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Pengembangan E-Book Berbasis Problem Based Learning Pada Pelajaran Bahasa Jawa Kelas IV Sekolah Dasar Liana, Liana; Wiryokusumo, Iskandar; Leksono, Ibut Priono
Jurnal Inovasi dan Teknologi Pembelajaran Vol 8, No 3 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v8i32021p289

Abstract

Abstrak: Penelitian ini bertujuan untuk menghasilkan e-book Bahasa Jawa berbasis Problem Based Learning yang sesuai dengan karakteristik siswa kelas IV yang termasuk generasi Z. Generasi berjuluk generasi intenet ini mustahil menjalani kehidupan tanpa teknologi. Kemajuan teknologi akibat revolusi industri yang terus berkembang menghasilkan tantangan masa depan bagi siswa. Berpikir kritis untuk memecahkan masalah adalah salah satu jalan keluar yang perlu dibiasakan. Oleh karena itu dibutuhkan bahan ajar yang sesuai, yaitu e-book berbasis Problem Based Learning. Penelitian ini adalah penelitian Research and Development (R&D) dengan model pengembangan Dick & Carey. Hasil validasi dari ahli materi terhadap e-book mencapai 92,36% (sangat layak). Hasil ahli desain mencapai 91,67% (sangat layak). Hasil ahli media mencapai 96% (sangat layak). Hasil review guru mencapai 94,22% (sangat layak). Hasil uji coba kelompok kecil mencapai 85,21% (sangat layak) dan hasil uji coba lapangan mencapai 90,51% (sangat layak). Dari hasil data dan analisis penelitian, disimpulkan bahwa pengembangan e-book Bahasa Jawa berbasis Problem Based Learning bagi generasi Z yang membiasakan siswa berpikir kritis berkategori sangat layak dan dapat diterapkan guru dalam pembelajaran.Abstract: This research aims to produce a Javanese e-book based on Problem Based Learning that is suitable for the characteristics of fourth grade students, including Z generation. This generation nicknamed the internet generation is impossible to live without technology. Technological advances due to the industrial revolution that continues to develop produce future challenges for students. Critical thinking to solve problems is one way out that needs to be accustomed. Therefore, appropriate teaching materials are needed, namely e-book based on Problem Based Learning. This research is a Research and Development (R&D) with Dick & Carey development model. The validation results from material experts on e-books reached 91.67% (very feasible). Media expert results reached 96% (very feasible). The result of the teacher’s review reached 94.22% (very feasible). The results of the small group evaluation reached 85.21% (very feasible). From the results of data and research analysis, it was concluded that the development of a Javanese e-book based on Problem Based Learning for Z generation which familiarizes students to think critically is catagorized as very feasible and can be applied by teachers in learning.
The SAMR model for the development of learning device innovations in the subject of applying electronic circuits Wahyudi, Rykha Avadian; Leksono, Ibut Priono; Rohman, Ujang
Jurnal Inovasi dan Teknologi Pembelajaran Vol 10, No 3 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v10i32023p234

