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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
Pengembangan Game Edukatif Instalasi Ubuntu Desktop Gede Agus Khusuma Wardana
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 ACCELERATED LEARNING MODEL MASTER TYPE TO IMPROVE THE MOTIVATION AND ICT LEARNING ACHIEVEMENT OF VIII B CLASS STUDENTS OF SMP NEGERI 1 SAWAN IN SEMESTER II IN THE ACADEMIC YEAR OF 2011/2012 Nyoman Satiawan
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.v1i4.19588

Abstract

This research was aimed at: 1) improving students’ learning motivation at class VIII B of SMP Negeri 1 Sawan in the academic year of 2011/2012 in ICT subjects through the implementation of Accelerated Learning model MASTER type, 2) improving students’ learning achievement at class VIII B of SMP Negeri 1 Sawan in the academic year of 2011/2012 in ICT subjects through the implementation of Accelerated Learning model MASTER type, and 3) to find out students’ response toward the implementation of Accelerated Learning model MASTER type.  This study was a Classroom Action Research (CAR), in which the subjects of this research were class VIII students of SMP Negeri 1 Sawan in second semester in the academic year of 2011/2012.The objects of study were students’ learning motivation, students’ learning achievement, and students’ responses toward the implementation of Accelerated Learning model MASTER type. Data of learning motivation were collected by using questionnaire of ICT learning motivation; data about the students’ learning achievement were obtained through cognitive tests, and observation sheets for affective and psychomotor. Meanwhile, the data of students’ response were collected by using closed questionnaire at the end of the second cycle or at the end of the study. Furthermore the data obtained were analyzed descriptively. The results showed that: 1) there was an improvement on the students' learning motivation, it could be seen from the mean score of learning motivation on cycle I, that was 53.75 with a high category, while in the cycle II improved to 56.47, it was also considered as high category as well, 2) the mean score of students’ learning achievement improved 7,44, from 73.95 in cycle I to 81.39 in cycle II. Classical completeness increased by 36,11%, students who are in category finished in the cycle I is 63,89% and increased in the cycle II to 100%  3) the students’ response to the implementation of Accelerated Learning model MASTER type on ICT subjects were positive with mean score of 63.17.
IMPLEMENTATION OF COOPERATIVE LEARNING MODEL TYPE TWO STAY TWO STRAY (TS TS) TO INCREASE ACTIVITY AND ACHIEVEMENT OF INFORMATION AND COMMUNICATION TECHNOLOGY (ICT) STUDENT CLASS X.4 SMA NEGERI 1 SUKASADA Komang Agus Suprianto
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.v1i5.19590

Abstract

This research aims to (1 ) increase ICT learning student activities class X.4 SMA Negeri 1 Sukasada  through implement model two stay two stray,   (2 ) increase ICT student achievement class X.4 SMA Negeri 1 Sukasada through implement model two stay two stray and (3 ) Know student response class X.4 SMA Negeri 1 Sukasada through implement model two stay two stray  in ICT learning. This research is Classroom Action Research  that consisting of two cycles. Each cycle consists of four stages: action plannings, action performing, observation and evaluation, and reflection. Subjek of this research is student class X.4 SMA Negeri 1 Sukasada school year 2011 / 2012 as much 32 person. while the research object are (1 ) learning student activities, (2 ) Students Achievement and (3 ) student response to ICT learning through  two stay two stray model .  Data about activity and  student achievement student were gathered through testing and observation methods and student response data be gathered through questionnaire. The data collected were analyzed using descriptive analysis. The results of this research indicate that increased student learning outcomes, in the first cycle average learning outcomes and student of classical completeness 76.88 and 75% in the second cycle to be 80.23 and 87.5%, for learning activities on sikus I at 8.25 on a 9.48 second cycle. The results of the analysis of students' response to the application of the two stay two stray learning in teaching ICT was positive with an average score of 39.47.
THE IMPLEMENTATION OF COURSE REVIEW HORAY MODEL IN TIK SUBJECT TO IMPROVE THE LEARNING RESULTS OF CLASS X5 OF SMA NEGERI 2 SINGARAJA Gde Ambara Putra
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.v1i4.19591

