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Didaktik : Jurnal Ilmiah PGSD STKIP Subang
ISSN : 2614722X     EISSN : 24775673     DOI : https://doi.org/10.36989/didaktik
Core Subject : Education,
Didaktik : Jurnal Ilmiah PGSD STKIP Subang adalah salah satu jurnal yang dterbitkan oleh STKIP Subang, jurnal ini mempunyai bidang cakupan yaitu Penelitian Pendidikan. Terbit pada bulan Juni dan Desember setiap tahunnya. Didaktik : Jurnal Ilmiah PGSD STKIP Subang melalui proses review oleh dua reviewer sesuai bidang keahlianya. Jurnal didaktik telah terindex oleh Google Sholar dan ROAD. Adapun P-ISSN dari Didaktik : Jurnal Ilmiah PGSD STKIP Subang yaitu 2477-5673, serta E-ISSN dari Didaktik : Jurnal Ilmiah PGSD STKIP Subang yaitu 2614-722X. Website jurnal yang digunakan yaitu https://jurnalstkipsubang.ac.id dengan versi OJS ke 2.0, kemudian dirubah domain dan hosting ke alamat https://journal.stkipsubang.ac.id dengan versi OJS 3.0, sehingga kebanyak histori dan jumlah kunjungan berada pada domain https://jurnalstkipsubang.ac.id, namun dikarenakan ada masalah integrasi dari yang lama ke yang baru, sehingga kami menggunakan versi OJS 3.0 di domain baru. Dan menggunakan quicksubmit di OJS yang baru.
Articles 7,112 Documents
HUBUNGAN DURASI MENONTON TIKTOK DENGAN PRODUKTIVITAS TUGAS KULIAH MAHASISWA PGSD UNIVERSITAS RIAU Ninyda Destri Nur Rizkya; Jesi Alexander Alim; Zakiah Ulya
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8328

Abstract

The rapid development of information technology has brought significant changes in the patterns of social interaction, including among students. One of the most popular social media today is TikTok, which not only functions as entertainment but also as a means of communication, information, and learning. However, the high intensity of TikTok use can affect students' academic productivity, especially in terms of time management and completing college assignments. This study aims to determine the relationship between TikTok viewing duration and the productivity of college assignments of students in the Elementary School Teacher Education Study Program (PGSD) FKIP University of Riau. The research method used is quantitative with a correlational approach. Data were collected through a Likert-scale-based questionnaire distributed to 48 PGSD students from the classes of 2023, 2024, and 2025. The results of the descriptive analysis showed that the majority of respondents had a high intensity of TikTok use, with 60% of respondents in the score categories 4 and 5. The results of the Spearman correlation test showed a value of r = 0.523 with a significance of p < 0.001, which means there is a positive and significant relationship between TikTok viewing duration and student college assignment productivity. This study emphasizes the importance of time management and wise use of social media so that TikTok use can support, rather than hinder, students' academic productivity.
ANALISIS KECANDUAN GAME ONLINE PADA SISWA DAN STRATEGI GURU BK DALAM PEMBERIAN LAYANAN BK Ade Chita Putri Harahap; Abdul Halim; Alifia Azizah Ilmi; Mira Dena Putri Panggabean; Nur Azizah; Rizka Aulia Yanda
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 2 (2023): Volume 09 No 02, Juni 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i2.833

Abstract

Kecanduan game online adalah gangguan control impulsive penggunaan game online secara berlebihan serta tidak normal, kecanduan dapat membuat perilaku terus-menerus yang tidak baik serta berdampak pada sendiri yang mana individu akan sulit untuk menghilangkan perilaku tersebut. Beberapa kegiatan layanan yang telah diberikan oleh guru BK kepada siswa untuk mengurangi tingkat kecanduan game online berupa bimbingan klasikal, konseling individual, dan bimbingan kelompok, Bermain game online memiliki dampak positif dan negatif. Namun, di kalangan siswa game online lebih dominan memberikan dampak negatif daripada positif. Maka dari itu, strategi guru BK sangat perlu agar dampak negatif dari game online di kalangan siswa dapat dikurangi
ANALISIS OTOT QUADRICEPS FEMORIS TERHADAP FLEKSIBILITAS DAN KONTROL GERAKAN KAKI TAEKWONDO Bernatdinus Rahmat Telaumbanua; Nada Misva Sebayang; Sandrina Malakiano Naibaho; Revaldo Stevanus sinaga; Mahmudim Matondang; Asep Prima
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Order
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.8331

