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Implementasi Model Pembelajaran Blended Learning di Masa Pandemi Covid-19: Meta-Analisis Hendra Saputra Batubara; Afif Rahman Riyanda; Rahmawati Rahmawati; Ambiyar Ambiyar; Agariadne Dwinggo Samala
Jurnal Basicedu Vol 6, No 3 (2022): June Pages 3200-5500
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i3.2816

Abstract

Pandemi COVID-19 juga telah merubah tatanan sistem pendidikan di seluruh dunia, hal ini mengakibatkan terjadinya penutupan lembaga pendidikan seperti sekolah dan juga perguruan tinggi secara total. Dimasa pandemi covid-19, lembaga pendidikan harus dituntut untuk mengadopsi model pembelajaran terbaik agar proses pembelajaran tetap berlangsung. Salah satu solusi yang bisa diterapkan oleh lembaga pendidikan agar proses pembelajaran bisa berjalan dengan baik adalah dengan menerapkan model pembelajaran blended learning. Metode yang diterapkan dalam riset ini merupakan meta analisis. Peneliti mengkaji 10 artikel, dimana artikel yang digukan merupakan hasil pencarian melalui google scholar dan aplikasi publish or perish. Dari hasil analisis Implementasi model pembelajaran blended Learning dimasa pandemi Covid-19 berdampak signifikan terhadap hasil belajar, ditunjukkan dengan size effect size 1,23 dalam kategori sedang. Peningkatan hasil belajar siswa tergolong tinggi, dengan rata-rata hasil 10 sampel naik menjadi 77,45 dari yang sebelumnya 56,88. Dari data tersebut terlihat adanya peningkatan yang jelas yaitu 20,57. Artinya model pembelajaran blended Learning ini berpengaruh positif terhadap hasil belajar selama penerapannya dimasa pandemi Covid-19.
Metaverse: Tantangan dan Peluang dalam Pendidikan Yose Indarta; Ambiyar Ambiyar; Agariadne Dwinggo Samala; Ronal Watrianthos
Jurnal Basicedu Vol 6, No 3 (2022): June Pages 3200-5500
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i3.2615

Abstract

Metaverse merupakan inovasi teknologi ruang virtual tiga dimensi yang saat ini sedang membuat penasaran banyak orang baik dari perkembangannya yang sangat pesat serta implementasinya yang mulai banyak digunakan dalam berbagai sektor kehidupan. Studi penelitian ini membahas tentang tantangan dan peluang metaverse dalam dunia pendidikan, serta bagaimana aplikasinya dalam dunia pendidikan. Metode penelitian yang digunakan adalah studi literatur dengan mengumpulkan data pustaka dari berbagai sumber jurnal ilmiah yang relevan dengan topik yang dibahas. Desain penelitian yang digunakan adalah narrative review. Pengumpulan data dirangkum dari artikel jurnal internasional, jurnal nasional terakreditasi dan non akreditasi, prosiding, tesis maupun skripsi dari tahun 2017-2022. Hasil penelitian menunjukkan bahwa popularitas Metaverse telah mencapai puncaknya dalam beberapa bulan terakhir dan akselerasi teknologi metaverse di dunia pendidikan sudah terlihat dengan adanya aplikasi media pembelajaran digital berbasis augmented reality maupun virtual reality. Metaverse diyakini dapat mengatasi batasan-batasan yang ada di dalam dunia pendidikan, seperti keterbatasan kapasitas kelas karena pandemi, keterbatasan jarak dan waktu untuk masuk ke kelas, dan lain-lain. Dengan konsep dunia virtual, pembelajaran secara online dapat dilakukan dengan lebih interaktif tanpa menghilangkan pengalaman belajar siswa. Metode belajar di mana saja dan kapan saja menjadi konsep menarik yang disenangi banyak generasi Z saat ini. Metaverse diprediksi akan memasuki banyak bidang kehidupan manusia dalam 10-15 tahun mendatang.Metaverse is a three-dimensional virtual space technology innovation that is currently making many people curious, both from its very rapid development and implementation, which is starting to be widely used in various sectors of life. This research study discusses the challenges and opportunities of the metaverse in the world of education, and how it is applied in the world of education. The research method used is literature study by collecting library data from various sources of scientific journals that are relevant to the topics discussed. The research design used is a narrative review. Data collection is summarized from international journal articles, accredited and non-accredited national journals, proceedings, theses and theses from 2017-2022. The results show that the popularity of Metaverse has reached its peak in recent months and the acceleration of metaverse technology in the world of education has been seen with the application of digital learning media based on augmented reality and virtual reality. Metaverse is believed to be able to overcome the limitations that exist in the world of education, such as limited class capacity due to the pandemic, limited distance and time to enter class, and others. With the concept of a virtual world, online learning can be done more interactively without losing the student learning experience. The method of learning anywhere and anytime is an interesting concept that is favored by many generation Z today. Metaverse is predicted to enter many areas of human life in the next 10-15 years.
Entrepreneurial Intentions for Engineering Students: Does Entrepreneurship Education and Family Environment Matter? Agariadne Dwinggo Samala; Ganefri Ganefri; Asmar Yulastri; Yose Indarta; Fadhli Ranuharja; Ika Parma Dewi
Journal of Innovation in Educational and Cultural Research Vol 3, No 4 (2022)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (858.87 KB) | DOI: 10.46843/jiecr.v3i4.300

