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Perancangan Sistem Informasi Pendaftaran Siswa Baru di MTsN 6 Agam Menggunakan Bahasa Pemrograman PHP/MYSQL Humala, Indra; Musril, Hari Antoni; Supriadi, Supriadi; Okra, Riri
ANTHOR: Education and Learning Journal Vol 2 No 3 (2023): Anthor 2023
Publisher : Institut Teknologi Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/anthor.v2i3.142

Abstract

The background of this research is that schools still carry out the administrative registrationprocess manually which requires a lot of paper, there are quite a number of prospective newstudent applicants, so there are many errors in recording prospective student data. This causes the registration process to be less effective and efficient, so it is necessary to have a new student registration information system at MTsN 6 Agam. The method used in this research is the Research and Development (R&D) Research Method, which is a method used to produce a product, the system development model uses the System Development Life Cycle (SDLC) using the waterfall model which consists of Communication, ‎Planning, Modeling, Construction, and Deployment. Product testing uses the ISO/IEC 25010 standard, which consists of Functional usability, Compatibility, and Usability testing. Language testing and black box testing are also carried out Based on the results of the research that the author did, the author was able to create a new student registration information system product at MTsN 6 Agam using the PHP programming language and MySQL database. The results of the functional suitability test obtained a score of 100% very feasible, compatibility 100% very feasible, usability score 91.52% very feasible, language testing results 95% very feasible, andblack box testing results 100%.
Pengembangan Media Promosi Lembaga Pendidikan Menggunakan Papan Informasi Digital di MAN 1 Padangsidimpuan Yuli; Supriadi, Supriadi; Musril, Hari Antoni; Okra, Riri
ANTHOR: Education and Learning Journal Vol 2 No 3 (2023): Anthor 2023
Publisher : Institut Teknologi Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/anthor.v2i3.148

Abstract

This research is motivated by the fact that in MAN 1 Padangsidimpuan, various information related to the school is still delivered in a simple way using two-dimensional media such as banners, posters, announcement papers, and brochures affixed to the making or delivered via microphone. This makes some students less informed with the media used can be damaged, and lost. The purpose of this study, among others, is to make it easier for students to get information, and make it easier for teachers to convey information to be conveyed. The research method used in this research is a research and development method known as Research And Development (R&D) The development model used by Waterfall Pressmanconsists of 5 stages, namely communication, Planning, Modeling, Construction, and Deployment. The research was tested through three stages, namely the validity test was carried out with several experts in their fields such as content, construct, and language using Aiken's V formula. Second, the practicality test was carried out with teachers at the research location using the Moment Kappa (k) formula, and the effectiveness test was carried out with several students using the G-Score formula (<g>). The results of research on media promotion of educational institutions that can be used by schools. The form of this media is a website-based digital information board. The validity product test was 0.88 which was declared valid, the practicality test result of 0.93 was declared very practical, and the effectiveness test result of 0.94 was declared effective. So it can be concluded that the promotional media for educational institutions using digital information boards are valid, practical, and effective.
Perancangan Media Pembelajaran Berbasis Game Edukasi Menggunakan Scratch Pada Mata Pelajaran Informatika Hardiana Putri, Tiara; Okra, Riri; Antoni Musril, Hari; Derta, Sarwo
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 1 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i1.1395