Abstract

This study aims to analyze the influence of the quadriceps femoris muscle on the flexibility and control of leg movements in Taekwondo athletes. The approach used is descriptive quantitative research combined with a review of biomechanics and sports physiology literature. The research subject is a single Taekwondo athlete, Ahmad Jibril (20 years old; height 167 cm; weight 67 kg), who underwent quadriceps strengthening training for two weeks with three main exercise variations: squats, lunges, and vertical leg kicks. Data were collected through knee movement angle measurements using a goniometer and video observation. The results show an increase in flexibility angles from an average of 82.4° to 169.5°, as well as more stable movement control in the ap chagi and dollyo chagi kicks. Literature review supports these findings, indicating that the strength and flexibility of the quadriceps muscles have a positive correlation with the speed and accuracy of kicks. It can be concluded that quadriceps strengthening exercises The quadriceps femoris has a significant effect on improving flexibility and leg movement control in Taekwondo athletes.
PENGEMBANGAN MEDIA WAYANG SUKET PENGEMBANGAN MEDIA WAYANG SUKET UNTUK MENINGKATKAN KEPEDULIAN LINGKUNGAN DI KELAS IV MI AL-HUDA PLOSO PACITAN : DEVELOPMENT OF SUKET WAYANG MEDIA TO IMPROVE ENVIRONMENTAL CONCERN IN GRADE IV OF MI AL-HUDA PLOSO PACITAN Biqi Zain; Rimba Maulana; Aziz Assa’diy
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8332

Abstract

This study aims to determine the effect of wayang suket media on the level of environmental awareness among fourth-grade students at MI Al-Huda Ploso Pacitan. Sampling was conducted using a questionnaire given to 10 fourth-grade students. The subjects of this study were 10 fourth-grade students. The results showed that the students' level of environmental awareness increased significantly, as evidenced by the results of expert validation of the material, which scored 93.75% across all aspects, meeting the “Valid” criterion, and expert validation of the media, which scored 91% across all aspects, also meeting the “Valid” criterion. The measurement of the suitability of the suket puppet media by teachers obtained a score of 100% for all aspects with a criterion of “Very Suitable”. Student responses to the attractiveness of the product showed maximum results with an average of 98.7% for all aspects with a criterion of “Very Attractive”. It can be concluded that the suket puppet media for teaching norms in life is very attractive to be applied in learning. The level of student awareness after the implementation of the suket puppet media material on norms in life showed an increase in each student with an average of 90%, which falls under the “High Increase” criterion.
GAMIFIED LEARNING IN SPEAKING CLASS: INVESTIGATION OF OUTCOMES AND STUDENTS’ FEEDBACK AT TENTH GRADE STUDENTS OF SMAN 1 KOTA BENGKULU Vera Dwi Putri
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.8339

Abstract

This study aims to analyze the effect of game-based learning (gamified learning)on improving eighth-grade students' speaking skills in English lessons at SMAN 1Bengkulu City and to determine students' perceptions of the method'simplementation. This study used a mixed-methods approach by combiningquantitative and qualitative data. Quantitative data were obtained throughspeaking tests (pre-test and post-test) and questionnaires with 20 Likert scalestatements, while qualitative data were collected through semi-structuredinterviews and classroom observations. The pre-test results showed an averagestudent score of 50.33 with a dominant category of "sufficient" (40%), while thepost-test results increased significantly with an average of 84.00 and a dominantcategory of "very good" (50%). Descriptive statistical analysis also showed that allaspects of speaking skills improved, with the highest scores in the aspects of taskcompletion (mean 4.47) and interaction engagement (mean 4.40). Observationalresults showed that the majority of students participated actively, focused, andenthusiastically, while interviews revealed that students felt more motivated,confident, and brave in speaking English through games. Thus, gamificationlearning has been proven to be effective in improving speaking skills while creatinga fun learning atmosphere.
PENGEMBANGAN SCRAPBOOK BERBASIS PERMAINAN EDUKASI UNTUK MENINGKATKAN PEMAHAMAN KONSEP MATERI BILANGAN KELAS 1 SDN 1 TUNJUNGAN Siti Try Zulmaningsih
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 2 (2023): Volume 09 No 02, Juni 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i2.834

