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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
PENGARUH MODEL PEMBELAJARAN PREDICT-OBSERVE-EXPLAIN (POE) TERHADAP HASIL BELAJAR SIMULASI DIGITAL SISWA KELAS X TATA BOGA DI SMK NEGERI 2 SINGARAJA TAHUN PELAJARAN 2014/2015 Indradinata, I Nyoman Sukapandya; Wirawan, I Made Agus; Putrama, I Made
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.v4i4.6529

Abstract

Abstrak—Tujuan penelitian ini untuk mengetahui perbedaan hasil belajar antara siswa yang dibelajarkan menggunakan model pembelajaran Predict-Observe-Explain (POE) dengan siswa yang belajar menggunakan model pembelajaran konvensional pada pelajaran Simulasi Digital siswa kelas X Tata Boga di SMK Negeri 2 Singaraja, Jenis penelitian ini adalah eksperimen dengan rancangan Post-test Only Control Design. Pengumpulan data dilakukan dengan metode tes pilihan ganda untuk mengukur ranah kognitif. Data hasil belajar dianalisis melalui uji prasyarat dan uji hipotesis. Berdasarkan analisis data diperoleh, kedua kelompok berdistribusi normal dan homogen. Terdapat perbedaan hasil belajar yang signifikan antara siswa yang dibelajarkan menggunakan model pembelajaran Predict-Observe-Explain (POE) dengan siswa yang belajar menggunakan model pembelajaran konvensional. Nilai rata-rata hasil belajar kelompok konvensional adalah 26,15 dan nilai rata-rata hasil belajar kelompok eksperimen adalah 32,69. Hal ini menunjukan bahwa hasil belajar siswa pada kelompok eksperimen lebih tinggi dari kelompok kontrol. Kata-kata kunci : Predict-Observe-Explain (POE), hasil belajar, dan Simulasi Digital. Abstract— This research was aimed to find out the difference on students’ achievement between students who were taught by using Predict-Observe-Explain (POE) with students who learn by using conventional teaching method at grade X of Boga management program in Simulasi Digital subject in SMK Negeri 2 Singaraja. This research was designed as experimental research with post-test only control design. Data were collected by using multiple choice tests in order to asses students’ cognitive aspect. Data of students’ achievement were analyzed by using prerequisite testing and hypothesis testing. Based on the data obtained, control group and experimental group were normal and homogeny. There was significant difference on achievement of students who were taught by using Predict-Observe-Explain (POE) with students who learn by using conventional teaching method. The average of control group was 26.15 and the average of experimental group was 32.69. the result showed that experimental group’s achievement was higher that control group. Keywords: Predict-Observe-Explain (POE), student’s achievement and Simulasi Digital .
Pengembangan Film Pembelajaran Musim Penghujan Pada Tema Peristiwa Alam Untuk Siswa Kelas I Sekolah Dasar Laboratorium UNDIKSHA Singaraja Juni Sugiarsana, I Ketut; Mahendra Darmawiguna, I Gede; Agus Wirawan, I Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 4, No 1 (2015)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v4i1.19792

Abstract

This current study aimed at (1) developing the Learning Film of Rainy Season In Natural Phenomena Theme For First Grade Students of Laboratory Elementary School UNDIKSHA Singaraja; (2) describing the students' responses to the development of the Learning Film of Rainy Season In Natural Phenomena Theme For First Grade Students of Laboratory Elementary School UNDIKSHA Singaraja. The type of the study was Research and Development Study (R & D) with  ADDIE model (Analysis, Design, Development, Implementation, Evaluation). This study involved the students of First Grade Students of Laboratory Elementary School UNDIKSHA Singaraja in academic year 2013/2014. The data are collected by using interviews, questionnaires, and documentation. The data validation of the Learning Film of Rainy Season In Natural Phenomena Theme was collected from the experts’ assessment using questionnaires. The data of the criteria of the Learning Film of Rainy Season In Natural Phenomena Theme were collected from the students’ responses that analyzed by descriptive qualitative. The result of the study showed that the Learning Film of Rainy Season In Natural Phenomena Theme was in very good criteria. This result based on the test from content expert, the test from media experts and students’ responses. In terms of contents contained in the film and the media design or film display, this Learning Film of Rainy Season In Natural Phenomena Theme was in very good criteria. Based on the analysis of 70 students’ responses known that  61 students stated that the Learning Film of Rainy Season In Natural Phenomena Theme was in very good criteria, two students stated that it was in good criteria, one student stated that it was in quite good criteria, one student stated that it was in not good criteria, and 5 students stated that it was in not very good criteria. The conclusion were the Learning Film of Rainy Season In Natural Phenomena Theme For First Grade Students of Laboratory Elementary School UNDIKSHA Singaraja was developed successfully, and the students' responses to the Learning Film of Rainy Season In Natural Phenomena Theme For First Grade Students of Laboratory Elementary School UNDIKSHA Singaraja was described successfully too.
AUGMENTED REALITY BOOK PENGENALAN KONSEP DAN PERLENGKAPAN SUBAK Merta, I Gede; Crisnapati, Padma Nyoman; Gede Sunarya, I Made; Mahendra Darmawiguna, I Gede
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 4, No 2 (2015)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v4i2.19771