Abstract

This research aims to analyze the influence of entrepreneurship education and family environment on engineering students' entrepreneurial intentions within higher education. This examination method used was associative causal research. The research methodology is based on statistics using multiple regression analysis. This research was conducted on undergraduate students (S1) in the 2020 entry year at the Faculty of Engineering, Universitas Negeri Padang, which consists of 10 different undergraduate study programs. The total population for this research was 654 students. The total sample of this research was 200 students using the purposive sampling technique with the Slovin formula. This study's conclusions revealed that entrepreneurship education and family environment have a practical and remarkable impact on engineering students’ entrepreneurial intentions. Partially, the variables of entrepreneurship education and family environment have a positive and significant impact on engineering students’ entrepreneurial intentions. In conclusion, the results of the hypothesis testing show that entrepreneurship education and family environments have a significant positive effect on engineering students’ entrepreneurial intentions.
Improving marketing skills through logo design training for the local business community Fadhli Ranuharja; Wiwik Indrayeni; Agariadne Dwinggo Samala; Abdul Hasim; Chintiya Larashati; Yose Indarta
Journal of Community Service and Empowerment Vol. 4 No. 1 (2023): April
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jcse.v4i1.24059

Abstract

Sangir Regency which is located in South Solok Regency, West Sumatra, Indonesia is potential for culinary tourism because the data obtained by the number of local entrepreneurs in the Sangir Nagari Sungai Kunyit area reveal that several communities of local entrepreneurs engaged in home-based culinary businesses. The lack of use of technology to grow the selling value of regional products is an obstacle for local business communities to develop their businesses. Local entrepreneurs lose competitiveness if they want to market their products more broadly. The demographic location of Nagari Sungai Kunyit, which is quite far from the city of Padang Aro, also makes the inclusion of marketing trend technology not well utilized by the community. The method used in this service activity is the following: the first step was preparation, including observation and licensing administration; the second step was training in a 2-day successive workshop; the third step was 1-day evaluation; and the last step was product marketing assistance through the UNP Faculty of Tourism and Hospitality. The existence of skills development training activities has succeeded in increasing the resources of the local Nagari Sungai Kunyit business community in the field of making logos, which have become reinforcements, providing added value to the products produced. Furthermore, it helps small entrepreneurs to make products more attractive because they have the characteristics of their respective logos. Increasing human resources in the field of branding design is expected to spur an increase in the people's economies in South Solok Regency. It is proven that this activity has increased local business sales turnover and entrepreneurs are more confident in marketing their products outside the region.
Research Growth of Engineering Faculty Universitas Negeri Padang: A Bibliometric Study of Journal Yose Indarta; Ronal Watrianthos; Agariadne Dwinggo Samala
Journal of Systems Engineering and Information Technology (JOSEIT) Vol 2 No 1 (2023): March 2023
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/joseit.v2i1.5017

