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Kontribusi Kreativitas Belajar Terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika di Kelas XI IPA MAN 2 Bukittinggi Mega Mulyanti; Efriyanti, Liza; Musril , Hari Antoni; Okra, Riri
Indonesian Research Journal on Education Vol. 3 No. 2 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v3i2.209

Abstract

Low learning creativity can have an impact on the ineffectiveness of the implementation of learning, this can be seen in the low results in learning Informatics so it is necessary to analyze the influence of the contribution of learning creativity on student learning outcomes. To achieve good learning outcomes, students are required tohave creativity toward learning outcomes in informatics. This research was conducted to test the contribution of creativity to the learning outcomes of informatics. This type of research is quantitative research with a correlation approach. This study took a population of 119 students in class XI IPA MAN 2 Bukittinggi for the 2021/2022 academic year. Then the sampling used proportionate stratified random sampling of 25% so that 31 students were selected as samples. The data collection technique used a questionnaire for the independent variable data, namely the contribution of learning creativity and value documentation for the dependent variable, namely the learning outcomes of informatics. The results of this study state that: there is acontribution of learning creativity to the learning outcomes of informatics by 13% of the calculation using the product moment correlation formula, operationally data analysis turns out that the correlation number between variable X and variable Y is positive by paying attention to the magnitude of the rxy obtained, which is 0.365. Then at a significant level of 5%, an r.table value of 0.355 was obtained. It turns out that rxy (magnitude = 0.365) is much larger than r.table (magnitude = 0.355) and the coefficient of determination is 13.20% because rxy is greater than r.table, thus the alternative hypothesis (Ha) is accepted and the null hypothesis (H0) is rejected. This means that there is a low positive correlation between the contribution of learningcreativity to student learning outcomes.
Perancangan Media Pembelajaran Biologi Berbasis Android di SMA Negeri 1 Kapur IX Oktaviana ‎, Shania; Okra, Riri
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (560.545 KB) | DOI: 10.31004/irje.v3i1.210

Abstract

This research is motivated because teachers who teach Biology subjects in class X in deliveringsubject matter still use conventional media, such as printed books and still use the lecture method,causing many students to be unfocused and easily bored during class hours. ongoing. The source ofmaterial obtained by students is only obtained from the teacher and the module only, so that thematerial is not delivered optimally. The purpose of this study was to produce media for androidbased biology learning at SMA Negeri 1 Kapur IX using Adobe Flash CS6 software which was validand effective. In this study the method used is the Research and Development method with 4 stages.The research stages of 4D model development, this 4D model consists of defining, designing,developing, and disseminating. At this stage of the research, the the author collaborated the 4-Dversion of the RnD method and the multimedia development model of Luther-Sutopo. The product test results obtained validity, practicality and effectiveness tests, where the validity test was filled by 3 media expert lecturers obtained an average value of 0.80 which was declared valid, for the practicality test, 1 biology teacher author got an average an average of 0.92 with a very highcategory, and in the effectiveness test of five students class X with an average of 0.97 which wasdeclared very effective. the results of this biology learning media research in the form of an application that can be installed on the android of each student and teacher.
Perancangan Media Pembelajaran TIK Kelas XI Berbasis Multimedia di MAS Asy-Syarif Kotolaweh Fikhri, Miftahul; Okra, Riri; Musril, Hari Antoni; Khairuddin, Khairuddin
Indonesian Research Journal on Education Vol. 2 No. 2 (2022): irje 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (386.323 KB) | DOI: 10.31004/irje.v2i2.286

Abstract

At this time technology is developing very rapidly, this is evidenced by the ease in accessing various information at this time, and is supported by quality resources. The development of thistechnology, has had a good impact on the field of education. To achieve educational goals, students must go through the learning process. To achieve and create a classroom atmosphere that attracts students' interest in learning, the teacher must take advantage of various aspects, for example learning media. Research on designing multimedia-based ICT learning media for class XIat Mas Asy-Syarif Kotolaweh uses the 4D version of the Research and Development (R&D) method, namely Define, Design, Develop, and Disseminate. Luther Sutopo's Life Cycle development model development model, namely, Concept, Design, Material Collection, Assembly, Testing, and Distribution. The product test used in this research is the validity test, practicality test, and effectiveness test. The results of the product test that the author conducted obtained a validity test from 4 experts who obtained a value of 0.85 with a valid category, the practicality test of 2 practitioners obtained a value of 1.0 with a very high category, and the effectiveness test of 17assessors obtained a value of 0, 77 with effective category.
Rancang Bangun Aplikasi Bimbingan Skripsi di IAIN Bukittinggi Sihotang, Febri Yanti; Okra, Riri; Efrianti, Liza; Musril, Hari Antoni
Indonesian Research Journal on Education Vol. 2 No. 2 (2022): irje 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (434.275 KB) | DOI: 10.31004/irje.v2i2.290

