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All Journal Pedagogia: Jurnal Pendidikan Al Ishlah Jurnal Pendidikan Qanun Medika - Medical Journal Faculty of Medicine Muhammadiyah Surabaya SEJ (Science Education Journal) Al-Ta'dib: Jurnal Kajian Ilmu Kependidikan PROCESSOR Jurnal Ilmiah Sistem Informasi, Teknologi Informasi dan Sistem Komputer PEDAGOGIK : JURNAL PENDIDIKAN DoubleClick : Journal of Computer and Information Technology Jurnal Pengabdian Kepada Masyarakat MEMBANGUN NEGERI Jurnal Isema : Islamic Educational Management Jurnal Komunikasi Pendidikan Jurnal Pendidikan Teknologi Informasi dan Vokasional Jurnal Inovasi dan Teknologi Pembelajaran (JINOTEP) Kajian dan Riset Dalam Teknologi Pembelajaran Jurnal Berdaya Mandiri PROGRES PENDIDIKAN Edunesia : jurnal Ilmiah Pendidikan Didaktik : Jurnal Ilmiah PGSD STKIP Subang Jurnal Amal Pendidikan TAJDID: Jurnal Pemikiran Keislaman dan Kemanusiaan Jurnal Pengabdian dan Peningkatan Mutu Masyarakat (JANAYU) Jurnal Pendidikan dan Pengajaran (JPP) JagoMIPA: Jurnal Pendidikan Matematika dan IPA Idealmathedu: Indonesian Digital Journal of Mathematics and Education LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA SOCIAL : Jurnal Inovasi Pendidikan IPS Edu Cendikia: Jurnal Ilmiah Kependidikan Decode: Jurnal Pendidikan Teknologi Informasi Abimanyu: Journal of Community Engagement Jurnal Kajian Islam Interdisipliner Amaliah: Jurnal Pengabdian Masyarakat Malcom: Indonesian Journal of Machine Learning and Computer Science Amal Ilmiah: Jurnal Pengabdian Kepada Masyarakat Jurnal Amal Pendidikan Science and Education Journal Jurnal Smart Paud At- Ta'lim : Jurnal Pendidikan Jurnal Inovasi dan Teknologi Pembelajaran
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Perancangan UI/UX Sistem Manajemen Persuratan Menggunakan Metode Design Thinking Fera, Fera Feriska Ristania Rahman; Angga Rustiawan; Dwi Ophi Ramadhan; Gugun Dermawan; Hendra Nelva Saputra; Alwas Muis
Jurnal PROCESSOR Vol 20 No 1 (2025): Jurnal Processor
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/processor.2025.20.1.2188

Abstract

An efficient and digitized document management system is urgently needed in higher education administration to improve document management effectiveness. This study aims to design the user interface (UI) and user experience (UX) of a web-based document management system using the Design Thinking method. This method is used to understand user needs, design intuitive solutions, and develop interfaces that simplify interaction in document management. The design process includes the Empathize, Define, Ideate, Prototype, and Test stages. The results show that the generated UI/UX design improves ease of use and workflow efficiency, with a user satisfaction rate of 85%. The system's implementation has the potential to optimize digital correspondence, reduce administrative errors, and improve transparency. However, further development is needed to enhance accessibility, scalability, and integration with other administrative systems. This development will support a more efficient and transparent digital transformation in the operational processes of higher education institutions.
IMPLEMENTATION OF EXPERT SYSTEMS IN MAPPING THE LEARNING STYLES OF HIGH SCHOOL STUDENTS Dermawan, Gugun; Saputra, Hendra Nelva; Razilu, Zila
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v5i2.4770