Abstract

Abstrak: Pengembangan dan penelitian ini menghasilkan perangkatapembelajaran dengan model SAMR (substitution, augmentation, modification, redefinition) untuk mengintegasikanateknologi agar pembelajaranalebih inovatif danakreatif serta meningkatkan pemahaman siswa. Prosedur pengembangan perangkat pembelajaran menggunakan metode pengembangan research and development (R&D) dan pendekatan model SAMR. Teknik pengumpulanadata dilakukan dengan observasiadan angket. Tahap pengujianakelayakan dilakukanaoleh ahli media, ahli desain, ahli materi, temanasejawat dan siswa. Hasil penilaian kelayakan ahli desain diperoleh prosentase 95,5 (valid). Ahli materiadiperoleh prosentase 93,8 (valid). Ahli media diperoleh prosentase 83,8 (valid). Uji kepraktisan oleh teman sejawat diperoleh prosentase 91,7 (baik). Hasil respon terhadap produk di kelompok kecil diperoleh prosentase 98,9 (baik)  dan uji coba kelompok besar diperoleh prosentasea97,5 (baik). Hasil data dan analisis penelitian, disimpulkan bahwa pengembangan perangkat pembelajaran penerapan rangkaian elektronika dengan model SAMR kelas XI memudahkan siswa dan guru berkolaborasi mencapai tujuan pembelajaran dan mengembangkan kreatifitas dan inovasi siswa dengan mengintegrasikan teknologi serta dapat diterapkan dalam pembelajaran lainnya.Abstract: By incorporating technology, this Research and Development creates learning aids that use the SAMR (substitution, augmentation, modification, redefinition) model to make learning more original and creative while improving student's knowledge. The SAMR model approach and the Research and Development (R&D) method were used in the process of creating learning tools. Questionnaires and observation were used as data-collecting tools. Media specialists, design experts, material experts, coworkers, and students participated in the feasibility testing stage. A percentage of 95.5 (valid) was attained in the design expert feasibility evaluation results. Experts in material score 93.8 (valid). A valid percentage of 83.8 was given by media professionals. Colleagues' practicality test scored 91.7 out of 100, which is good. The results of the response to the product in the small group obtained a percentage of 98.9 (good), and in large group trials, it was 97.5 (good). The results of the research data and analysis concluded that the development of learning tools applying electronic circuits using the class XI SAMR model makes it easier for students and teachers to collaborate in achieving learning goals and develops student creativity and innovation by integrating technology and can be applied in other learning.
Development of an Android-based virtual laboratory as a database learning media for vocational school Umami, Riza; Leksono, Ibut Priono; Rohman, Ujang
Jurnal Inovasi dan Teknologi Pembelajaran Vol 10, No 3 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v10i32023p212

Abstract

Abstract: Tujuan pengembangan dan penelitian ini adalah menghasilkan produk laboratorium virtual berbasis android sebagai media pembelajaran basis data kelas XI SMK dilengkapi buku petunjuk penggunaan “Vlab base” dan meningkatkan pemahaman serta hasil belajar siswa pada topik pengelolaan tabel pada basis data menggunakan Bahasa SQL. Prosedur pengembangannyamenggunakan  metode Research and Development (R&D) dan pendekatan pengembangan aplikasi model waterfall. Hasil validasi dari ahli media mencapai prosentase 92 (sangat layak), ahli desain 93 (sangat layak), dan ahli materi 94 (sangat layak). Uji kepraktisan mencapai prosentase 95 (sangat layak), kelompok kecil 90,67 (sangat layak), dan uji coba kelompok besar 93 (sangat layak) yang mempermudah siswa belajar dan praktikum mandiri memahami pengelolaan database berkategori sangat layak dan dapat digunakan guru dalam pembelajaran. Hasil pre dan post test siswa meningkatkan nilai hasil belajar siswa sebesar 100% berdasarkan kriteria efektivitas ketika digunakan dalam pembelajaran. Abstract: The goal of this research and development is to create an Android-based virtual laboratory product as a database learning medium for class XI Vocational School equipped with a manual for using "Vlab base" and to improve understanding and results of student learning in the topic of managing tables in databases using SQL language. The development procedure employed the research and development (R&D) method to create Android-based learning materials and the waterfall model application development approach. The validation results are 92% (very feasible) from the media experts, 93% (very decent) from the design experts, and 94% (very decent) from the material experts. The practicality test reaches 95% (very feasible), the small group reaches 90.67% (very feasible), and the large group trial obtains 93% (very feasible), making individual practice and learning simpler for pupils to understand database management that is categorized as very feasible and can be used by teachers in learning. Based on the criteria of effectiveness for learning, the results of the students' pre-test and post-test showed a 100% improvement in the value of student learning outcomes.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS VIDEO DENGAN ADOBE CAPTIVATE MENGGUNAKAN MODEL ADDIE PADA MATERI RIAS FANTASI Chasanah, Kurnia Uswatun; Leksono, Ibut Priono; Atiqoh, Atiqoh
Jurnal Sains dan Teknologi Vol. 5 No. 1 (2023): Jurnal Sains dan Teknologi
Publisher : CV. Utility Project Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study uses video-based learning media that can be accessed on each student's laptop or PC in exe form which can be easily accessed. The development procedure applied in the development of learning media using Adobe Captivate uses the ADDIE development model. The ADDIE model has 5 stages, namely (Analyze, Design, Development, Implementation, Evaluation). The data collection instruments used in developing video-based interactive learning media using Adobe Captivate include questionnaires and media feasibility test instruments which include validators or material experts, media experts, and design experts so that they can produce an assessment of the development of learning media. The results of the assessment given by the expert validator are (1) the validation results of the design experts are 4.55 and a percentage of 91% are in the Very Eligible category, (2) the validation results of media experts are 4.63 and the percentage is 92.6% in the Very Eligible category, and (3) material expert validation results of 3.9 and a percentage of 78% in the Eligible category. In addition to validation from experts, tests were also carried out on small and large groups. For the small group test it is 4.1 and the percentage is 82% with the Very Eligible category, while the results for the large group test are 4 and the percentage is 80% with the Feasible category.
Pengembangan E-Modul Berbasis Canva Model ADDIE Mata Pelatihan Pembuatan Konten Video Interaktif dalam Pembelajaran pada Pelatihan TIK MTS di Balai Diklat Keagamaan Surabaya Sri Rejeki; Ibut Priono Leksono; Ujang Rohman
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.468