Abstract

Subak is one of the traditional institutional asset which proved to be effective to support agriculture and rural development in Bali. As its uniqueness, this socio-agrarian-religious organizations is able to attract the tourists to visit Bali. Not only tourists, the experts of agriculture and rural development; social and anthropology scientists; as well as the observer of technical irrigation also not miss to make Subak as their research object. The positive image of Subak is getting increased after it crowned as a world cultural heritage by UNESCO on June 29, 2012. Nevertheless, the younger generation of Bali seemed still antipathy towards sustainability of Subak. That circumstance was trigger the birth of this study that aimed to design and implement the application of introduction to the concept and equipments of Subak by utilizing augmented reality technology.The research that combines technology into the framework of cultural preservation like this is using research and development method.Meanwhile, the application of introduction to the concept and equipments of Subak that generated from this study was developed with the waterfall model. There are some tools that utilized to develop this application, such as Blender, Vuforia and Unity 3D.The output of this research are a book and an android application. This android application will help us to display the 3D objects of the concept and equipments of Subak followed by the narration audio in English as an additional feature that distinguishes this book with other conventional books. Based on the test results, this application will only well-running on mobile devices that carry the Android operating system at least version 2.2. The entire additional features such as navigation buttons and narration audio run properly on all mobile devices that are used in the testing.
PENGEMBANGAN INTERAKTIF LIVE CHESS BERBASIS AUGMENTED REALITY ., Kadek Ningsih; ., I Gede Mahendra Darmawiguna, S.Kom, M.Sc; ., I Made Agus Wirawan, S.Kom, M.Cs
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 6, No 2 (2017)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v6i2.11626

Abstract

Catur merupakan permainan pikiran yang dimainkan oleh dua orang dimana dalam permainannya para pemain dituntut untuk berpikir ekstra dan memiliki kejelian untuk dapat menguasai permainan, membaca karakteristik lawan dan memperhitungkan dengan jeli tiap langkah yang akan diambil. Banyak anak-anak yang menganggap catur sebagai permainan kaum tua dan lebih cenderung menganggap catur sebagai permainan dari orang-orang cerdas. Dengan adanya aplikasi ini diharapkan marker mampu mengidentifikasi buah catur (bidak) dengan baik sehingga kedepannya dapat menciptakan permainan catur yang tidak membosankan dan dapat menarik minat kaum muda untuk mulai mengenal permainan catur, sehingga catur kembali populer dan tidak lenyap ditinggalkan masyarakat sebagai salah satu budaya/permainan rakyat yang ada secara turun temurun. Metode yang digunakan adalah penelitian dan pengembangan dengan menggunakan proses System Development Life Cycle dalam bentuk sekuensial linier atau model air terjun (waterfall). Sekuensial linier mengusung sebuah pendekatan pada pengembangan perangkat lunak secara sistematik dan sekuensial dengan tingkatan 1)analisis, 2)desain, 3)kode, 4)pengujian, dan 5)pemeliharaan. Produk akhir dari penelitian ini berupa aplikasi permainan catur yang bisa dimainkan secara langsung dan bersifat interaktif serta dapat dipasang pada smartphone android. Dimana buah catur dibuat berbentuk 3 dimensi menyesuaikan dengan kearifan lokal daerah Bali. Aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan permainan catur.Kata Kunci : Catur, Objek 3 Dimensi, Interaktif Augmented Reality, Android. Chess is a mind game played by two people in which players are required to think thoroughly and able to see chances in order to be on top of the game, read opponent’s characteristics and meticulously calculate every step taken. Many kids think that chess is for older generation and only for clever ones. Therefore, this application was made to identify pawns through markers so it would be interesting and makes people want to play cause it will not be boring nor hard. It will also help chess to gain its popularity so it will not be vanished as a part of cultural games. The method used in this research were research and development by using system development life cycle process in form of linier sequence or waterfall model. Linier sequence has an approach on software development stages, 1)analysis, 2)design, 3)code, 4)testing, and 5)maintenance. The final product of this research is a chess game application which can be played directly and interactively also can be installed in android smartphone. The pawns were made into three dimensional object which convenient with Balinese local genius. The application can be used as a media to introduce and preserve chess as a cultural game.keyword : Chess, Three-dimensional Object, Interactive Augmented Reality, Android
THE INFLUENCE OF APPLICATION LEARNING MODELS BY INTERACTIVE CONCEPTUAL INSTRUCTION (ICI) BASED ON LEARNING RESULTS INFORMATION AND COMMUNICATION TECHNOLOGY IN VIII GRADE STUDENT OF SMPN 6 SINGARAJA Alit Suryawan, Ngurah
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 1, No 1 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i1.19560