Abstract

This research was aimed at (1) improving the students’ learning results in TIK subject of class X5 SMA Negeri 2 Singaraja through the implementation of course review horay models (2) investigating the students’ response of class X5 SMA Negeri 2 Singaraja toward the implementation of course review horay models in TIK subject.  The design of the research was a Classroom Action Research which consisted of two cycles.  Each cycle consisted of four steps namely planning, action, observation and evaluation, and reflection. The subject of this research was the students of class X5 SMA Negeri 2 Singaraja in academic year 2011/2012. The class consisted of 35 students.  Meanwhile, the objects of this research were (1) students’ learning results and (2) students’ response toward the implementation of course review horay models in TIK subject. The data of students’ learning results in TIK subject were collected through the test and observation, and the data of students’ response were collected through questionnaire. The collected data was analyzed by using descriptive analysis.  Based on the analysis of data obtained, this research showed that the students’ learning results got improvement. Cycle I, the mean of students’ scores was 78,46 and the percentage of students’ classical success was 71,42%, as for cycle 2, the mean of students’ scores was 84,88 and the percentage of students’ classical success was 85,71%. The students’ responses toward the implementation of course review horay models in TIK subject come in positive category with a mean of 65.  
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 Made Agus Janardana
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.
PENERAPAN MODEL PEMBELAJARAN BERBASIS PROYEK (PROJECT BASED LEARNING) UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR SISWA KELAS VIII E PADA MATA PELAJARAN TEKNOLOGI INFORMASI DAN KOMUNIKASI SMP NEGERI 3 SINGARAJA SEMESTER GENAP TAHUN AJARAN 2011/2012 I Ketut Ayu Mustika Parwita Dewi
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.v1i5.19593

Abstract

Penelitian ini bertujuan untuk: 1) meningkatkan motivasi siswa, 2) meningkatkan hasil belajar siswa, dan 3) mendeskripsikan tanggapan siswa terhadap penerapan model pembelajaran berbasis proyek Subjek penelitian ini adalah siswa kelas VIIIE SMP Negeri 3 Singaraja pada semester genap tahun ajaran 2011/2012. Penelitian ini dilakukan dalam dua siklus pembelajaran dengan tahapan tiap siklus yaitu perencanaan, tindakan, observasi/evaluasi, dan refleksi. Data hasil belajar diperoleh melalui tes hasil belajar setiap akhir siklus. Data motivasi belajar dikumpulkan dengan menggunakan angket. Data tanggapan siswa dikumpulkan melalui angket. Data-data yang telah dikumpulkan tersebut, selanjutnya dianalisis secara deskriptif. Hasil analisis data menunjukkan: 1) penerapan model pembelajaran berbasis proyek meningkatkan nilai rata-rata hasil belajar siswa, yaitu dari 76,05 dengan ketuntasan klasikal 72,73% pada siklus I menjadi 82,42 dengan ketuntasan klasikal 100% pada siklus II, 2) penerapan model pembelajaran berbasis proyek meningkatkan nilai rata-rata motivasi belajar TIK siswa, yaitu dari 75,39 dengan standar deviasi 11,10 yang berada pada kategori tinggi pada siklus I menjadi 83,58 tandar deviasi 9,65 dengan kategori juga tinggi pada siklus II, 3) tanggapan siswa terhadap penerapan model pembelajaran berbasis proyek sebesar 42.58 dengan kategori positif.
The Implementation of Cooperative Learning of Numbered Head Together (NHT) Efforts to Improve Activity and Learning Results of Class VII A Students on Subjects of ICT (Information and Communication Technology) of SMP Saraswati Singaraja at the Academic Year 2011/2012 Made Suci Ariantini
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.v1i4.19594