Abstract

The purpose of this study is to utilize Scratch software to develop an educational game-based learning medium that effectively and efficiently supports the teaching and learning process of informatics. This research is based on findings obtained through classroom observations and interviews with Grade X students at MAN 2 Bukittinggi, where the instructional tools and media used by teachers were still limited to printed textbooks, blackboards, and PowerPoint presentations, which were less engaging and lacked variety. Such conditions potentially decrease students’ learning motivation. In addition, the dominant teaching method applied was lecturing, without the integration of interactive media that could enhance students’ participation and motivation. This study applied the Research and Development (R&D) method using the Hannafin and Peck development model, which consists of four main stages: needs assessment, planning, development, and implementation. The findings indicate that the educational game-based learning materials developed with Scratch can be easily utilized by students as a tool to better understand informatics content. The product validity test obtained an average score of 0.86, indicating that the product is valid. The practicality test resulted in an average score of 0.97, categorized as very high, while the effectiveness test achieved an average score of 0.94. The contribution of this study is the development of an educational game-based learning medium using Scratch that is valid, practical, and effective, thereby providing an alternative solution for teachers to deliver informatics content more interactively while enabling students to learn flexibly through digital devices. Abstrak Tujuan dari penelitian ini adalah menggunakan perangkat lunak Scratch untuk membuat media pembelajaran yang berbasis game edukasi yang secara efektif dan efisien mendukung proses pembelajaran informatika. Penelitian ini didasari oleh temuan yang diperoleh melalui proses observasi dan wawancara pada pembelajaran informatika di kelas X MAN 2 Bukittinggi, di mana alat dan media yang digunakan guru masih terbatas pada buku cetak, papan tulis, dan presentasi menggunakan PowerPoint yang kurang menarik serta minim variasi. Kondisi ini berpotensi menurunkan motivasi siswa dalam mengikuti pelajaran. Selain itu, metode pengajaran yang paling sering digunakan adalah ceramah, tanpa adanya penggunaan media interaktif yang berpotensi meningkatkan partisipasi serta motivasi belajar siswa. Penelitian ini menerapkan metode Research and Development (R&D) dengan menggunakan model pengembangan yang dikembangkan oleh Hannafin dan Peck, yang meliputi empat tahap utama: penilaian kebutuhan, perencanaan, pembuatan, dan pelaksanaan. Temuan penelitian menunjukkan bahwa materi pembelajaran berbasis permainan edukasi menggunakan Scratch dapat dengan mudah digunakan oleh siswa sebagai alat bantu dalam memahami materi informatika. Hasil uji validitas pada produk ini memperoleh rata-rata skor sebesar 0,86, yang menandakan bahwa produk tersebut valid. Sementara itu, hasil pengujian praktikalitas menunjukkan bahwa produk ini memperoleh skor rata-rata sebesar 0,97, yang termasuk dalam kategori sangat tinggi. Sementara itu, pengujian efektivitas menghasilkan rata-rata skor 0,94. Kontribusi penelitian ini adalah menghadirkan media pembelajaran berbasis game edukasi menggunakan Scratch yang valid, praktis, dan efektif, sehingga dapat menjadi alternatif solusi bagi guru dalam menyampaikan materi informatika secara lebih interaktif serta membantu siswa belajar secara fleksibel melalui perangkat digital.
Perancangan Media Pembelajaran IPA Kelas VII Menggunakan Genially Di MTs Swasta Terpadu Guguak Randah Yulia Mutiara Insani; Hari Antoni Musril; Riri Okra; Sarwo Derta
Joined Journal (Journal of Informatics Education) Vol 7 No 2 (2024): Volume 7 Nomor 2 (2024)
Publisher : Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31331/joined.v7i2.3441

Abstract

This research is based on problems that exist at MTs ST Guguak Randah, the teaching materials used by teachers are study guides and worksheets. The use of learning media is very rare, so students feel bored when studying. Based on these problems, the researchers provided a solution by creating learning media that was used in a friendly, attractive manner. The author offers a solution by utilizing technology, especially to create a learning media for class VII science subjects using Genially at MTs ST Guguak Randah that is valid, practical and effective. The research method used is the Research and Development (R&D) method. Meanwhile, the development model uses the Hannafin and Peck model, which consists of three stages, namely (1) needs analysis, (2) design, (3) development and implementation, where each step includes revision and evaluation. It can be concluded that this media product was designed based on research findings that have been carried out and are declared valid, practical and effective. This can be assessed from the results of the product testing that the author carried out, through validity testing the final result was 0.86 which was within the valid criteria, then with practicality testing the final result was 0.89 which was very practical criteria and effectiveness testing obtained a final result of 0.80 with high criteria.
Perancangan Sistem Informasi Rapor Kurikulum 2013 Berbasis Web Menggunakan Php Dan Mysql Di SDN 04 Talago Lubuk Sikaping Desi Syafitri; Hari Antoni Musril; Sarwo Derta; Riri Okra
Joined Journal (Journal of Informatics Education) Vol 7 No 2 (2024): Volume 7 Nomor 2 (2024)
Publisher : Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31331/joined.v7i2.3440