Abstract

In the initial study, information was obtained that there was no development of teaching materials in accordance with the demands of technological developments. Besides that, in fact the use of e-module teaching materials in training is still minimal. For this reason, it is necessary to develop this e-module to assist the learning process. The purpose of this study is to determine the feasibility, practicality and effectiveness of the developed e-module. The type of research used is development research. The development of e-modules in this study uses the ADDIE model. The ADDIE development model consists of five stages, namely the analysis, design, development, implementation, and evaluation stages. At the analysis stage, a needs analysis is carried out, such as an analysis of the curriculum, teaching materials, and materials. In the design phase, an interactive e-module development design plan was created. The development stage in this research is e-module development, review, expert validation test, namely media experts, design experts, and material experts. The implementation stage in this study is the implementation of e-module trials in learning activities. E-module trials were carried out in small groups and large groups. At the evaluation stage, a questionnaire was given to the responses of the training participants. The validation results of the MTs ICT Training e-module by design experts, media experts and material experts obtained successive percentages of 90%, 88% and 86.5% which were declared very valid. The MTs ICT Training E-module received very good responses from the training participants in small and large group trials with successive percentages of 86.5% and 85.83%, this shows that the E-module is effective for use. From the results of the paired t-test using SPSS statistical software, a p-value of 0.00 was obtained which indicated that there was a significant average difference between the pre-test and post-test values in the large group trial.
Pengembangan E-Modul Mata Pelatihan Pemetaan Kompetensi dan Indikator Berbasis Flip PDF Corporate Edition dengan Menggunakan Model ADDIE pada Pelatihan Metodologi Pembelajaran di Balai Diklat Keagamaan Surabaya Fenny Rahmawati; Ibut Priono Leksono; Ujang Rohman
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.469

Abstract

This development research aims to: (1) produce teaching material products in the form of Competency Mapping and Indicator Mapping Training Subject E-Modules; (2) find out the feasibility of teaching materials in the form of Competency Mapping and Indicators Training Subject E-Modules, (3) find out the effectiveness of teaching materials in the form of Competency Mapping and Indicators Training Subject E-Modules. The development of e-modules in this study uses the ADDIE model. The ADDIE development model consists of five stages, namely the analysis, design, development, implementation, and evaluation stages. The results of validation of the competency mapping e-module and indicators by design experts obtained a percentage of 92% and was declared very valid. The results of the validation of the competency mapping e-module and indicators by media experts obtained a percentage of 92%, and was declared very valid. The results of validation of the competency mapping e-module and indicators by material experts obtained percentages of 93% and 91%, and were declared very valid. The competence mapping e-module and indicators obtained very good responses from the training participants in small and large group trials with successive percentages of 82% and 83.88%. There is a significant difference between the post test and pre test scores. In the small group trial, the average post-test score was 10.80 points higher than the pre-test score, while in the large group trial, the average post-test score was 32.56 points higher than the pre-test score.
Pengembangan Bahan Ajar Teks Cerita Rakyat Bahasa Indonesia Berbasis Canva melalui Model Addie SMP Surabaya Grammar School Erry Ratna Eka Rinasari; Ibut Priono Leksono; Ujang Rohman
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.471