Abstract

Pelajaran matematika merupakan pelajaran yang perlu diberikan pendampingan. Maka diperlukan media pembelajaran, yang merupakan alat bantu guru dalam mengajar (gambar, model, benda atau alat lainya) yang dapat memberikan pengalaman konkrit, motivasi belajar, dan meningkatkan daya ingat siswa Pakpahan (2022). Penggunaan media scrapbook berbasis permainaan edukasi merupakan salah satu solusi untuk membuat peserta didik mampu memahami materi pelajaran dengan baik. Latar belakang yang mendorong penelitian ini adalah masih ada siswa yang belum mampu memahamai konsep khususnya pada materi bilangan dikarenakan penyampaian guru yang masih bersifat monoton dan belum menggunakan media pembelajaran yang menarik, dikarenakan dalam pelajaran matematika diperlukan contoh kongkrit yang dapat memudahkan siswa dalam memahami permasalahan dalam pelajaran matematika.. Penelitian ini bertujuan untuk. (1) untuk mengetahui ketersediaan dan mengetahui proses pengembangan media scrapbook pembelajaran Matematika kelas I SDN 1 Tunjungan. (2) untuk mengetahui kelayakan media scrapbook pada materi bilangan kelas 1 SDN 1 Tunungan Kota Blora (3) untuk mengetahai hasil uji coba lapangan media Scrapbook pada materi bilangan Kelas 1 SDN 1 Tunjungan Kota Blora. Jenis penelitian ini adalah penelitian dan pengembangan (Reseach and Development) dengan menggunakan 7 langkah menurut Borg and Gall yaitu: (1) Pengumpulan informasi awal, (2) Perencanaa, (3) Pengembangan bentuk awal produk, (4) Uji coba lapangan awal, (5) Revisi hasil uji coba, (6) Uji coba lapangan, dan (7) Revisi hasil uji coba lapangan. Teknik analisis data menggunakan teknik analisis data deskriptif kualitatif dan deskriptif kuantitatif. Hasil uji coba lapangan awal yang telah dilakukan dengan guru kelas I di SDN 1 Tunjungan, SDN 2 Semampir, dan SDN 1 Semampir memperoleh validitas 0,950. Kesimpulannya pengembangan media scrapbook berbasis permainan edukasi termasuk dalam kategori “Sangat Baik” dan memenuhi kriteria layak. Berdasarkan hasil penelitian uji lapangan diperoleh Thitung (11.831) dengan perhitun-nga SPSS dan Ttabel = 2,089 dengan taraf signifikan 5 % atau 0,05 dengan ketentuan Thitung > Ttabel. Maka dapat disimpulkan bahwa terdapat perbedaan hasil belajar menggunakan media scrapbook berbasis permainan edukasi. dapat disampaikan bahwa media scrapbook berbasis permainan edukasi menjadi salah satu pilihan media pembelajaran yang dapat digunakan sebagai media guru untuk pendamping buku siswa saat memberikan materi kepada siswa. Kata Kunci : Matematika,Scrapbook,Pemahaman Konsep.
Peran Keluarga, Interaksi Sosial, dan Teknologi dalam Pemerolehan Bahasa Anak Usia Dini Welia c Sigalingging; Rosmawaty Harahap, Hidayat Herman; Cicilia Gultom, Rowimatul Hazizah; Sarah Eya Pepalemsa Br Ginting, Sarah Sofyanti br Siregar; Sry Eninta Br Bangun, Nailah Cahyani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Order
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.8340

Abstract

This study aims to integratively analyze the role of family, social interaction, and technology in the first language acquisition of early childhood. Language acquisition is a natural process that involves biological, cognitive, social, and cultural factors; however, in the modern era, technology also becomes a new variable influencing children's language development. This study uses a descriptive qualitative method with a literature review approach, based on 15 national and international articles published in the last 10 years. The review results show that the family serves as the main foundation in providing language stimulation from an early age through communication and language habits at home. Social interaction enriches children's language abilities through real communication experiences with peers and the surrounding environment. Meanwhile, technology has a dual role: as an educational tool that can expand vocabulary, but it also has the potential to cause speech delays when used excessively without guidance. Thus, language acquisition in early childhood is the result of the integration of these three factors. The balance between the role of the family, social interaction, and the wise use of technology is key to optimizing children's language development in linguistic, cognitive, and socio-cultural aspects.
EVEKTIVITAS PENGGUNAAN APLIKASI CANVA DALAM PEMBELAJARAN BAHASA INDONESIA PADA ASPEK KEMAMPUAN MEMBACA SISWA KELAS V SD INPRES BONTOMANAI KECAMATAN TAMALATE KOTA MAKASSAR PUTRI PRATIWI
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Order
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.8341