Abstract

This study aims to map the learning styles of students at SMA Negeri 2 Lasalimu Selatan using an expert system. The method used in this research is a quantitative approach, with data collected through a learning style questionnaire filled out by the students. The sample consists of 160 students from grades X and XI, with data analysis using percentage formulas to analyze the distribution of learning styles based on grade level, classroom, and age. The results show that in grade X, the visual learning style dominates (42%), while in grade XI, the auditory learning style is more dominant (45%). The kinesthetic learning style remains at a low percentage in both grades. Based on these results, it is recommended that teachers design learning approaches that accommodate visual and auditory learning styles, while also paying attention to students with kinesthetic learning styles, even though their percentage is low. More personalized learning based on students' learning styles is expected to improve the effectiveness of the learning process and students' academic achievements. ABSTRAKPenelitian ini bertujuan untuk memetakan gaya belajar siswa SMA Negeri 2 Lasalimu Selatan menggunakan sistem pakar. Metode yang digunakan dalam penelitian ini adalah pendekatan kuantitatif, dengan pengumpulan data melalui kuesioner gaya belajar yang diisi oleh siswa. Sampel penelitian berjumlah 160 siswa dari kelas X dan XI, dengan analisis data menggunakan rumus persentase untuk menganalisis distribusi gaya belajar berdasarkan jenjang kelas, kelas, dan usia. Hasil penelitian menunjukkan bahwa pada kelas X, gaya belajar visual mendominasi (42%), sedangkan pada kelas XI, gaya belajar auditori lebih dominan (45%). Gaya belajar kinestetik masih berada pada persentase yang rendah pada kedua kelas tersebut. Berdasarkan hasil penelitian tersebut, disarankan kepada guru untuk merancang pendekatan pembelajaran yang mengakomodasi gaya belajar visual dan auditori, dengan tetap memperhatikan siswa dengan gaya belajar kinestetik, meskipun persentasenya rendah. Pembelajaran yang lebih personal berdasarkan gaya belajar siswa diharapkan dapat meningkatkan efektivitas proses pembelajaran dan prestasi akademik siswa.
Learning Evaluation Design Using Quizizz in Mathematics Subjects at Elementary School Agustin, Sandra Aryani; Saputra, Hendra Nelva; Darman, Darman
Edunesia : Jurnal Ilmiah Pendidikan Vol. 6 No. 2 (2025)
Publisher : research, training and philanthropy institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v6i2.1259

Abstract

This study aims to design a valid, reliable, and effective mathematics learning evaluation tool using Quizizz for grade VI students at SDN 1 Toronipa. The method used in this study is Research and Development (RnD) with a 4D development model. The validity test results showed that out of 25 questions tested, 15 were declared valid, while 10 other questions were invalid. The reliability test conducted using the Alpha Cronbach method produced a reliability coefficient of 0.960, indicating a very high level of Reliability. Analysis of the difficulty level of the questions revealed that 80% of the questions were in the "moderate" category, while the other 20% were in the "easy" category. The discrimination test results showed that most questions had "good" or "excellent" discrimination power. This study proves Quizizz is a practical, engaging, interactive evaluation tool. The evaluation tool developed meets the criteria of validity, Reliability, appropriate level of difficulty, and good discrimination power, so it can potentially increase student motivation and learning outcomes. This study provides empirical evidence that Quizizz can be an effective alternative in evaluating mathematics learning at the elementary school level.
User Experience Analysis of The Information System MBKM FKIP Muhammadiyah University Kendari Rillan, Yasset; Razilu, Zila; Nelva Saputra, Hendra
At- Ta'lim : Jurnal Pendidikan Vol. 11 No. 2 (2025): June
Publisher : LP3M Universitas Islam Zainul Hasan Genggong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55210/attalim.v11i2.2181

Abstract

This study aims to analyze the user experience of Merdeka Belajar Kampus Merdeka (MBKM) information system at the Faculty of Teacher Training and Education (FKIP), Universitas Muhammadiyah Kendari. A survey was conducted with 40 students participating in the MBKM program to evaluate ease of use, system stability, information completeness, and overall satisfaction with the system. The results showed that most users were satisfied with the system. Users rated aspects such as feature completeness, ease of navigation, and speed in uploading and downloading documents positively. Nevertheless, some areas require improvement, especially regarding user independence in completing tasks and the clarity of the interface to facilitate understanding. Overall, this study concludes that the MBKM system at FKIP Universitas Muhammadiyah Kendari has successfully met users' needs in supporting academic activities. However, improvements in several aspects are expected to improve the quality of user experience.
PERANCANGAN MEDIA PEMBELAJARAN BERBASIS VIDEO DALAM MENINGKATKAN MOTIVASI BELAJAR SISWA PADA MATA PELAJARAN IPAS Aviani, Fenti Nur; Darman, Darman; Saputra, Hendra Nelva
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 3 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i3.6660