Abstract

At this time technology is developing very rapidly, this is evidenced by the ease in accessing various information at this time, and is supported by quality resources. The development of thistechnology, has had a good impact on the field of education. To achieve educational goals, students must go through the learning process. To achieve and create a classroom atmosphere that attracts students' interest in learning, the teacher must take advantage of various aspects, for example learning media. Research on designing multimedia-based ICT learning media for class XIat Mas Asy-Syarif Kotolaweh uses the 4D version of the Research and Development (R&D) method, namely Define, Design, Develop, and Disseminate. Luther Sutopo's Life Cycle development model development model, namely, Concept, Design, Material Collection, Assembly, Testing, and Distribution. The product test used in this research is the validity test, practicality test, and effectiveness test. The results of the product test that the author conducted obtained a validity test from 4 experts who obtained a value of 0.85 with a valid category, the practicality test of 2 practitioners obtained a value of 1.0 with a very high category, and the effectiveness test of 17assessors obtained a value of 0, 77 with effective category.
Pengaruh Media Pembelajaran Interaktif Terhadap Hasil Belajar Siswa Dalam Pembelajaran Bimbingan Teknologi Informasi dan Komunikasi Kelas X di SMAN 1 Tigo Nagari Afnila, Yolni Gusnanda; Khairuddin, Khairuddin; Musril, Hari Antoni; Okra, Riri
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (298.679 KB) | DOI: 10.31004/irje.v3i1.321

Abstract

This research is motivated by a phenomenon from the results of the author's observations about the lack of interest in the use of learning media provided by the teacher, where the media used by the teacher is still in the form of handbooks and blackboard media, so students feel bored and not enthusiastic about learning, and have a great impact on student learning outcomes. The method used in this study uses a quantitative approach to the type of quantitative correlation research method. Data collection using observation techniques, questionnaires, and documentation. This research was conducted at SMAN 1 Tigo Nagari. For the population, namely all class X at SMAN 1 Tigo Nagari, totaling 252 people, from this population, the authors took 15% of the population so the total sample was 38 students. The data analysis technique that the author did was a prerequisite analysis test in the form of a data normality test and a linearity test. Then the final data analysis the author uses is correlation analysis. Based on the results of the study it can be seen that the significance level between the interactive learning media variable (X) and student learning outcomes (Y) is tcount = 6.86 with rcount = 0.753, the hypothesis is accepted which states that there is an influence of interactive learning media on student learningoutcomes in the eyes lesson. Information and Communication Technology Guidance lesson, that means H0 is rejected and H1 is accepted. This is evidenced by the value of 0.753 which is at the interval coefficient of 0.60-0.799 so the two variables are included in the strong category.  
Pengaruh Penerapan Model Pembelajaran Quantum Learning Terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika di MTsN 6 Agam Sari, Intan Permata; Supriadi, Supriadi; Zakir, Supratman; Okra, Riri
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (306.931 KB) | DOI: 10.31004/irje.v3i1.322

Abstract

This research is motivated by several problems that the authors found in class VII MTsN 6 Agam, especially in the Informatics subject. Where in learning there are still some student scores that are under the Minimum Completeness Criteria (KKM) that have been determined. Various problems arise from students who are less interested, tend to be bored, and lack interest and motivation of students in participating in learning. The type of research used in this research is quantitative research, namely Quasy experimental design. The population in this study were class VII students of MTsN 6 Religion for the 2022/2023 Academic Year. Sampling was carried out by purposive sampling technique, namely sampling with certain considerations. The population of class VII is 157 students. Based on the results of the daily (initial) test, the average class VII 7 was used as the Experimental class, while students from class VII 5 were used as the control class. The research data was obtained by the final test in the form of multiple questions of 20 items that have been tested. The results of the study show that student learning outcomes in Informatics subjects using the Quantum Learning learning model are included in the good category, there is a significant influence in applying the Quantum Learning learning model, the learning outcomes of students using the Quantum Learning learning model are higher compared to students using Quantum Learning learning. conventional.Based on the results of the final test of the two sample classes, the experimental class had an average score of 90.00 compared to the control class, which was 77.03. The posttest hypothesis test with the t-test shows that at level α = 0.05 is tcount = 144.91 > ttable = 0.358, so it can be concluded that the effect of applying the Quantum Learning learning model affects student learning outcomes in class VII informatics subject MTsN 6 Agam. Then H1 is accepted, meaning that there is a significant difference between the two learning models, namely the Quantum Learning model and the Conventional learning model. Thus H0 is rejected.
Pengaruh Penggunaan Media Pembelajaran Powerpoint Terhadap Hasil Belajar pada Mata Pelajaran Informatika Kelas X SMAN 2 Padangsidimpuan Parinduri, Rezti Deawinda; Supriadi, Supriadi; Zakir, Supratman; Okra, Riri
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (417.945 KB) | DOI: 10.31004/irje.v3i1.325