Abstract

This study aims to determine the effectiveness of using the Canva application in improving the reading skills of fifth-grade students at SD Inpres Bontomanai, Tamalate District, Makassar City. This study was quantitative with a nonequivalent pretest-posttest control group design. The study subjects consisted of 50 students divided into two classes: an experimental class (using Canva) and a control class (not using Canva). Data were collected through pretests and posttests, and analyzed using descriptive statistics and a t-test with a significance level of 0.05. The results showed a significant difference between the posttest scores of the experimental class (mean = 76.80) and the control class (mean = 60.00), with a Sig. (2-tailed) value of 0.000 <0.05. Thus, the use of the Canva application is effective in improving students' reading skills.
Mengidentifikasi Permasalahan Pembelajaran IPAS Pada Kelas VI di SD Negeri 95/I OLAK Muara Bulian Khoirunnisa; Raihan Andri Setiawan; Nurzat Ali; Rayhan Febriansyah Putra; M. Miftahul Ulum
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8344

Abstract

Learning Natural and Social Sciences (IPAS) in Elementary School is an effort to provide knowledge and experience to students to help them see and understand social life and natural phenomena around them. However, in reality, various problems are still found that hinder the learning process. In this study, the aim is to identify what problems in the learning of IPAS exist in grade VI at SDN 95/I OLAK. The research method used is a descriptive qualitative method through observations of the learning process of IPAS in Grade VI. The results of the study indicate that the problems found during the observation are such as the lack of teaching media and learning resources, low interest in learning in students, and challenges for teachers in managing the class and developing effective and interesting learning strategies.
INTEGRASI PEMBELAJARAN TEMATIK SISWA KELAS IV SEKOLAH DASAR DI KABUPATEN SIKKA MELALUI PEMANFAATAN LINGKUNGAN SEBAGAI SUMBER BELAJAR PENGUASAAN KONSEP DAN BERPIKIR KREATIF Athanasia Dian Setiati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 5 (2023): Volume 09 No. 05 Desember 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i5.8345

Abstract

Tujuan penelitian ini adalah untuk mengkaji bagaimana pemanfaatan lingkungan sebagai sumber belajar mempengaruhi dua luaran berikut pada siswa sekolah dasar kelas IV di Kabupaten Sikka: (1) penguasaan konsep dan (2) berpikir kreatif dalam pembelajaran tematik integratif. Metodologi yang digunakan adalah penelitian kuasi-eksperimental dengan rancangan kelompok kontrol pretes-postes. Seluruh siswa sekolah dasar kelas IV di Kabupaten Sikka diikutsertakan dalam populasi penelitian. Siswa di SDK Maumere I menerima perlakuan pembelajaran tradisional yang berfokus pada guru dan buku teks, sedangkan siswa kelas IV di SDK Maumere III menerima perlakuan melakukan pembelajaran yang dengan menggunakan lingkungan sekitar sebagai sumber materi. Hal ini dikarenakan sampel penelitian ini dipilih menggunakan teknik pengambilan sampel acak langsung. Tes berpikir kreatif dan penguasaan konsep merupakan salah satu alat penelitian yang digunakan. Uji Box'M digunakan untuk menguji homogenitas data, dan metode Kolmogorov-Smirnov digunakan untuk menguji normalitas. Langkah awal dalam prosedur pengujian hipotesis yang digunakan untuk menilai data adalah uji MANOVA menggunakan rumus Hotteling T2 dan uji beda rerata univariat menggunakan uji-t sampel independen. Penggunaan lingkungan sebagai sumber belajar memengaruhi penguasaan konsep dengan nilai signifikansi 0,000 < 0,05, penggunaan lingkungan sebagai sumber belajar memengaruhi berpikir kreatif dengan nilai signifikansi 0,037 < 0,05, dan penggunaan lingkungan sebagai sumber belajar memengaruhi penguasaan konsep dan berpikir kreatif secara simultan dengan nilai signifikansi 0,000 < 0,05, berdasarkan temuan penelitian tentang pembelajaran tematik siswa sekolah dasar kelas IV di Kabupaten Sikka.

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