Abstract

Penelitian ini dilatarbelakangi oleh sekolah yang masih melakukan proses pengolahan nilai rapor kurikulum 2013 secara manual sehingga memerlukan banyak waktu. Jumlah siswa di SDN 04 Talago Lubuk Sikaping yang banyak menyebabkan sering terjadi kesalahan dalam penginputan nilai siswa. Hal ini menyebabkan proses pengolahan nilai rapor kurikulum 2013 kurang efektif dan efisien, sehingga perlu adanya sistem informasi rapor kurikulum 2013 di SDN 04 Talago Lubuk Sikaping. Metode penelitian yang digunakan adalah metode penilitian Research And Development (R&D), yaitu sebuah metode untuk menghasilkan sebuah produk, sedangkan model pengembangan sistem menggunakan Sistem Development Life Cycle (SDLC) dengan menerapkan model incremental yang terdiri dari tahap Analysis, Design, Code, dan Test. Uji produk menggunakan standar ISO/IEC 25010 yang terdiri dari pengujian Functional Suitability, Compability dan Usability. Juga dilakukan pengujian validitas kebahasaan terhadap sistem informasi. Berdasarkan hasil penelitian yang penulis lakukan, penulis mampu membuat produk sistem informasi rapor kurikulum 2013 di SDN 04 Talago Lubuk Sikaping berbasis web menggunakan bahasa pemrograman PHP dan MySQL.
Perancangan Media Pembelajaran Interaktif Informatika Menggunakan Articulate Storyline 3 di MTsN 1 Bungo Yusti Mudiansyah; Supratman Zakir; Kharuddin Khairuddin; Riri Okra
Joined Journal (Journal of Informatics Education) Vol 7 No 2 (2024): Volume 7 Nomor 2 (2024)
Publisher : Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31331/joined.v7i2.3542

Abstract

Latar belakang permasalahan akan muncul atas saat proses pembelajaran informatika di MTsN 1 Bungo karena atas saat proses pembelajaran guru masih mengandalkan papan tulis dan buku. Sebab karena itu, perlu adanya perancangan media pembelajaran interaktif menggunakan articulate storyline 3 di mata pelajaran informatika sebagai jalan keluar untuk meningkatkan semangat dan minat siswa dalam melaksanakan pembelajaran informatika. Penelitian ini dilakukan atas metode penelitian dan pengembangan (R&D). dan model akan digunakan adalah Thiagrajan ini dikenal atas Model 4-D. model ini terdiri dari : (1) Define bertujuan untuk menentapkan tujuan awal penelitian, (2) Design bertujuan untuk menyiapkan rancangan produk, (3) Development bertujuan untuk menghasilkan produk, dan (4) Disseminate bertujuan untuk penyebaran hasil pengembangan.
Perancangan Media Pembelajaran Informatika Menggunakan Powtoon Di SMPN 2 Bukittinggi Rizky Handayani Pasaribu; Hari Antoni Musril; Riri Okra; Sarwo Derta; Ryan Amanda
J-INTECH ( Journal of Information and Technology) Vol 11 No 2 (2023): J-Intech : Journal of Information and Technology
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/j-intech.v11i2.956

Abstract

Informatics learning in class VII at SMPN 2 Bukittinggi experiences problems, namely students feel bored and waste time because they write too much material. so learning media such as learning videos are needed. This video was developed using powtoon. The research method used is Research and development (R&D) with the Planning, Production, Evaluation (PPE) development model. The results of this research produced a product in the form of a learning video created using Powtoon and accessed via the Linktree platform. The product test results show that the validity test involving 5 experts produced a score of 0.80 in the "valid" category. The practicality test involving 3 respondents produced a score of 0.94 in the "very high" category. The effectiveness test involving 1 teacher and 28 students produced a score of 0.86 in the "high effectiveness" category. This shows that learning video products created using Powtoon and distributed via Linktree are considered to have high validity, practicality and effectiveness in the learning process.
Perancangan Laporan Harian Magang Siswa Berbasis Web di SMKN 1 Bukittinggi Muhammad Ilham; Hari Antoni Mursil; Sarwo Derta; Riri Okra
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 8, No 1 (2025): Februari 2025
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v8i1.8723

