterfall model. Subject were the general public. The collected data is the data public response to application development in Media Educational Puppet Bali (Balinese Shadow Pupet) based on Android by using the questionnaire. Results of this research show that the application is implemented by using the Lua Programming language with editor and Corona SDK simulator. All the features and the functions which contained in this application is already well run and the interface which easily recognizable or friendly user. The user’s response to the application of Media Educational Puppet Bali (Balinese Shadow Pupet) based on Androidis positive categorized. Keyword : media educational, Balinese shadow puppet, Android

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