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This research aimed to conduct a comprehensive literature review of all papers from the beginning of time published by the Faculty of Engineering at Universitas Negeri Padang and indexed in the SINTA database using bibliometrics analysis. It started with a query to the DOI (Digital Object Identifier) database. The papers from this scholarly publication may be accessed here. A total of 1094 papers from 7 journals were collected. Each paper published by the Engineering Faculty at Universitas Negeri Padang receives an average of 0.42 citations. Given the insignificance of this average, it seems likely that the publication's contribution has yet to be fully recognized and has only had a little effect on the global state of knowledge. According to the findings, Universitas Negeri Andalas researchers collaborate the most with their peers around the country. Contrast this with the declining frequency with which multinational teams work together. With 38 articles published and ten citations obtained, Ahmaddul Hadi of the Informatics Department stood out as the most productive author. Research conducted by this faculty has been widely disseminated due to its publication in the reputable academic journal Inovasi Vokasi Dan Teknologi (INVOTEK).
Perancangan Media Pembelajaran Pengenalan Sistem Tata Surya Berbasis Mobile Augmented Reality Pada Mata Pelajaran IPA Kelas VI SD Vera Indriani; Resmi Darni; Yeka Hendriyani; Asrul Huda; Agariadne Dwinggo Samala
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 2 (2023): Vol. 11, No 2, Juni 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i2.122818

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Pendidikan terus berkembang mengikuti perkembangan zaman, termasuk gaya belajar siswa. Siswa Sekolah Dasar saat ini termasuk generasi Z yang cenderung belajar secara visual dan praktis melalui interaksi dengan teknologi, seperti simulasi, game, atau aktivitas interaktif. Oleh karena itu, guru perlu memanfaatkan teknologi dalam proses pembelajaran. Pengembangan Aplikasi Augmented reality ini bertujuan agar siswa dapat mempelajari materi pengenalan sistem tata surya dengan melihat kombinasi objek maya 2D atau 3D kemudian memproyeksikannya ke dunia nyata untuk memudahkan pemahaman siswa. Aplikasi Media Pembelajaran Pengenalan Sistem Tata Surya Berbasis Mobile Augmented reality Mata Pelajaran IPA kelas VI SD yang sudah mengintegrasikan kompetensi dasar, indikator, animasi sistem tata surya, AR dari masing-masing planet, evaluasi, panduan dan akses guru untuk melakukan perubahan isi dari aplikasi. Hal ini bermaksud agar aplikasi ini membuat pembelajaran lebih menarik, yang akan meningkatkan minat siswa karena mereka dapat menggunakannya untuk mengulang pelajaran seperti bermain game yang dapat mereka gunakan di mana saja. Aplikasi ini telah menjalani uji validasi dari ahli media dan materi. Hasil uji validitas menunjukkan bahwa ahli media mendapat skor 98% dan ahli materi 94%.Kata kunci : Generasi Z, Augmented reality, Tata Surya, Ilmu Pengetahuan Alam, Android. Education is constantly evolving to keep up with the changing times, as well as the learning styles of students.Therefor, Elementary school students today are part of Generation Z, who tend to learn visually and practically through interaction with technology, such as simulations, games, or interactive activities. Therefore, teachers need to make use of technology in the learning process. The development of an Augmented reality application aims to enable students to learn about the solar system by viewing a combination of two or three-dimensional virtual objects projected onto the real world, thus facilitating student understanding. The Android-based Learning Media Application for Introduction to the Solar System Based on Augmented reality for Science Class VI Elementary School has integrated basic competencies, indicators, solar system animation, AR from each planet, evaluations, guidelines, and teacher access to change the application's content. With the help of this application, it is expected that learning will become more interactive, which can increase student interest in learning. This is intended to make learning more interesting, increasing student interest because they can use it to review lessons like playing games that they can use anywhere. The application has undergone validation testing by media and material experts. The validity test results show that media experts received a score of 98%, and material experts received 94%.Keywords: Generation Z, Augmented reality, Solar System, Science, Android.
Penerapan Teknologi Single Page Application (SPA) Pada Aplikasi Lelang Barang Secondhand Berbasis Website Rama Putra Mahendri; Agariadne Dwinggo Samala; Zulhendra Zulhendra; Syukhri Syukhri
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 3 (2023): Vol. 11, No 3, September 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i3.122337