Abstract

Abstrak - Penelitian ini dilatarbelakangi oleh sekolah yang masih melakukan pengelolaan laporan harian magang secara manual, dari siswa magang yang menulis laporan harian di buku jurnal yang di berikan sekolah hingga penilaian yang masih menggunakan lembaran kertas yang nantinya dikirimkan ke sekolah, hal ini menjadikan proses pengelolaan laporan harian magang kurang efisien sehingga diperlukan sebuah sistem untuk menunjang kebutuhan pengelolaan laporan harian magang di SMK N 1 Bukittinggi. Berdasarkan hasil penelitian yang penulis mampu membuat sistem laporan harian magang berbasis web di SMK N 1 Bukittinggi menggunakan metode Research and Development (RD) dan model incremental. Sistem ini dirancang untuk memudahkan siswa dalam mencatat dan melaporkan kegiatan magang mereka secara efisien dan terstruktur. Metode RD digunakan untuk mengidentifikasi kebutuhan pengguna dan mengembangkan solusi yang tepat, sementara model incremental memungkinkan pengembangan sistem secara bertahap dan berkelanjutan. Penelitian ini menghasilkan sebuah aplikasi web yang memungkinkan siswa untuk mengisi laporan harian magang mereka secara online, yang kemudian dapat diakses oleh guru pembimbing untuk evaluasi. Sistem ini diharapkan dapat meningkatkan akurasi dan efisiensi dalam pengelolaan data magang, serta meminimalisir kesalahan yang sering terjadi pada sistem manual. Sistem ini juga menawarkan fitur untuk mengunggah bukti kegiatan dalam bentuk foto atau dokumen, sehingga laporan menjadi lebih komprehensif.Kata kunci: Laporan harian, magang, web, Rd, inkremental                 Abstract - This research is motivated by schools that still manage daily internship reports manually, from internship students who write daily reports in journal books provided by the school to assessments that still use sheets of paper which are later sent to the school, this makes the process of managing daily internship reports less efficient so that a system is needed to support the needs of managing daily internship reports at SMK N 1 Bukittinggi. Based on the results of the research, the authors were able to create a web-based daily internship report system at SMK N 1 Bukittinggi using the Research and Development (RD) method and the incremental model. This system is design ed to make it easier for students to record and report their internship activities in an efficient and structured manner. The RD method is used to identify user needs and develop appropriate solutions, while the incremental model allows for gradual and continuous development of the system. This research resulted in a web application that allows students to fill in their internship daily reports online, which can then be accessed by supervising teachers for evaluation. The system is expected to improve accuracy and efficiency in internship data management, as well as minimize errors that often occur in manual systems. The system also offers a feature to upload evidence of activities in the form of photos or documents, so that the report becomes more comprehensive.Keywords: Daily report, internship, web, Rd, incremental
Perancangan Game Edukasi Menggunakan Construct2 pada Pembelajaran Informatika Kelas VIII di SMPN 7 Bukittinggi Della Febriyanti; Sarwo Derta; Liza Efriyanti; Riri Okra
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 7, No 6 (2024): Desember 2024
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v7i6.8431