Abstract

This study aims to design and evaluate the feasibility and effectiveness of a learning media to enhance motivation in learning IPAS for fifth-grade students. The research employed the Research and Development (R&D) method using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The findings reveal that the video-based learning media created using the CapCut application received an expert rating of 95.6% from subject matter experts and 92.6% from media experts, indicating a very high level of feasibility. In terms of effectiveness, the video media was able to improve learning motivation in IPAS by 71.2%. Therefore, based on the feasibility and effectiveness testing, it can be concluded that the design of video-based learning media using the CapCut application is highly suitable and effective in enhancing students’ motivation to learn about a harmonious ecosystem. Furthermore, this video-based learning media offers the advantage of being stored and replayed by istudents. This allows learners to revisit difficult sections or review the material as needed, supporting self-directed learning and enabling students to learn at their own pace. ABSTRAKPenelitian ini memiliki tujuan untuk merancang dan mengevaluasi kelayakan serta efektivitas media dalam meningkatkan motivasi belajar IPAS untuk siswa kelas V. Metode yang digunakan dalam penelitian ini adalah metode R&D (Research and Development) dengan model ADDIE, yang terdiri dari tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Temuan dari penelitian ini menunjukkan bahwa media pembelajaran berbasis video yang dibuat dengan aplikasi CapCut mendapatkan penilaian dari ahli materi sebesar 95,6% dan dari ahli media sebesar 92,6%, yang menunjukkan bahwa media tersebut sangat layak digunakan. Dari segi efektivitas, media pembelajaran video ini dapat meningkatkan motivasi belajar IPAS dengan persentase 71,2%. Oleh karena itu, berdasarkan pengujian kelayakan dan efektivitas, dapat disimpulkan bahwa desain media pembelajaran berbasis video menggunakan aplikasi CapCut sangat memadai dan sangat efektif dalam meningkatkan motivasi belajar mengenai ekosistem yang harmonis. Selain itu, media pembelajaran berbasis video dengan aplikasi CapCut memiliki keuntungan, yakni dapat disimpan untuk ditonton kembali oleh siswa. Hal ini memungkinkan siswa untuk memutar ulang bagian-bagian yang sulit dipahami atau mengulang materi sesuai kebutuhan mereka. Ini mendukung pembelajaran mandiri dan memberi kesempatan kepada siswa untuk belajar dengan kecepatan mereka sendiri.
PENGEMBANGAN MEDIA PEMBELAJAARAN INTERAKTIF PADA MATA PELAJARAN MATEMATIKA POKOK BAHASA PENGUKURAN KELAS III SDN 85 KENDARI Rismawati, Rismawati; Saputra, Hendra Nelva; Fajriani, Alfiah
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 3 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i3.6678