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Dalam era digital, masyarakat semakin banyak berbelanja secara online untuk memenuhi kebutuhan mereka. Lelang online menjadi salah satu cara dalam membeli dan menjual barang, dengan harga ditentukan oleh tawaran penjual dan permintaan pembeli. Penelitian ini akan merancang aplikasi lelang barang secondhand dengan pendekatan Single Page Application (SPA) untuk meningkatkan efektivitas dan efisiensi proses penawaran dan transaksi. Toko "Bobs SecondBrand" saat ini menggunakan media sosial sebagai platform lelang online, namun dengan terbatasnya fitur menyulitkan penawaran barang secara efektif. Pendekatan SPA digunakan dalam merancang aplikasi lelang, memungkinkan pengguna mengakses semua konten tanpa perpindahan halaman. Metode pengembangan perangkat lunak yang digunakan adalah metode Waterfall, dengan tahap pengembangan yang terstruktur dan linear. Aplikasi ini diharapkan dapat memberikan kemudahan bagi pengguna dalam proses penawaran dan transaksi secara online. Dengan fitur yang mudah digunakan, aplikasi ini diharapkan mampu meningkatkan efisiensi proses lelang, baik bagi pemilik toko maupun penawar. Penggunaan teknologi SPA dalam aplikasi lelang barang secondhand ini menjadi alternatif menarik untuk mengoptimalkan transaksi jual beli secara online.Kata kunci: Single Page Application (SPA), Lelang Online, Website, Waterfall In the digital era, online shopping has become increasingly popular as consumers try to meet their needs. Online auctions have become a popular method for buying and selling goods, with prices determined by seller bids and buyer demand. This research aims to design a secondhand goods auction application using the Single Page Application (SPA) approach to enhance the effectiveness and efficiency of bidding and transaction processes. Currently, "Bobs SecondBrand" store utilizes social media as an online auction platform, but limited features hinder effective bidding. The SPA approach is employed in the application design to enable users to access all content without page transitions. The Waterfall method, with its structured and linear development stages, is utilized for software development. This application is expected to provide convenience for users in the bidding and online transaction processes. With user-friendly features, the application aims to improve the efficiency of the auction process for both store owners and bidders. The utilization of SPA technology in this secondhand goods auction application presents an appealing alternative to optimize online buying and selling transactions.Keywords: Single Page Application (SPA), Lelang Online, Website, Waterfall
Pengembangan Media Pembelajaran K3LH Menggunakan Aplikasi Assemblr Edu Berbasis Augmented Reality (AR) di SMK Negeri 1 Padang An 'Amna Hafizhah; Ika Parma Dewi; Hanesman Hanesman; Agariadne Dwinggo Samala
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 3 (2023): Vol. 11, No 3, September 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i3.125060

Abstract

Tujuan dari penelitian ini adalah untuk menganalisis penggunaan aplikasi assemblr edu berbasis Augmented Reality (AR) dalam pengembangan media pembelajaran di SMK Negeri 1 Padang. Model pengembangan yang akan digunakan pada saat penelitian adalah pengembangan Four D (4D). Pemilihan metode dan model ini bertujuan untuk menciptakan media animasi sebagai produk akhir. Berdasarkan  hasil penelitian, dapat diambil kesimpulan bahwa validasi yang dilakukan oleh ahli materi dan ahli media mencapai angka 0,89853 yang menunjukkan kategori valid. Kemudian hasil uji praktikalitas yang dilakukan kepada siswa/siswi kelas X ELKA di SMK Negeri 1 Padang didapatkan hasil sebesai 95% yang masuk kedalam kategori sangat praktis.  Media pembelajaran termasuk kedalam kategori “Valid” dan “Sangat Praktis” digunakan pada mata pelajaran Dasar-Dasar Elektronika khususnya pada materi pembelajaran K3LH.Kata kunci : Pengembangan, Media Pembelajaran, Assemblr EDU, Augmented Reality This study aims to analyze the development of learning media using the assemblr edu application based on augmented reality (AR) at SMK Negeri 1 Padang. The development model that researchers will use in this study is the Four D (4D) development model. The selection of this m ethod and model aims to create animation media as the final product. Based on the research results it can be concluded that the validation carried out by material experts and media experts reached 0.89853 which is included in the valid category. Then the results of the practicality test conducted on class X ELKA students at SMK Negeri 1 Padang obtained results of 95% which were in the very practical category. Learning media are included in the "Valid" and "Very Practical" categories used in the Basics of Electronics subject, especially in K3LH learning materials.Keywords: Development, Learning Media, EDU Assemblr, Augmented Reality
Pengembangan Media Pembelajaran Berbasis Teknologi Augmented Reality Pada Mata Pelajaran Dasar-Dasar Elektronika Di SMKN 5 Padang Teza Agustina; Ika Parma Dewi; Hanesman Hanesman; Agariadne Dwinggo Samala
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 3 (2023): Vol. 11, No 3, September 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i3.124687