Abstract

The purpose of this study was to produce a Canva-based Indonesian Folklore Text Teaching Material in facilitating students as an interesting source of information with Indonesian subject matter so that it can improve student learning outcomes of Class VII SMP Surabaya Grammar School in teaching and learning activities in language subjects Indonesia. The research model used in this study is the ADDIE model. The selection of this model is based on the consideration that this model is easy to understand, developed systematically, and is based on the theoretical foundation of the developed learning design. This model is structured programmatically with systematic activities in an effort to solve learning problems related to learning media according to the needs and characteristics of students. The stages of research on the ADDIE model consist of five stages which include analysis, design, research, implementation, evaluation. The research process involved subject content experts, design experts and media experts to provide feedback, input and improvements. In addition, Indonesian language teachers and Surabaya Grammar School Middle School students as users of Canva-based Indonesian Folklore Text Teaching Materials also provided their comments and input. The use of Canva-based Indonesian Folklore Text Teaching Materials with the ADDIE model which consists of five stages which include analysis, design, research, implementation, evaluation for Indonesian subjects. which can effectively promote active and engaging learning. The results of this study are Canva-based Indonesian Folklore Text Teaching Materials which have a feasibility level of 95% for material, 94% for design feasibility, and 93% for media feasibility. While the small group trial rate is 90% and based on field trials 92% with very decent qualifications and does not need to be revised.
Pengaruh Model Flipped Learning Versus Model Direct Learning dan Motivasi Belajar terhadap Hasil Belajar Mata Pelajaran Bahasa Inggris Siswa Kelas X SMK Negeri 1 Driyorejo Gresik Lia Rizqi; Ibut Priono Leksono; Ujang Rohman
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.472

Abstract

Differences in student learning outcomes become a reference in drawing research conclusions. The learning outcomes are grouped based on two variables. Learning outcomes based on the application of learning models and learning outcomes based on the level of learning motivation possessed by students. The type of research used is experimental research. Data collection using written tests and questionnaires. Written test instruments are used to collect data in the form of student learning outcomes. This test is given before learning activities begin and at the end of learning. The questionnaire instrument was used to collect data in the form of students' motivational values and was given before the learning activities began. Furthermore, the research data were analyzed using Two-way Anava. This study has three hypotheses. Based on the results of data processing, it was found that the first hypothesis was accepted, namely that there were differences in the effect of the learning model on student learning outcomes; the second hypothesis is accepted, namely that there is an influence of learning motivation on student learning outcomes; and the third hypothesis is rejected, which means there is no interaction with the Flipped Learning and Direct Learning models and learning motivation on student learning outcomes in English subjects. Suggestions that can be conveyed through this research are that this kind of research should be carried out with a longer research period, using different materials and at different levels. It is possible to obtain generalization of research results. The use of more interesting learning media and effective learning plans will greatly assist in the learning process.
PENGEMBANGAN MODEL MANAJEMEN STRATEGIK BERBASIS Beyond Center and Circle Time (BCCT) DI KOBER AR RAHMAH KAB. GRESIK Adelia, Sli’ah; Leksono, Ibut Priono; Subandowo, M
Tunas Siliwangi Vol 5 No 2 (2019): VOL 5 NO 2, OKTOBER 2019
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/ts.v5i2p52-63.1472

Abstract

Fokus dalam penelitian ini adalah berupa pengembangan model manajemen strategik berbasis Beyond Centers and Circle Time (BCCT), Pengembangan ini akan memberikan langkah-langkah dalam pelaksanaan pembelajaran dan strategi pengelolaan lembaga berbasis BCCT agar pengembangan berjalan maximal sesuai dengan harapan lembaga meningkatkan perkembangan anak didik seutuhnya dan perkembangan lembaga seluruhnya. Pengembangan Model manajemen strategik ini telah diberikan penilaian oleh ahli materi dan ahli desain pembelajaran ini sangat layak yang artinya bahwa pengembangan model manajemen strategik BCCT ini layak dipergunakan untuk pembelajaran anak didik dan lembaga di Kober Ar Rahmah Desa Panjunan Kecamatan Duduksampeyan Kabupaten Gresik. Saran yang dapat disampaikan pada pengembangan model manajemen strategik berbasis BCCT : 1) Model pengembangan manajemen strategik berbasis BCCT ini tidak hanya digunakan untuk Kober Ar Rahmah saja namun juga dapat digunakan untuk semua pendidik dan pengelola pada Pendidikan Anak Usia Dini, 2) Guru dapat mengevaluasi dalam pengembangan multiple intelligences sehingga dapat memperbaiki/meningkatkan kemampuan-kemampuan anak sehingga tercipta anak didik yang kreatif, shaleh-shalehah, cerdas, ceria sesuai dengan usianya.Kata kunci: Pengembangan, Manajemen strategik, BCCT
The Effect of Giving Letters Versus Card Games and Bincer Games and Learning Motivation on the Language Ability of Early Children Aizah, Zubaidatul; Degeng, I Nyoman Sudana; Leksono, Ibut Priono
EDUCATIO : Journal of Education Vol 9 No 1 (2025): May 2025
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29138/educatio.v8i2.1287