Abstract

Mathematics is often considered difficult by elementary school students, especially because of the abstract material delivery and lack of visualization. Based on the results of observations in grade III of SDN 85 Kendari, students experienced difficulties in understanding the concept of measurement, such as length, weight, and time. Conventional methods that are not supported by learning materials that do not interest students can lead to this. Therefore, it is very important for learning media that is easy to use, attracts students' interest, and is suitable for elementary school students. The goal is to create an interactive learning media with measurement materials using the Articulate Storyline 3 application and conduct an assessment of its feasibility and practicality. The stages of this research process began with the analysis, design, development, implementation, and evaluation stage, which is the ADDIE model in the Research and Development (R&D) method The results of validation by three media experts with an average score of 78.89% "valid" and three subject matter experts with an average score of 84.89 "very valid", while the results of the practicality test by students showed an average of 82.38% "very practical". The results of this study show that the media that has been developed can be used properly and effectively during the learning process. These media can also improve student participation and their ability to understand measurement material. ABSTRAKMatematika sering dianggap sulit oleh siswa sekolah dasar, terutama karena penyampaian materi yang bersifat abstrak dan minim visualisasi. Berdasarkan hasil observasi di kelas III SDN 85 Kendari, siswa mengalami kesulitan dalam memahami konsep pengukuran, seperti panjang, berat, dan waktu. Metode konvensional yang tidak didukung oleh bahan pembelajaran yang tidak menarik minat siswa dapat menyebabkan hal ini.Oleh karena itu, sangat penting untuk adanya media pembelajaran yang mudah digunakan, menarik minat siswa, dan sesuai pada siswa sekolah dasar. Tujuannya adalah membuat media pembelajaran yang interaktif dengan materi pengukuran menggunakan aplikasi Articulate Storyline 3 dan melakukan penilaian kelayakan dan praktisitasnya. Tahapan proses penelitian ini diawali tahap analisis, desain, pengembangan, implementasi, dan evaluasi, yang merupakan model ADDIE dalam metode Research and Development (R&D). Hasil validasi oleh tiga ahli media dengan nilai rata-rata 78,89% “valid” dan tiga ahli materi dengan nilai rata-rata 84,89 “sangat valid”, sedangkan hasil uji kepraktisan oleh siswa menunjukkan rata-rata 82,38% “sangat praktis”. Hasil penelitian ini menunjukkan bahwa media yang telah di kembangkan dapat digunakan dengan baik dan efektif selama proses pembelajaran. Media ini juga dapat meningkatkan partisipasi siswa dan kemampuan mereka untuk memahami materi pengukuran.
PERANCANGAN MEDIA PEMBELAJARAN BERBASIS GAME EDUKASI PADA MATERI BANGUN DATAR MENGGUNAKAN CONSTRUCT 3 KELAS VII SMP KARTIKA XX-6 KENDARI Dila, Dila; Saputra, Hendra Nelva; Razilu, Zila
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 3 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i3.7031

Abstract

The limitations of interactive learning media are often an obstacle in mathematics learning, especially in flat building materials. This research aims to design and test the feasibility and practicality of educational game-based learning media. The method used in this study is research and development (R&D) with the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The resulting media is designed to meet the criteria of validity, and practicality of educational game-based learning media. The results of the validation of media experts showed a feasibility score of 87.01% and material experts of 97.03%. The response of the students was very positive with a practicality score of 90.51%. This shows that the learning media developed is very feasible and effective in the mathematics learning process. This media is considered easy to use, and effective in making it easier for teachers to deliver material and increasing students' enthusiasm for learning. Therefore, it can be concluded that learning media based on educational games of flat building materials is suitable for use as a learning tool. ABSTRAKKeterbatasan media pembelajaran yang interaktif sering kali menjadi kendala dalam pembelajaran matematika, utamanya pada materi bangun datar. Penelitian ini bertujuan untuk merancang dan menguji kelayakan serta kepraktisan media pembelajaran berbasis game edukasi. Metode yang digunakan dalam penelitian ini adalah research and develompment (R&D) dengan model ADDIE, yang terdiri dari tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Media yang dihasilkan dirancang untuk memenuhi kriteria validitas, dan kepraktisan media pembelajaran berbasis game edukasi. Hasil validasi ahli media menunjukan skor kelayakan sebesar 87,01% dan ahli materi sebesar 97, 03%. Respon peserta didik sangat positif dengan skor kepraktisan sebesar 90,51%. Hal ini menunjukan bahwa media pembelajaran yang dikembangkan sangat layak dan efektif digunakan dalam proses pembelajaran matematika. Media ini dinilai mudah digunakan, dan efektif dalam memudahkan guru dalam penyampaian materi dan meningkatkan antusiasme siswa terhadap pembelajaran. Oleh karena itu, dapat disimpulkan bahwa media pembelajaran berbasis game edukasi materi bangun datar layak digunakan sebagai alat bantu pembelajaran.
PENGEMBANGAN VIDEO PEMBELAJARAN INTERAKTIF PENDIDIKAN AGAMA ISLAM MATERI TANDA-TANDA BALIGH DI SDN 78 KENDARI Rahmadani, Nilam; Darman, Darman; Saputra, Hendra Nelva
Tajdid: Jurnal Pemikiran Keislaman dan Kemanusiaan Vol 9 No 2 (2025): Oktober
Publisher : LP2M IAI Muhammadiyah Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52266/tadjid.v9i2.4758