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran pada mata pelajaran Dasar-Dasar Elektronika (DDE) berbasis teknologi Augmented Reality di SMKN 5 Padang dan untuk mengetahui tingkat validitas serta praktikalitas media pembelajaran yang sudah dibuat. Media pembelajaran ini dikembangkan menggunakan model penelitian Analyze, Design, Development, Implementation, Evaluation (ADDIE Model). Model ADDIE yang digunakan dibatasi sampai tahap implementasi (uji coba) pada peserta didik.  Media pembelajaran ini akan dilakukan uji validitas dan uji praktikalitas (uji      coba pengguna). Uji validitas dilakukan oleh ahli materi dan ahli media. Uji praktikalitas dilakukan oleh kelompok kecil yaitu sebanyak sepuluh peserta didik. Hasil uji validitas yang didapatkan adalah 0,967 dari validator ahli media  yang dikategorikan “Valid” dan 0,94 dari validator ahli materi yang dikategorikan “Valid”. Hasil uji praktikalitas dilakukan kepada peserta didik, didapatkan rata-rata penilaian 90% yang dikategorikan “Sangat Praktis”. Berdasarkan hasil penelitian dan pengembangan media pembelajaran berbasis teknologi Augmented Reality pada Mata Pelajaran Dasar-Dasar Elektronika dengan kategori valid dan praktis untuk digunakan.Kata kunci : Media Pembelajaran,Dasar-Dasar Elektronika, Augmented Reality This study aims to develop learning media in the Basics of Electronics (DDE) subject based on Augmented Reality technology at SMKN 5 Padang and to determine the level of validity and practicality of the learning media that has been made. This learning media was developed using the Analyze, Design, Development, Implementation, Evaluation (ADDIE Model), the ADDIE model used is limited to the implementation (trial) stage for students. This learning media will be tested for validity and practicality tests (user trials). The validity test was carried out by material experts and media experts. The practicality test was carried out by small groups of ten students. The results of the validity test obtained were 0.967 from the media expert validator who was categorized as "Valid" and 0.94 from the material expert validator who was categorized as "Valid". The practicality test results were carried out on students, obtaining an average rating of 90% which was categorized as "Very Practical". Based on the results of research and development of Augmented Reality technology-based learning media in the Basics of Electronics Subject with valid and practical categories to use.Keywords: Learning Media, Basics of Electronics, Augmented Reality
Enhancing Teachers' Proficiency in Implementing Augmented Reality Technology as Interactive Learning Media Lativa Mursyida; Fadhli Ranuharja; Ika Ika Parma Dewi; Agariadne Dwinggo Samala Agariadne Dwinggo Samala; Ryan Fikri Ryan Fikri; Randi Proska Sandra Randi Proska Sandra; Efrizon Efrizon
CONSEN: Indonesian Journal of Community Services and Engagement Vol. 3 No. 2 (2023): Consen: Indonesian Journal of Community Services and Engagement
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/consen.v3i2.944