Abstract

This study aimed to investigate the impact of providing letter card games compared to binary games and learning motivation on language skills among early childhood students. The hypothesis posited that there is a significant influence of providing letter card games versus binary games and learning motivation on the language skills of early childhood students at Bintang Sembilan Kindergarten and Kemala Bhayangkari Kindergarten 75 Lamongan in 2022. The study involved 25 students from Bintang Sembilan Kindergarten and 15 students from Kemala Bhayangkari Kindergarten 75 Lamongan. A Random Assignment Posttest Control Group Design was utilized in this research, consisting of two groups: the experimental class and the control class. Data were collected through quasi-experimental methods, allowing for control of variables relevant to the experiment. Data analysis involved the use of the two-way ANOVA test formula, the Normality test, and the Homogeneity test. The results of the study indicated statistical significance across all three tests, confirming the effectiveness of the experimental design. The Pearson test confirmed the alternative hypothesis, concluding that there is indeed an effect of providing letter card games versus binary games, along with learning motivation, on the language skills of early childhood students in Bintang Sembilan Kindergarten and Kemala Bhayangkari Kindergarten 75 Lamongan in 2022
Co-Authors Achmad Zainuri Adelia, Sli’ah Ahmad Faizun Daroini Ahmad Zaini Aizah, Zubaidatul Alvi Aliyanti Dwi Anggraini Ana Purwaningrum Ari Susanto ARI SUSANTO Arief Budi Setiawan Atiqoh Atiqoh, Atiqoh Chasanah, Kurnia Uswatun Didiek Wahyu Wijayanto Endah Kurniasih Erry Ratna Eka Rinasari Eryna Dwi Astuti Fenny Rahmawati Fernindia Eva Sabtaningrum Fransisca Neni Dilliati Harwanto Harwanto Harwanto Harwanto Heri Wahyu Rejeki Heri Wahyu Rejeki Heri Yudianto I Nyoman Sudana Degeng Ida Fitriyah Indah Dwi Jayanti Indah Rahmawati Indawati Indawati Iskandar Wiryokusumo Iskandar Wiryokusumo Iskandar Wiyokusumo Jovita Ismoerdijahsari Kr Khoirul Anafi Lia Rizqi Liana Liana LILIK PUJI ASTUTIK Lina Khustiana Muhammad Abdul Ghoni Rohimin Novita Aprilianti Nur Choiriyah Nurmida Catherine Sitompul Praera Heroel Prayogo Prayogo Pujianto Hari Wibowo Purwaningrum, Wahyu Rahesa Nalendra Rahmad Lisandi Rahmawati, Fenny Rana Megawati Rinasari, Erry Ratna Eka Riza Umami Rizqi, Lia Rufi'i Rufi'i Rufi’i Rufi’i Rufi’i Rufi’i . Rufi’i Rufi’i Rusmawati, Retno Danu Sabtaningrum, Fernindia Eva Siti Sangiddah Sli’ah Adelia Sri Rahmawati Fitriatien Sri Rejeki Sri Rejeki Sriamah Sriamah Sriamah, Sriamah Subandowo, Marianus Sugianti Sugianti Sugito Sugito Suhermanto Suhermanto Suhud Iswahyudi Sumaryanto Sumaryanto Sumianto, Dadang Tasu'ah Tasu'ah Ujang Rohman Ujang Rohman, Ujang Wahyudi, Rykha Avadian Wijayanto, Didiek Wahyu Winarto, Bambang Wiyokusumo, Iskandar Yanti, Evi April Yuliastuti, Yayuk Harini Yuniati Yuniati Yunita Istianah