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All Journal Jurnal Pendidikan Matematika dan IPA Jurnal Infinity JTAM (Jurnal Teori dan Aplikasi Matematika) JPMI (Jurnal Pendidikan Matematika Indonesia) Zero : Jurnal Sains, Matematika, dan Terapan SJME (Supremum Journal of Mathematics Education) MAJAMATH: Jurnal Matematika dan Pendidikan Matematika MES: Journal of Mathematics Education and Science TRIDARMA: Pengabdian Kepada Masyarakat (PkM) Abdimas: Jurnal Pengabdian Masyarakat Universitas Merdeka Malang Jurnal Sistem Komputer dan Informatika (JSON) Reswara: Jurnal Pengabdian Kepada Masyarakat JPM: JURNAL PENGABDIAN MASYARAKAT International Journal of Educational Research and Social Sciences (IJERSC) Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Mosharafa: Jurnal Pendidikan Matematika Plusminus: Jurnal Pendidikan Matematika ACADEMIA: Jurnal Inovasi Riset Akademik Jurnal Info Sains : Informatika dan Sains Jurnal Interaktif: Warta Pengabdian Pendidikan (JIWPP) Pedagogy : Jurnal Pendidikan Matematika AFORE: Jurnal Pendidikan Matematika Panthera : Jurnal Ilmiah Pendidikan Sains dan Terapan Innovative: Journal Of Social Science Research JDIME: Journal of Development and Innovation in Mathematics Education Jurnal Media Akademik (JMA) Katalis Pendidikan: Jurnal Ilmu Pendidikan dan Matematika Bilangan: Jurnal Ilmiah Matematika, Kebumian dan Angkasa Jurnal Infinity Ulil Albab Jejak digital: Jurnal Ilmiah Multidisiplin SJME (Supremum Journal of Mathematics Education) Jurnal Riksa Cendikia Nusantara
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VISUALISASI GEOMETRI NETRAL BERBASIS AUGMENTED REALITY Cut Najwa Aulia; Lukman Hakim Laia; Nisa Rahmadani; Fevi Rahmawati Suwanto
Afore : Jurnal Pendidikan Matematika Vol 4 No 1 (2025): AFORE : Jurnal Pendidikan Matematika
Publisher : Universitas Nias Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57094/afore.v4i1.2881

Abstract

This study was conducted as a Research and Development (R&D) project with the primary objective of developing an Augmented Reality (AR)-based learning medium to support the teaching of three-dimensional geometry for students in the Mathematics Education Study Program. The development process followed the ADDIE model, which consists of five phases: Analysis, Design, Development, Implementation, and Evaluation. The research subjects were fourth-semester students at Universitas Negeri Medan. The instruments used in this study included expert validation questionnaires for both content and media, user response questionnaires, and learning outcome tests. The resulting product is an AR-based instructional medium designed for neutral geometry material, specifically intended for fourth-semester mathematics students. Validation results indicate that the developed AR media is highly valid in terms of content quality, visual design, and functional performance. Student responses to the media were overwhelmingly positive, as reflected by indicators such as engagement, ease of use, and increased learning motivation. The effectiveness test demonstrated a significant improvement in student learning outcomes following the use of the AR-based media. Therefore, this Augmented Reality learning tool is considered both feasible and effective for implementation in geometry instruction, offering an innovative alternative to enhance students' conceptual understanding in the field of mathematics.
PENGEMBANGAN MEDIA AUGMENTED REALITY BERBASIS PMR UNTUK MENINGKATKAN PEMAHAMAN KONSEP MATEMATIKA SISWA SMA NEGERI Putri, Aisya Nabila; Hafiza, Mutia; Ambarita, Samuel Yordan; Nabilah, Wildani Nisrina; Suwanto, Fevi Rahmawati
ACADEMIA: Jurnal Inovasi Riset Akademik Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/academia.v5i2.5635