Abstract

The purpose of this study was to (1) knowing about the influence of application learning models by interactive conceptual instruction (ICI) based on learning results information and communication technology in VIII grade  student of SMPN 6 Singaraja and (2) knowing the student respond about the influence of application learning models by interactive conceptual instruction (ICI) based on learning results information and communication technology in VIII grade student of SMPN 6 Singaraja.The type of this study is apparent experimental research study design used by Posttest-Only Control Group Design. The population of this study was the VIII grade student of SMPN 6 Singaraja in odd semester academic year 2011/2011 sample of this study using student of VIII b1 grade as a exsperimental group and VIII B4 grade as a control group with the total number of students are 66 people. The end of the lesson both sample classes given a trial skill tests (psychomotor) and multiple-choice tests (cognitive) using the same instrument. Before the cognitive question were used for the test, it has been analyzed using the analysis of qualitative and quantitative. The data collection which mine done by multiple-choice test method for one correct answer is used for the cognitive measure, and psychomotor test to measure the domain of psychomotor skills. Test method was performed to obtain the final value after the data were treated in the experimental group and control group. Prior to analysis test conducted prerequisites that includes a test for normality and homogeneity test. Then analyzed the data using the ttest. While for the response using the the questionnaire method.Based on the results of tests of normality and homogeneity of the test result data from the two groups, obtained the data sample are both normal and homogeneous. The test of hypotesis used t-test. The results of calculations obtained t-observed = 3,088091 while the value of t-table = 1,99773, so t-observed > t-table so Ho rejected and Ha be accepted. While as many 6% of students responded very positively, 67% of students responded positively, 27% of students responded quite positively. Thus, it can be concluded that there is a significant influence on the application of learning models interactive conceptual instruction (ICI) based on learning results information and communication technology in VIII grade student of SMPN 6 Singaraja.  
THE DEVELOPMENT OF DECISION SUPPORT SYSTEM USING TOPSIS (TECHNIQUE FOR ORDER PREFERENCE BY SIMILARTY TO IDEAL SOLUTION) METHOD FOR TENDER PROCUREMENT PROJECT (A Case Study in Health Polytechnic Denpasar) Gede Palguna, Ida Bagus
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 1, No 5 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i5.19571