Abstract

With the development of digital technology in Indonesia realizing the needs of students, various alternative media exist to reach students without violating the system as a means of meeting students' needs in learning more efficientlyand effectively. One of the media that can be used for learning is PowerPoint media. Microsoft PowerPoint is widely used because of its easy operation, and everyone can make PowerPoint. The purpose of this study was to determinethe effect of using PowerPoint learning media on learning outcomes in Informatics class X SMA N 2Padangsidimpuan which is valid, practical, and effective. This type of research used by the author is quantitative research with experimental methods. The research design used was the Posttest-only Control Group Design. The sample of this research was students of class X semester 1 of class X Mia 1 and X Mia 2 SMA Negeri 2 Padangsidimpuan. The data collection technique is by using a test in the form of a Posttest. The data analysis technique used is an analysis prerequisite test consisting of a normality test and homogeneity test as well as hypothesis testing. Based on the results of this study, it was found that there were significant differences in studentlearning outcomes between the use of PowerPoint learning media and conventional learning methods in Informatics subjects, this can be seen from the posttest results of both classes. The results of the two tests illustrate the differencein the average student learning outcomes between the use of PowerPoint learning media and conventional learning methods in Informatics subjects, this can be seen from the posttest results of both classes. The results of the two testsillustrate the difference in the average student learning outcomes in the experimental class and the control class. By using PowerPoint learning media, students in the experimental class obtained a higher average score compared tothe scores of students who did not use PowerPoint learning media in the control class.
Pengaruh Pemanfaatan Mind Mapping Menggunakan Xmind Terhadap Hasil Belajar Administrasi Sistem Jaringan Kelas XI TKJ Rizaldi, Septian Cahya; Supriadi, Supriadi; Musril, Hari Antoni; Okra, Riri
Indonesian Research Journal on Education Vol. 4 No. 2 (2024): irje 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v4i2.421

Abstract

Permasalahan dalam penelitian ini ialah fakta yang ditemukan dilapangan yakni di SMK N 04 Payakumbuh, masih banyaknya siswa kelas XI TKJ yang memperoleh hasil belajar yang rendah, khususnya dalam bidang kemampuan kognitif. Disi lain proses pembelajaran masih didominasi guru dan kurang bervariasinya model pengajaran yang diberikan oleh guru serta kurangnya pemanfaatan media pembelajaran yang lebih kreatif sehingga mengakibatkan kurang sikap aktifnya siswa selama proses pembelajaran. penelitian ini bertujuan untuk melihat apakah terdapat pengaruh pemanfaatan Mind mapping menggunakan  Xmind terhadap hasil belajar kelas XI TKJ SMK N 04 Payakumbuh. Populasi dalam penelitian ini adalah siswa SMK N 04 Payakumbuh sebanyak 90 orang. Responden dalam penelitian ini yaitu kelas XI TKJ1, TKJ2, TKJ3. Sedangkan teknik dalam pengambilan sampel ialah purvosive sampling yang berarti sampel yang diambil telah memenuhi kriteria tertentu. Purvosive sampling adalah suatu jenis teknik dalam pengambilan sampel dari sebuah populasi yang didasarkan dengan adanya target tertentu dalam suatu penelitian. Kemudian metode penelitian yang digunakan adalah quasi eksperiment, untuk pendekatan yang digunakan kuantitatif dan dengan desain penelitian tipe “Pretest-Posttest Control Group Design”. Untuk menguji data dalam penelitian ini menggunakan SPSS 22.0 Data diperoleh melalui hasil pretest dan posttest siswa. Instrumen penelitian yang diterapkan berupa instrumen tes berupa soal-soal pilihan ganda dan data hasil instrumen tes dianalisis statistik berupa uji perbandingan nilai pretest dan posttest kedua kelas. Berdasarkan hasil analisis data penelitian, diperoleh bahwa perbedaan hasil belajar kedua kelas sangat signifikan. Kesimpulan tersebut didasarkan pada hasil uji hipotesis dengan menggunakan uji t terhadap kedua kelas nilai posttest. Hasilnya adalah nilai thitung =144,44 sedangkan untuk nilai ttabel=0,391 pada taraf signifikan 5%(0,05). Hal tersebut menunjukkan bahwa pemanfaatan mind mapping menggunakan xmind sangat berpengaruh terhadap hasil belajar administrasi sistem jaringan kelas XI TKJ SMK N 04 Payakumbuh.
Perancangan Media Pembelajan Berbasis Game Edukasi Menggunakan Scratch SMAN 1 Sungai Puar Jannah, Nur Syabillahtul; Okra, Riri; Musril, Hari Antoni; Derta, Sarwo
Indonesian Research Journal on Education Vol. 4 No. 3 (2024): irje 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v4i3.938