Abstract

This study aims to develop a learning medium based on Augmented Reality (AR) integrated with the Realistic Mathematics Education (RME) approach to enhance students’ conceptual understanding in mathematics. The use of less interactive learning methods often leads to students having difficulty grasping abstract concepts. By combining AR technology with the RME approach, learning is expected to become more visual, contextual, and meaningful. The study employed a Research and Development (R&D) method using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The media was developed using the Assembler Edu application, validated by experts, and implemented among tenth-grade students at SMA Negeri 3 Medan. Data were collected through pre-tests, post-tests, observations, and questionnaires. The results showed an average post-test score increase of 27% compared to the pre-test, indicating a significant improvement in students’ conceptual understanding. In addition, most students responded positively to the media, stating that it was engaging, easy to use, and helped them understand the material more clearly. The media also supports key principles of RME, such as guided reinvention and the use of real-world contexts in the learning process. Based on these findings, the AR-based learning media integrated with RME is considered effective in improving the quality of mathematics instruction and is recommended as an innovative alternative to create more interactive and enjoyable learning experiences. ABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality (AR) yang terintegrasi dengan Pendekatan Matematika Realistik (PMR) guna meningkatkan pemahaman konsep matematika siswa. Penggunaan metode pembelajaran yang kurang interaktif sering kali membuat siswa kesulitan memahami konsep yang bersifat abstrak. Dengan menggabungkan teknologi AR dan pendekatan PMR, pembelajaran diharapkan menjadi lebih visual, kontekstual, dan bermakna. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang terdiri atas lima tahap: analisis, desain, pengembangan, implementasi, dan evaluasi. Media dikembangkan menggunakan aplikasi Assembler Edu, divalidasi oleh para ahli, dan diterapkan pada siswa kelas X SMA Negeri 3 Medan. Data dikumpulkan melalui pre-test, post-test, observasi, dan angket. Hasil penelitian menunjukkan adanya peningkatan rata-rata nilai post-test sebesar 27% dibandingkan pre-test, yang mengindikasikan peningkatan signifikan dalam pemahaman konsep siswa. Selain itu, mayoritas siswa memberikan tanggapan positif terhadap media, menyatakan bahwa tampilannya menarik, mudah digunakan, dan membantu dalam memahami materi secara lebih jelas. Media ini juga mendukung prinsip-prinsip PMR, seperti guided reinvention dan penggunaan konteks nyata dalam proses pembelajaran. Berdasarkan temuan tersebut, media AR berbasis PMR dinyatakan efektif dalam meningkatkan kualitas pembelajaran matematika dan direkomendasikan sebagai alternatif inovatif untuk menciptakan pengalaman belajar yang lebih interaktif dan menyenangkan.
PENGARUH PENDEKATAN REALISTIK BERBANTUAN GAME EDUKASI GIMKIT TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA SMPN 4 TANJUNG MORAWA Sitohang, Pebrina Enjel; Suwanto, Fevi Rahmawati
Pedagogy: Jurnal Pendidikan Matematika Vol. 10 No. 1 (2025): Pedaggogy : Jurnal Pendidikan Matematika
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/pedagogy.v10i1.5705

Abstract

Kemampuan pemecahan masalah adalah salah satu kemampuan yang harus dimiliki pada pembelajaran matematika. Kemampuan pemecahan masalah ini penting karena menuntut siswa untuk menggunakan daya nalar, pengetahuan, ide dan konsep – konsep matematika yang disusun bentuk bahasa matematika. Penelitian yang dilaksanakan di SMPN 4 Tanjung Morawa pada semester ganjil Tahun Ajaran 2024/2025 bertujuan untuk mengetahui pengaruh pendekatan realistik berbantuan game edukasi gimkit terhadap kemampuan pemecahan masalah matematis siswa SMPN 4 Tanjung Morawa. Metode penelitian yang diterapkan adalah quasi experiment dengan menggunakan sampel dua kelas yaitu VIII-A sebagai kelas eksperimen dan VIII-C sebagai kelas kontrol. Hasil penelitian menunjukkan nilai signifikansi (2 – tailed) sebesar 0,000 maka sesuai dasar pengambilan keputusan dalam uji independent sample T-Test artinya terdapat perbedaan antara kemampuan pemecahan masalah matematis siswa di kelas eksperimen dan kelas kontrol. Dari statistik juga menunjukkan bahwa . Sehingga untuk pengambilan keputusannya ditolak dan diterima atau terdapat pengaruh pendekatan realistik berbantuan game edukasi gimkit terhadap kemampuan pemecahan masalah matematis siswa.Kemampuan pemecahan masalah adalah salah satu kemampuan yang harus dimiliki pada pembelajaran matematika. Kemampuan pemecahan masalah ini penting karena menuntut siswa untuk menggunakan daya nalar, pengetahuan, ide dan konsep – konsep matematika yang disusun bentuk bahasa matematika. Penelitian yang dilaksanakan di SMPN 4 Tanjung Morawa pada semester ganjil Tahun Ajaran 2024/2025 bertujuan untuk mengetahui pengaruh pendekatan realistik berbantuan game edukasi gimkit terhadap kemampuan pemecahan masalah matematis siswa SMPN 4 Tanjung Morawa. Metode penelitian yang diterapkan adalah quasi experiment dengan menggunakan sampel dua kelas yaitu VIII-A sebagai kelas eksperimen dan VIII-C sebagai kelas kontrol. Hasil penelitian menunjukkan nilai signifikansi (2 – tailed) sebesar 0,000 maka sesuai dasar pengambilan keputusan dalam uji independent sample T-Test artinya terdapat perbedaan antara kemampuan pemecahan masalah matematis siswa di kelas eksperimen dan kelas kontrol. Dari statistik juga menunjukkan bahwa . Sehingga untuk pengambilan keputusannya ditolak dan diterima atau terdapat pengaruh pendekatan realistik berbantuan game edukasi gimkit terhadap kemampuan pemecahan masalah matematis siswa.
E-BOOK WITH A REALISTIC MATHEMATICS EDUCATION APPROACH HELPED BY SMART APPS CREATOR TO IMPROVE STUDENTS' PROBLEM SOLVING ABILITIES Putri, Puput Diana; Suwanto, Fevi Rahmawati
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.15563