Abstract

Nowadays, the auction of goods / services are often done by arranging directly a meeting between goods / services providers and consumers. Arranging a meeting between goods / services providers and consumers directly have some weaknesses; one of them is the probability of conspiracy. It will take a long time if there are a lot of participants of tenders and it sometimes makes them tired of waiting. Besides that, the difficulty which is usually faced by the consumers is they often face a situation where they have to choose one of choices provided. In taking a decision for the best choice, the data and information which have been measured by certain value are needed. The capability of taking a right decision is really needed. The decision support system as one of approaches to solve the problems above has to be very effective and efficient which be able to ease the committee to decide the winner of the tender. The process of taking the decision by using TOPSIS (Technique for Order Preference by Similarity to Ideal Solution) method uses several stages of System Development Life Cycle (SDLC) procedure. The stages of SDLC used consist of (1) the stage of collecting data by using library research method, observation and interview, (2) the stage of software requirement analysis by using TOPSIS method, (3) the stage of software designing, (4) the stage of developing or software implementation, and the last stage (5) testing stage. This software is implemented by using web-based application with the PHP programming language and MySQL as its database. The result of the implementation of the method and application is the decision support system which can be operated easily and helpful in taking the decision. It also makes the process of tender selection in Health Polytechnic Denpasar which usually takes a long time and boring becomes more efficient and effective.
Sharing Screen Capture Android Application Uttaram, I G.; Mahendra Darmawiguna, I Gede; Gede Sunarya, I Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 2, No 5 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i5.19666

Abstract

Currently education and technology are something that is very closely related. Education would become more interesting through technology. Class activities in the learning process become more interactive by using projector in presentation. Therefore, the teacher easily teaches the knowledges to the students because they use more imaginative audio and visual media. At this time, mobile devices has become a primary needs. The children, teenagers, and adults use it very well, such as notebooks, smartphones, and tablet pc. Especially with the spread of the android os as public resources, thus making the penetration of mobile devices such as smartphones and tablet pc are becoming increasingly vociferous. Even the mobile world has created a new mobile device that term "phablet" (phone tablet). Therefore, it is possible to use these tools to better facilitate the learning process and making it easier for application development, particularly for educational applications . This research aims to (1) design a Capture Screen Sharing application, (2) implement Capture Screen Sharing application design. The research methods used in this research is the development. Sharing Screen Capture is an application that will be developed by the researcher using android os to simplify the presentation process. This application is expected alternative to replace the projector with mobile devices and simplify the learning process for using mobile devices owned by students in showing the presentations from teachers's android devices which connected to the same wireless network.
PENGEMBANGAN MEDIA SOSIAL PARIWISATA DENGAN LOCATION BASED SERVICE PADA PERANGKAT MOBILE BERBASIS ANDROID Edi Lesmana, Kadek
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.v2i1.19747

Abstract

Perkembangan pariwisata banyak memberi dampak positif bagi daerahtujuan wisata. Pariwisata memberikan manfaat pada penjualan, lapangan kerja,pendapatan pajak dan penghasilan dalam suatu daerah. Berbagai pihak terkaitberusaha memanfaatkan teknologi yang ada guna meningkatkan perkembanganpariwisata salah satunya dengan memanfaatkan media sosial. Penggunaan mediasosial disamping untuk tujuan promosi, media sosial juga dapat dikembangkansehingga mampu memberikan informasi geografis. Salah bentuk layanan yangmemanfaatkan informasi geografis adalah location based service (LBS) ataulayanan berbasis lokasi. Penggunaan LBS memungkinkan sistem informasigeografis untuk dapat memberikan informasi yang lebih berfokus pada daerahdisekitar posisi pengguna. LBS banyak dikembangkan pada aplikasi mobileberbasis android. Android merupakan salah satu sistem operasi yang banyakdigunakan pada perangkat mobile sebab android memiliki banyak kelebihandiantaranya memiliki tools yang lengkap dalam pengembangan aplikasi sertaberlisensi open source. Dengan adanya suatu media sosial khusus pariwisata yangmemiliki berbagai kelebihan seperti penggunaan sistem informasi geografis danLBS yang dikembangkan pada perangkat mobile berbasis android serta fasilitasbagi pengguna untuk turut memberikan informasi mengenai tempat tujuan wisatabaik berupa keberadaan tempat wisata, ulasan, saran, keluhan ataupunrekomendasi suatu tempat menjadi tempat yang menarik untuk dikunjungi akanmembantu para wisatawan lebih mengenal daerah tujuan wisata yang akandikunjungi.
Pengaruh Penerapan Model Pembelajaran Quantum Teaching Terhadap Hasil Belajar Teknologi Informasi dan Komunikasi (TIK) Siswa Kelas XI SMAK Santo Paulus Singaraja Tahun 2014/2015 Dwismara Putra, Nyoman Ari; Arthana, I Ketut Resika; Santyadiputra, Gede Saindra; Sugihartini, Nyoman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 4, No 5 (2015)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v4i5.6621