Abstract

Creativity is critical in education, especially for teachers in crafting instructional media that captivates and engages students' interest in comprehending the subject matter. Each student possesses distinct interests and enthusiasms towards the instructional press, allowing educators to innovate in devising captivating learning resources. One form of instructional media that offers a unique experience is augmented reality (AR) based media, which delivers individualized audio-visual interactions and experiences. In this research, we harness the Assemblr Edu platform, an AR and VR-based instructional media tool, within a community engagement workshop held at SMPN 3 Batusangkar, involving participation from educators of the Natural Sciences Teachers' Subject Study Group (MGMP IPA) in Tanah Datar Regency. The research aims to enhance the creative aptitude of educators in designing instructional media using the augmented reality technology of Assemblr Edu. Employing a quantitative approach, we gauge the extent of success among educators in crafting interactive instructional media using the Assemblr Edu platform, yielding augmented reality instructional media accessible through Android smartphones. The research findings underscore that Assemblr Edu, integrated with augmented reality technology, remarkably stimulates students' interest, amplifies their learning motivation, and assists them in comprehending subject matter while efficiently tackling assignments
Co-Authors Abdul Hasim Abdullah, MT, Dr. Rijal Afdar, Jihan Amaria Afif Rahman Riyanda Ahmaddul Hadi, Ahmaddul Akrom, Akrom Al-Rasyid, Muhammad Almasri Almasri Ambiyar, Ambiyar Aminuddin, Fattachul Huda An 'Amna Hafizhah Aqil Afif Asmar Yulastri Asmara, Delvi Asrul Huda Batubara, Hendra Saputra Bayu Ramadhani Fajri Bayu Ramadhani Fajri Bojic, Ljubisa Budi Syahri Chan, Aldi Rizal Chintiya Larashati Coelho, Diogo Pereira Criollo-C, Santiago Dedy Irfan Dekry, Muhammad Reviza Devansyah, Sultan Devega, Army Trilidia Dian Safitri Dony Novaliendry Efrizon Efrizon Fadhilah Fadhilah Fadhilah Fadhilah Fadhli Ranuharja Fahmi Rizal Fajri, Bayu Ramadhani Fathur Rahman Febri Prasetya Fikri, Ryan Fortuna, Aprilla Ganefri . Grassini, Simone Hadi Kurnia Saputra Hanesman Hanesman Hanesman Hasep Saputra Hasnita, Sri Hendra Hidayat Hendra Sahputra Batubara Hla Myo Tun Howard, Natalie-Jane Huzhain, Fadlillah Ika Parma Dewi Indarta, Yose Indra Yeni Irma Delianti , Vera Jaya, Putra Kiong, Tee Tze Lativa Mursyida Lativa Mursyida Lature, Putri Yani Mahesi Agni Zaus Mailando, Sandi Azima Mainzaghi, Filipo Marta, Rizkayeni Muadzah, Kayla Nahda Mursyida, Lativa Muskhir, Mukhlidi Ningsih, Tiara Heliyan Nizwardi Jalinus Novi Hendri Adi Nurahmat, Ilham Oktrilani, Rentika Putra, Rido Rahmawati Rahmawati Rahmawati, Rahmawati Rama Putra Mahendri Ramandika, Agil Rara Cantika Rawas, Soha Resmi Darni Ridho, Mohd Rifyal Novalia Rizka Admutia, Ranny Rizkayeni Marta Rizki Hardian Sakti Rizky Ema Wulansari Ronal Watrianthos Rozan, Alief Depa Ryan Fikri Ryan Fikri Sandra, Randi Proska Sanjaya, Dimas Silalahi, Naufal Alfarizi Simatupang, Wakhinuddin sinaga, lotar mateus Sitepu, Raynald Sokolova, Elizaveta Vitalievna Sukardi Sukardi Sukardi, Sukardi Syahisro Mirajdandi Syahril Syahril Syahril Syahril Syukhri Syukhri Teza Agustina Titi Sri Wahyuni Titin Sriwahyuni Tsoy, Dana Veithzal Rivai Zainal Vera Indriani Vera Irma Delianti Vera Irma Delianti Vitalyevna, Sokolova Elizaveta Wakhinuddin Wakhinuddin, Wakhinuddin Waskito Wela Julia Rahmi Wiki Lofandri Windiani Yuniar Wulansari, Rizky Ema Yeka Hendriyani Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yunifa Miftachul Arif Zakhrifa Husna Zulhendra Zulhendra