Abstract

The low problem solving ability of students at SMP Negeri 1 Kisaran is influenced by the use of less varied teaching materials. This research aims to produce E-Book products with the Realistic Mathematics Education (RME) approach assisted by Smart Apps Creator to improve students' problem solving skills that meet valid, practical, and effective criteria. This development uses the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The sample consists of two classes, namely class VIII-5 (experimental) and class VIII-2 (control), each with 30 students. Data were collected through tests, namely pretest posttest and non-test consisting of observation, interview, and questionnaire. Analysis data were analyzed through independent sample t-test with the help of SPSS 25. The results showed that: (1) The developed E-Book meets the valid criteria with an average expert assessment of 87.4% “very valid” category. (2) The practicality of the E-Book is obtained from the results of the teacher and student response questionnaire with an average value of 88.8% “very practical” category. (3) Based on the results of the Independent Samples T-test test, the sig. (2-tailed) 0.000 <0.05, which means there is a significant difference between the experimental class and the control class. Thus, the use of E-Books with the RME approach assisted by Smart Apps Creator is effective in improving students' problem solving skills.
Optimalisasi Manajemen Pembelajaran Projek Berbasis STEAM-AI untuk Meningkatkan Kreativitas Guru SMP Syahputri, Nita; Sya'dian, Triadi; Suwanto, Fevi Rahmawati; Ramadhani, Rahmi; Lahilote, Abqoriy Hisan; Niami, Tamama Alvin
JPM: Jurnal Pengabdian Masyarakat Vol. 6 No. 2 (2025): October 2025
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jpm.v6i2.2698

Abstract

Strengthening teachers’ capacity in managing project-based learning is an urgent need in 21st-century education, particularly in the context of integrating STEAM and artificial intelligence (AI). This community service program was implemented to address the challenges faced by teachers at SMP Negeri 14 Binjai, who continue to experience difficulties in managing project-based learning and have yet to fully optimize the integration of creativity and technology. The objective of this activity was to enhance teachers’ competence in designing and implementing innovative STEAM-AI-based learning through a participatory approach. The program’s partners were teachers of SMP Negeri 14 Binjai, organized under the Teacher Learning Community, with a total of 30 participants. The implementation method was carried out in three stages: preparation, which included needs assessment and module development; execution, which involved training, workshops, and classroom mentoring; and evaluation, which consisted of pre- and post-tests, assessment of lesson design products, and participant reflections. The results showed an improvement in teachers’ understanding of STEAM-AI concepts and project management skills, as reflected in increased test scores and higher-quality lesson designs, reaching 86.7%. Additionally, the program produced other outputs, including the development of a supporting application for implementing STEAM-AI-based project learning, namely the eSTEAM-AI application, and the establishment of a community of practice that serves as a sustainable platform for innovation in schools. Thus, this community service program successfully contributed to enhancing teacher professionalism while supporting the educational transformation in Binjai toward more creative, collaborative, and globally relevant learning.
Realistic Mathematics Textbook Toward The Students’ Mathematical Generalization Skills Suwanto, Fevi Rahmawati; Wijaya, Ariyadi; Aprisal; Fauzi, Asri; Tobondo, Yunda Victorina
Mosharafa: Jurnal Pendidikan Matematika Vol. 12 No. 2 (2023): April
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i2.784