Abstract

Abstrak - Penelitian ini berdasarkan hasil observasi yang dilakukan peneliti saat sesi belajar hening dengan guru mata pelajaran Informatika di SMPN 7 Bukittinggi. Terdapat beberapa informasi bahwa materi ajar yang dibagikan guru kurang efektif dalam mendorong siswa untuk belajar. Selain itu, meskipun SMPN 7 Bukittinggi telah mengadopsi kurikulum Merdeka, masih terdapat kekurangan paket buku teks yang menyebabkan siswa menjadi pendiam di kelas. Berdasarkan temuan tersebut, peneliti merasa perlu untuk menggunakan permainan edukatif sebagai alat bantu mengajar. Tujuan dari penelitian ini adalah untuk mengembangkan permainan edukatif yang sah, praktis, dan efektif menggunakan konstruk 2 untuk kelas literasi informasi. Penelitian ini menggunakan metode Research and Development (RD) atau yang sering disebut metode studi dan pengembangan. Model pengembangan media Luther Sutopo terdiri dari delapan tahap, yaitu konsep, desain, pengadaan material, produksi, pengujian, dan distribusi. Model ini digunakan sebagai pengganti. Berdasarkan hasil penelitian, media yang digunakan reliabel, praktis, dan efektif. Hasil ini dipengaruhi oleh hasil evaluasi produk yang menunjukkan skor untuk validitas (0,81), kepraktisan (0,81), dan efektivitas (0,81). Kata kunci: Construct2, Game Edukasi, Informatika  Abstract - This study is based on the results of observations conducted by researchers during a silent study session with social studies teachers at SMPN 7 Bukittinggi. There is some information that the teaching materials distributed by teachers are less effective in encouraging students to learn. In addition, although SMPN 7 Bukittinggi has adopted the Merdeka curriculum, there is still a lack of textbook packages that cause students to be quiet in class. Based on these findings, researchers feel the need to use educational games as teaching aids. The purpose of this study is to develop valid, practical, and effective educational games using construct 2 for information literacy classes. This study uses the Research and Development (RD) method or often called the study and development method. Luther Sutopo's media development model consists of eight stages, namely concept, design, material procurement, production, testing, and distribution. This model is used as a substitute. Based on the results of the study, the media used is reliable, practical, and effective. These results are influenced by the results of the product evaluation which showed low scores for validity (0.81), practicality (0.81), and effectiveness (0.81).Keywords: Construct2, Educational Game, Informatics
PENGARUH PENGGUNAAN PC TABLET TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN INFORMATIKA DI SMP IT HAJI DJALALUDDIN BONJO ALAM KABUPATEN AGAM Asmida Namora; Supriadi; Liza Efriyanti; Riri Okra
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12446