Abstract

Materi tanda-tanda baligh dalam Pendidikan Agama Islam sering kali sulit dipahami siswa sekolah dasar karena bersifat abstrak dan sensitif. Berdasarkan kondisi di kelas IV SDN 78 Kendari, proses pembelajaran masih mengandalkan metode ceramah yang membuat siswa kurang aktif dan merasa canggung. Rumusan masalah penelitian, bagaimana mengembangkan video pembelajaran interaktif yang sesuai untuk menyampaikan materi tanda-tanda baligh agar mudah dipahami. Tujuan penelitian, menghasilkan video pembelajaran interaktif yang layak digunakan dan menarik serta dapat meningkatkan pemahaman siswa. Research and Development (R&D) dipilih sebagai metode dengan model ADDIE yang mencakup lima tahapan yaitu analisis, perancangan, pengembangan, implementasi, dan evaluasi. Hasil penelitian ini dinilai sangat layak digunakan oleh ahli media dengan rata-rata 90,74% dan oleh ahli materi dengan rata-rata 87,27%. Implementasi terhadap 17 siswa menunjukkan respon positif dengan nilai rata-rata 89,41%. Kesimpulannya, video pembelajaran yang di kembangkan sangat layak dan mudah digunakan dalam meningkatkan pemahaman siswa terhadap materi tanda-tanda baligh sebagai pembelajaran alternatif.
Peningkatan Kompetensi Desain Grafis Siswa Melalui Pendampingan Terprogram Menggunakan Aplikasi Coreldraw Hismawati; Herlinda; Esthi Diyah Utami Waraksari; Emil Alfreda; Hendra Nelva Saputra
Amal Ilmiah: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 1 (2023): Edisi November 2023
Publisher : FKIP Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36709/amalilmiah.v5i1.58

Abstract

Kemampuan untuk menghasilkan karya desain yang menarik dan profesional sangat dihargai oleh perusahaan dan masyarakat umum. Oleh karena itu, penting untuk memastikan siswa memiliki kompetensi yang baik dalam desain grafis agar dapat bersaing di pasar kerja yang kompetitif. Tujuan kegiatan ini adalah membuat siswa memiliki pemahaman yang lebih baik tentang desain grafis dan mampu menghasilkan karya-karya kreatif yang memukau. Metode pelaksanaan kegiatan pelatihan ini terdiri atas 4 tahapan yaitu persiapan, pembukaan acara, penyampaian materi, dan praktek. Kegiatan pelatihan yang telah dilakukan terhadap siswa terbukti dapat meningkatkan pengetahuan dan kemampuan siswa di bidang Desain Grafis dalam pembuatan logo. Hasil ini dapat dibuktikan dengan memperhatikan hasil desain grafis dari setiap siswa yang berarti penyampaian materi edukasi desain grafis dapat dicerna dengan baik dan dapat disimpulkan bahwa siswa memiliki perhatian yang baik terhadap pelatihan yang telah diberikan. Suasana di ruangan pelatihan penuh dengan semangat dan antusiasme dari peserta pelatihan. Pernyataan ini didukung dengan data sebesar 88,90% siswa memberikan respon positif terhadap kegiatan pelatihan ini.
Teacher Behavior Profile in Organization Citizenship Behavior: Profil Perilaku Guru dalam Organization Citizenship Behavior Salim, Salim; Prajono, Rahmad; Nurhayati, Nurhayati; Abdin, Abdin; Saputra, Hendra Nelva
Pedagogia : Jurnal Pendidikan Vol. 9 No. 2 (2020): August
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pedagogia.v9i2.754