Abstract

Tujuan dari penelitian ini adalah menghasilkan media edukasi khususnya permainan edukasi dengan menggunakan software scratch untuk siswa Informatika di SMAN 1 Sungai Puar. Kesulitan siswa dalam memahami pelajaran yang diajarkan dokter berkaitan dengan observasi dan diskusi yang berlangsung. peserta berguna untuk game online di lab. Mengingat hal di atas, disarankan untuk meninjau beberapa bahan ajar. Penelitian ini menggunakan metodologi Research and Development (R&D) dengan model pengembangan DDD-E. Dengan menggunakan model DDD-E, pengembangan media terdiri dari tiga tahap: Tujuan dan materi program harus diidentifikasi; (1) optimalisasi program atau modifikasi struktural; (2) augmentasi atau modifikasi media; dan (3) penilaian atau peninjauan terhadap keseluruhan proses desain dan pengembangan. Tiga metrik kualitas produk utama yang digunakan dalam penelitian ini adalah validitas, kepraktisan, dan daya tahan. Hasil evaluasi produk yang penulis lakukan meliputi tiga evaluasi yaitu: evaluasi satu validator dari tiga responden dengan skor 0,92 dan kategori valid; satu kali evaluasi prakInformatika dari dua responden dengan skor 0,87 dan kategori sangat tinggi; dan satu evaluasi campuran dari dua responden. Dengan skor 0,84 dan kategori tinggi, kelompok tersebut terdiri dari satu orang guru dan satu orang siswa.
Perancangan Sistem Informasi Pelanggaran Siswa Menggunakan Framework CodeIgniter di SMP IT Sjech M. Djamil Djambek Bukittinggi Ashary, Mirfa Reza; Musril, Hari Antoni; Okra, Riri; Derta, Sarwo
Indonesian Research Journal on Education Vol. 4 No. 3 (2024): irje 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v4i3.997