Abstract

The classroom action research (CAR) was aimed at 1) improving the students’ activity through The Implementation of Cooperative Learning of Numbered Head Together; 2) improving the students’ learning results through The Implementation of Cooperative Learning of Numbered Head Together; 3) to know students’ responses towards through The Implementation of Cooperative Learning of Numbered Head Together. NHT has four stages, namely: the numbering (numbering), the questioning (questioning), to think together (heads together) and giving the answer (answering).The current research was a CAR in which the subjects of the study were the class VII A students of SMP Saraswati Singaraja at the academic year 2011/2012 with the object of the study being the students’ activity to learn, their learning results and students responses in the standard of competence to practice basic computer skills. Data collection activities using observation sheets, the learning to use the test results of quizzes, worksheets and tests student evaluation, students’ responses using a questionnaire. The learning activity data were collected using observation sheets, student learning outcome data obtained through the tests quizzes, group worksheet and evaluation tests. As for the student response data retrieval using a questionnaire. The results showed that: 1) there was increased activity of student learning outcomes, it can be seen from the average yield earned on learning activity cycle of 12.5 with a category I active enough while in the second cycle of 15.2 with the active category; 2) the average grade has increased by 20% ie from 68 in cycle I to 86 in the second cycle to complete qualifications, while the classical completeness of the cycle I increased by 39% to 86% in cycle II; 3) students’ response to the application of cooperative learning model of NHT on the subjects of ICT, especially in the standard of competence to practice basic computer skills is positive with an average of 44.
The Application Of “IMPROVE’ Learning Model Toward Information And Communication Technology Subject To Improve Critical Thinking Ability And Student Learning Outcomes in Grade VIII B1 Of SMP Negeri 4 Singaraja In Academic Year 2011/2012 Ni Nengah Dwi Apriani
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.v1i4.19595

Abstract

This Classroom Action Research was aimed at: 1) increasing students' critical thinking skills through IMPROVE learning model, 2) improving students’ learning outcomes through IMPROVE learning model, 3) describing the response of students to the IMPROVE learning model. This study was a Class Action Research (PTK), the place of the research was in SMP Negeri 4 Singaraja and was implemented in semester 2 in academic year 2011/2012.  The subjects of research were the students in grade VIII B1 of SMP Negeri 4 Singaraja in Academic Year 2011/2012 with the objects of research were in the form of critical thinking skills and student learning outcomes. Data of the critical thinking skills were collected using observation sheets, for student learning outcomes data were collected through the learning result test, while for the students’ response data retrieved using the enclosed questionnaire. The data collected was analyzed using descriptive analysis.          The result of the research showed that: (1) the increasing in the average students' critical thinking skills in information and communication technology subject from cycle I was 9,66 with a high qualification became 12,41 with a very high qualification in cycle II, (2) The student learning outcomes have increased from cycle I at 73,5 became 89,83 in cycle II. The classical completeness in cycle I at 68,75% increased to 100% cycle II, (3) The response of students to the IMPROVE learning models in ICT subjects were at a very positive qualification with an average of 49.97
PENGEMBANGAN SCHOOL MOBILE LEARNING PADA MATA PELAJARAN KETERAMPILAN KOMPUTER DAN PENGELOLAAN INFORMASI DI SMK NEGERI 1 SUKASADA Raden Ayu Kristi Kurniawati
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.v1i4.19596

Abstract

This research was aimed to : (1) designing application of school mobile learning of KKPI subject in SMK Negeri 1 Sukasada (2) implement application school mobile learning of KKPI subject in SMK Negeri 1 Sukasada (3) studying the response of the students class XII Multimedia 2 to the application school mobile learning of KKPI subject in SMK Negeri 1 Sukasada.  The subject of this research are all student of Multimedia 2 class XII in SMK Negeri 1 Sukasada academic year 2012/2013 which are 21 peoples. This research is research and development (R&D The data collected include students’ response data towards the development of application school mobile learning with the use of Mastery Learning by descriptively. The data of students’ response were analyzed by descriptive The software is built in the form of a website for data processing. While learning the use of School Mobile Learning applications are integrated on the phone, so that the students can using the application School Mobile Learning anytime and anywhere. The system was developed by DFD (Dataflow Diagram) is used to design the system using J2ME and PHP as the programming language and MySQL for database.  The result of this research that student’ response to the application of School Mobile Learning of KKPI subject with the use of Mastery Learning are positive categorized.
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 Ni Putu Hermi Witari Lastri
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.

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