Abstract

The purpose of this research is: (1) to reveal the portrait behavior of organizational citizenship behavior in primary school teachers in Kendari City, (2) to assess factors affecting the behavior of organizational citizenship behavior of teachers Primary school in the city of Kendari, (3) to analyze the difference in behavior of organizational citizenship behavior is reviewed from the gender of school status and gender in primary school teachers in Kendari City. This approach of research using a mixed-methods method combines qualitative and quantitative research. The place of implementation of this research is an elementary school in the region of Kendari, Southeast Sulawesi province. The results of this study show generally teachers of elementary school in the city of Kendari have organization citizenship behavior with good behavior, (2) Factors that influence the behavior of organizational citizenship behavior of Teachers Elementary School in Kendari City is a school climate that encompasses work culture, school leadership management, and school objectives, (3) There is no difference in organizational citizenship behavior Behaviour for elementary school teachers in Kendari City is reviewed from Gender, school status, and school type.
Co-Authors Abdin Agustin, Sandra Aryani Ahyan, Rian Rifaldi Alaeka, Egri Rionansyah Alfiah Fajriani Alwas Muis Andi Sinarti Angga Rustiawan Arfin Arfin Arfin Armadani Asrul Asrul Aviani, Fenti Nur Chiko Yuardan Yudas Darman Darman Darman Darman Darnawati, Darnawati Dermawan, Gugun Dian Hasaniah DILA, DILA Dorce Banne Pabunga Dorce Banne Pabunga, Dorce Banne Dwi Ophi Ramadhan Ebit Arianto Edisus Suseng Elma Elma, Elma Emil Alfreda Emilia Kontesa Esthi Diyah Utami Waraksari Evi Wahyudiani Fajriani, Alfiah Farhan Afif Al Kindi Febriadin Anggriawan Fera, Fera Feriska Ristania Rahman Gugun Dermawan Habesia, Habesia Harun Rasyid Harun Rasyid Helda Herlinda Hidayath, Ahmad Hismawati Idawati Idawati Idhayani, Nurul Ikman Ikman Ikman Ikman Ikman, Ikman Ilcham, Ilcham Irawaty Irawaty Isra Isra Jafar, Andi Muhammad Kamaruddin Kodirun La Ansar La Ode Ahmad Jazuli La Ode Muhammad Ramsy Sangkalibu Landebila, Jumiatin Maulid Rahman Misu, La Moh. Sugiman Muh. Fahril Muhammad Fardi Muhammad Jumardin Muliyani, Sri Nanik Hindaryatiningsih Nilam Rahmadani Ningsih Ningsih Nuku Arjiman Nur Asmawati Nurhayati Nurhayati Nurhayati Nurhayati Nurhayati Nurhayati Nurhayati Nurhayati, Nurhayati Nurjiani Nurjiani Nurlela Juliasari Patta Hindi Asis Prajono, Rahmad Putra, Aditya Pratama Rahmad Prajono Rahmadani, Nilam Rahwanto, Sitta Fikria Razilu, Zila Rhesty Said Sake Said Sake Rian Rifaldi Ahyan Rillan, Yasset Riska Aprilia Rismawati Rismawati Sahrul Sahrul Said, Hasmira Sake, Rhesty Said Salim Salim Salim Salim Salim Salim Salim Salim Salim Salim Salim Salim Salim Salim Salim Salim, Salim Samsul Saliha Sandi Pratama Sarpina Sinarti, Andi Sitti Aisa Anini Sitti Rahmaniar Abubakar Sitti Rahmaniar Abubakar Sitti Rahmaniar Abubakar, Sitti Rahmaniar Suhar Suhar Suhar, Suhar Syahria Syahria Tri Kukuh Prasetiyo Wahyudiani, Evi Yusril