Abstract

This research was motivated by the fact that some students have not yet achieved the minimum learning mastery in the Informatics subject, one of the contributing factors being the suboptimal use of technology such as PC Tablets during the learning process. The use of PC Tablets can be an engaging and interactive learning medium, but on the other hand, it can also cause distractions if not used wisely. Therefore, this study aims to determine the influence of PC Tablet usage on students' learning outcomes in the Informatics subject at SMP IT Haji Djalaluddin Bonjo Alam, Agam Regency. This research is a quantitative study using the ex post facto method. It involves two variables: the independent variable is the use of PC Tablets, and the dependent variable is the students' learning outcomes. Data were collected using an objective test instrument. The population consisted of 35 students, and the sample included 20 students, consisting of 9 students from grade VII and 11 students from grade VIII, selected using a saturated sampling technique. Based on data analysis and discussion, it was found that the average learning outcome of students with high PC Tablet usage was 81.09, while those with low usage had an average of 72.88. This indicates a positive correlation between the use of PC Tablets and improved learning outcomes. This result was supported by a simple linear regression test, showing an F-count of 23.085 with a significance value of 0.000 ≤ 0.05, indicating that H₀ is rejected and H₁ is accepted. Furthermore, the coefficient of determination (R²) was 0.5615 or 56.15%, showing that PC Tablet usage contributes 56.15% to the variation in students’ learning outcomes, while the remaining 43.85% is influenced by other factors. Thus, it can be concluded that there is a significant influence of PC Tablet usage on students' learning outcomes in the Informatics subject at SMP IT Haji Djalaluddin Bonjo Alam, Agam Regen
Co-Authors AA Sudharmawan, AA Ade Marta Indra, Ian Adri Maulana Zahari Adryan Afnila, Yolni Gusnanda Afrelia, Yutika Ahmad, Engla Sedugo Putri Aisyah Amini Aisyah Amini Akbar, M. Ali 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 Asmida Namora Asra, Feby Mutiara Aulia Rahim, Dini Cahyani, Ardya Septi Cindiana Putri, Windy Dachi, Djulfikri Darsal Darmawati, Gusnita Dedi Efendi Defrian, Fauzi Risna Della Febriyanti Desi Syafitri Dinda Putri Dewi Harefa Diyan Rianti Dwiki Candra Edwar Adrian Putra Adam Efrianti, Liza Efriyanti , Liza Efriyanti, Liza Elga Lia Putri Elmi Wanti Elza Putri Adinda Fajriah, Fenni Fakhira, Indah Naurah Fakhri, Muhammad Aulia Fameska, Elga Febri Yanti Sihotang Ferdian, Muhammad Arif Fikhri, Miftahul Fikri Muhammad Firdaus Annas Gusnita Darmawati Habibi, Muhammad Taufiq Haddad, Najib Al Harahap, Afrina Marito Hardiana Putri, Tiara Hargiani, Fransisca Xaveria Hari Antoni Mursil Hari Antoni Musril 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 Efriyanti, liza M. Dede Nanda Pratama Mai Randa, Viska Marselino Syahputra Marzura, Wiwi Mathulhusna, Lina Mega Mulyanti Miftahul Fikhri Mohamad Fauzi Muhammad Ilham Muhammad Rezeki Muhammad Robi, Muhammad Musril , Hari Antoni Nawani Harahap, Siska Niska, Reza Nurhanifah Nurhanifah Nurleni Oktaviana ‎, Shania Pasaribu, Rizky Handayani Prasuci Nanda Minova Pratama, Ridho Purnama Sari Putra, Muhammad Ade Putri, Elsi Kumala Putri, Muthmainnah Putri, Nadiatul Rafi Thahir Rahayu, Eka Sri Rahma Sari, Artika Rahmadani, Rahmi Rahmadhani, Sutrisza Rahmah, Zakia Rahmi, kurnia Raini, Putri Rasiman Padang Ratna Anggraini Razi Alfarisy, Muhammad Redha Okta Safitri Rezti Deawinda Parinduri Rhadiatur Rahmah Ridwan Saidhi Rizaldi, Septian Cahya Rizky Handayani Pasaribu Rosani, Junita Ryan amanda Saidhi, Ridwan Salfina, Rani Sanjaya, Intan Saputri, Nefri Sari Choirunnisa Sarwo Derta Sarwo Derta Sarwo Derta Sarwo Derta Sarwo Derta Sarwoderta Sarwoderta Sasti, Tiara ‎ Sauki Alfajri Shafitri, Fadila Sidratul Husni Sihotang, Febri Yanti Silitonga, Sahnia Uli Siregar, Annisa Fitri Siregar, Riski Ana Putri Sisca Wendi Harisa Sitompul, Sonia Widya Ulfa Sitompul Sri Ningsih Sri Wahyuni Siagian Suha Maisaroh Suhaila, Mia Amanda Supriadi Supriadi Supriadi Supriadi Supriadi Supriadi Supriadi Supriadi Supriadi Supriadi Supriadi Supriadi Tanjung, Rahmatin Nihmah Tiara Hardiana Putri Tiwi, Tiwi Tri Agusti Farma Tuti Yuniza Utami, Zulfida Vernanda, Lousia Vikri, Muhammad Viska Mai Randa Wati , Irma Wawan Fadhilah Wedra Aprison Wibowo, Alfaruq Ersat Wilya Mardhatillah Wiwit Putriana Sari Yuditihwa, Adesia Yuli Yulia Mutiara Insani Yulia Novera Yulifda Elin Yuspita Yulifda Elin Yuspita Yusti Mudiansyah Zahari, Adri Maulana Zakir, Supratman Zulfani Sesmiarni Zulhamdi, Zulhamdi Zulhidayati Zulhidayati