Abstract

Penelitian ini dilatarbelakangi oleh sekolah yang masih melakukan prosespendataan pelanggaran siswa secara manual sehingga memerlukan banyak waktu. Hal ini menyebakan proses pendataan pelanggaran siswa kurang efektif dan efisien, sehingga perlu adanya sistem informasi pelanggaran siswa di SMP IT Sjech M. Djamil Djambek Bukittinggi. Metode penelitian yang digunakan adalah metode penelitian Research and Development (R&D), yaitu rangkaian langkah-langkah mengembangkan produk baru dan menguji keefektifan produk tersebut, sedangkan model pengembangan sistem menggunakan System Development Life Cycle (SDLC) dengan menerapkan model Agile yang terdiri dari tahap Analisis Sistem, Perancangan, Development, Testing, Deployment, Revisi dan Evaluasi, Serta Maintenance Sistem. Uji produk menggunakan standard ISO/IEC 25010 yang terdiri dari pengujian Functional Suitability, Compability dan Usability. Juga dilakukan pengujian validitas kebahsaan dan isi terhadap sistem informasi. Berdasarkan hasil penelitian yang penulis lakukan, penulis mampu membuat produk sistem informasi pelanggaran siswa di SMP IT Sjech M. Djamil Djambek Bukittinggi menggunakan bahasa pemograman PHP dan database MySQL. Hasil pengujian functional suitability memproleh skor 100% dengan kriteria sangat layak, pengujian compability memperoleh skor 100% dengan kriteria sangat layak, pengujian usability mendapatkan hasil akhir 93,71% dengan kriteria sangat layak. Hasil akhir pengujian validitas produk mendapatkan nilai 0,99 dan dinyatakan valid.
Co-Authors AA Sudharmawan, AA Adam, Edwar Adrian Putra Ade Marta Indra, Ian Afnila, Yolni Gusnanda Afrelia, Yutika Ahmad, Engla Sedugo Putri Aisyah Amini Aisyah Amini Akbar, M. Ali Al-Ghovari1, Heru Firdan Alamsyah, Yudi Aman Saputra Amanda, Ryan Anang Wijaya Andika Permana, Surya Annas, Firdaus Ansara, Ahmad Dori Pelita Ardiyah, Ismi Ardya Septi Cahyani Arianda, M. Teguh Ashary, Mirfa Reza Asra, Feby Mutiara Aulia Rahim, Dini Cindiana Putri, Windy Dachi, Djulfikri Darsal Darmawati, Gusnita Dedi Efendi Defrian, Fauzi Risna Della Febriyanti Desi Syafitri Diyan Rianti Dwiki Candra Efrianti, Liza Efriyanti , Liza Efriyanti, Liza Elga Lia Putri Elmi Wanti Fajriah, Fenni Fakhira, Indah Naurah Fakhri, Muhammad Aulia Fameska, Elga Febri Yanti Sihotang Ferdian, Muhammad Arif Fikhri, Miftahul Fikri Muhammad Habibi, Muhammad Taufiq Haddad, Najib Al Harahap, Afrina Marito Hardiana Putri, Tiara Hargiani, Fransisca Xaveria Hari Antoni Mursil Hari Antoni Musril Harni Haryati, Lina Heru Firdan Al-Ghovari1 Humala, Indra Husna, Rabbiatul Fadhilah Ilham Rosia Indah Indria Sari Insani, Chindy Rahmatul intan permata sari Irma, Widia Irsan, M Isman, Azihi Iswantir M Jannah, Nur Syabillahtul Jasmienti, Jasmienti Jumaida, Jumaida Khairuddin Khairuddin - Khairuddin Khairuddin Khairuddin Khairuddin Kharuddin Khairuddin Krismayana, Krismayana Kubro, Khodijatul Liza Efrianti Liza Efriyanti Liza Efriyanti Liza Efriyanti, liza M. Dede Nanda Pratama Mai Randa, Viska Maisaroh, Suha Marselino Syahputra Marzura, Wiwi Mathulhusna, Lina Mega Mulyanti Miftahul Fikhri Mohamad Fauzi Muhammad Ilham Muhammad Robi, Muhammad Musril , Hari Antoni Nawani Harahap, Siska Niska, Reza Nurhanifah Nurhanifah Nurleni Oktaviana ‎, Shania Parinduri, Rezti Deawinda Pasaribu, Rizky Handayani Prasuci Nanda Minova Pratama, Ridho Purnama Sari Putra, Muhammad Ade Putri Adinda, Elza Putri, Elsi Kumala Putri, Muthmainnah Putri, Nadiatul Rafi Thahir Rahayu, Eka Sri Rahma Sari, Artika Rahmadani, Rahmi Rahmadhani, Sutrisza Rahmah, Rhadiatur Rahmah, Zakia Rahmi, kurnia Raini, Putri Rasiman Padang Ratna Anggraini Razi Alfarisy, Muhammad Redha Okta Safitri Rezeki, Muhammad Rhadiatur Rahmah Ridwan Saidhi Rizaldi, Septian Cahya Rizky Handayani Pasaribu Rosani, Junita Rosia, Ilham Ryan amanda Safitri, Redha Okta Saidhi, Ridwan Salfina, Rani Salsabila, Hanifa Sanjaya, Intan Saputri, Nefri Sari Choirunnisa Sarwo Derta Sarwo Derta Sarwo Derta Sarwo Derta Sarwoderta Sarwoderta Sasti, Tiara ‎ Sauki Alfajri Shafitri, Fadila Siagian, Sri Wahyuni Sihotang, Febri Yanti Silitonga, Sahnia Uli Siregar, Annisa Fitri Siregar, Riski Ana Putri Sisca Wendi Harisa Sitompul, Sonia Widya Ulfa Sitompul Sri Ningsih Suha Maisaroh Suhaila, Mia Amanda Supriadi Supriadi Supriadi Supriadi Supriadi Supriadi Supriadi Supriadi Supriadi Tanjung, Rahmatin Nihmah Tiwi, Tiwi Tri Agusti Farma Tuti Yuniza Utami, Zulfida Vernanda, Lousia Vikri, Muhammad Wanti, Elmi Wati , Irma Wedra Aprison Wibowo, Alfaruq Ersat Wiwit Putriana Sari Yuditihwa, Adesia Yuli Yulia Mutiara Insani Yulia Novera Yulifda Elin Yuspita Yusti Mudiansyah Zakir, Supratman Zulfani Sesmiarni Zulhamdi, Zulhamdi Zulhidayati Zulhidayati