Abstract

mengetahui pengaruh penerapan model pembelajaran Quantum Teaching terhadap hasil belajar Teknologi Informasi dan Komunikasi (TIK) siswa kelas XI SMAK Santo Paulus Singaraja Tahun Ajaran 2014/2015 serta untuk mengetahui respon siswa kelas XI SMAK Santo Paulus Singaraja Tahun Ajaran 2014/2015 terhadap penerapan model pembelajaran Quantum Teaching dalam mata pembelajaran Teknologi Informasi dan Komunikasi (TIK). Jenis penelitian ini adalah eksperimen semu dengan rancangan penelitian desain Posttest-Only Control Group Design. Populasi dalam penelitian ini yaitu seluruh peserta didik kelas XI SMAK Santo Paulus yang terdiri dari 2 kelas yaitu kelas XI IPS dan IPB yang berjumlah 29 orang sedangkan sampel dalam penelitian ini yaitu 14 siswa kelas XI IPS sebagai kelas eksperimen dan 15 siswa kelas XI IPB sebagai kelas kontrol. Variabel bebas adalah model pembelajaran Quantum Teaching dan Konvensional. Metode pengumpulan data dilakukan dengan metode observasi, tes, dan angket respon. Teknik analisis data yang digunakan yaitu dengan uji prasyarat yang meliputi uji normalitas, homogenitas, dan hipotesis sedangkan untuk respon menggunakan metode angket. Hasil penelitian menunjukkan bahwa, (1) model pembelajaran Quantum Teaching berpengaruh signifikan terhadap hasil belajar siswa yang dilihat dari hasil perolehan thitung > ttabel yaitu 2,671 > 2,153 (2) diperoleh 7 siswa (50,00%) merespon sangat positif, 6 siswa (42,86%) merespon positif, dan 1 siswa (7,14%) merespon cukup positif dengan diterapkannya model pembelajaran Quantum Teaching. Kata kunci : Quantum Teaching, hasil belajar, respon siswa Abstract – The purpose of this study was to find out the effect of the application of Quantum Teaching learning on learning outcomes of IT (Information Technology) for eleventh grade students of SMAK Santo Paulus Singaraja Academic Year 2014/2015 and to find out the response of the application of Quantum Teaching learning for the eleventh grade students of SMAK Santo Paulus Singaraja Academic Year 2014/2015 in IT subject. This research was a quasi-experimental study and the design which applied in this research was Posttest-Only Control Group Design. The population in this study was the whole eleventh grade students of SMAK Santo Paulus Singaraja which consisted of two classes of XI IPS and IPB, amounting to 29 students while the sample in this study was 14 students of XI IPS as an experimental class and 15 students of XI IPB as the control class. The independent variable were the Quantum Teaching learning and Conventional learning. The data were collected through observation, test, and questionnaire responses. The data analysis technique that was used was the prerequisite test that included testing normality, homogeneity, and hypotheses, whereas for a response using questionnaire. Results indicated that, (1) Quantum Teaching learning significantly affected the students’ learning outcomes that can be shown through the result of thitung > ttabel specifically 2,671 > 2,153 , (2) there were 7 students (50,00%) who responded very positively, 6 students (42,86%) who responded positively, and 1 student (7,14%) who responded quite positively with the implementation of the application of Quantum Teaching learning. Keyword : Quantum Teaching, learning outcomes, student’s response
DEVELOPMENT OF TEXT MINING APPLICATION WITH ASSOCIATION RULE METHOD FOR DOCUMENTS SEARCHING Purnama Sari, Kadek Indah
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.v1i4.19531

Abstract

This study aimed in: (1) Designing Text Mining Applications With Association Rule Methods for Documents Searching. (2) Implementing Text Mining Applications With Association Rule Methods for Documents Searching. In the design and implementation, researcher was using Text Mining with  Association Rule Analysis Method which has three stages: (1) Parsing Text, (2) Stopwording, (3) Stemming. The input of this application is Indonesian language text, whereas the output is searching result which are documents to be searched. The testing process used blacx box testing (functional) and the white box testing (conceptual / structural). The results of this research is the Text Mining Applications With Association Rule Methods for Documents Searching named “Text Miner”, which is implemented by using the Delphi 7 programming language. Based on trial results, it is known that the application "Text Miner" has been able to do  searching well so that it can be concluded that the application"Text Miner " can help to search documents.

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