Abstract

Generalisasi merupakan ciri siswa dapat berpikir matematis. Guru dapat mengembangkan bahan ajar berbentuk buku teks untuk memfasilitasi kemampuan generalisasi. Penelitian ini merupakan hasil pengembangan model ADDIE yaitu tahap penerapan dan evaluasi, dengan produk berupa buku teks matematika kelas VIII semester genap yang berorientasi pada kemampuan generalisasi matematis siswa. Buku teks dengan pendekatan Pendidikan Matematika Realistik (RME) ini memuat lima prinsip meliputi eksplorasi fenomenologi, menjembatani dengan instrumen vertikal, kontruksi dan produksi siswa, interaktivitas, dan keterkaitan. Melalui alur kegiatan pemberian lebih dari satu konteks permasalahan, identifikasi kesamaan pola atau strategi hingga penarikan kesimpulan terkait materi, serta pemberian latihan soal pemodelan, buku teks ini telah memfasilitasi kemampuan generalisasi matematis. Berdasarkan hasil penerapan buku teks yang melibatkan 30 siswa kelas VIII salah satu SMP Negeri di Yogyakarta, persentase banyaknya siswa pada kategori good memenuhi batas minimal 75% yaitu mencapai 93,33%. Generalization is a feature that students can think mathematically. Teachers can develop teaching materials in the form of textbooks to facilitate generalization abilities. This study was the developmental stage of ADDIE model, namely the implementation and evaluation. The study produced a textbook for 8th grade even semester which was oriented to students' mathematical generalization skills. The textbook integrating a realistic mathematics education approach contained five principles including phenomenological exploration, bridging by vertical instruments, pupils’ own constructions and productions, interactivity, and intertwining. The flow of activities provided more than one problem context, identifying similarities in patterns or strategies to draw conclusions related to the material as well as modeling exercises to facilitate students' mathematical generalization abilities. Based on the results of textbook implementation involving 30 8th grade students from one of a state junior high school in Yogyakarta, the percentage of students in good category met the minimum point of 75%, which reached 93.33%.
Development of Geogebra Mathematics Learning Media on Exponential and Logarithmic Function Topics Manurung, Hendra Cahyadi; Berutu, Jhosua; Turnip, Leonardo; Sinurat, Putra Paulus Glenn Niel; Suwanto, Fevi Rahmawati
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 2 No. 1 (2024): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v2i1.3255

Abstract

Information Technology really supports the teaching and learning process in mathematics learning, but in reality there are still very few teachers who use ICT in learning activities, even though if teachers use ICT in the learning process it can help students and teachers in learning mathematics. This research aims to determine the effect of multimedia mathematics learning assisted by the Geogebra application on students' conceptual understanding of exponential and logarithmic function material. The research method used is Research and Development (R&D), referring to the ADDIE development model. The subject of this research was carried out at SMA Negeri 1 SILIMAKUTA class X-3. The instruments used are student online response questionnaires, teacher online response questionnaires. Based on the results of testing the development of teaching materials assisted by Geogebra in learning exponential and logarithmic functions, from all aspects of statements from student response questionnaires and teacher responses, the average response percentage was 89.7%. Thus, the high percentage of student responses proves that the development of mathematics learning media assisted by Geogebra can increase students' understanding of concepts and can be used effectively and practically as an additional reference for mathematics learning media, especially material on exponential and logarithmic functions. The implication is that if every lesson uses the right media, it will increase students' learning motivation and improve their learning achievement.
Development of Interactive Learning Media Based on Powerpoint and Desmos Applications For Curved Surface Solid Geometry Mentari Sukma, Mentari; Purba, Fernando; Tarigan, Nafa Cleo Wulandari; Sihombing, Thresia Veronika; Suwanto, Fevi Rahmawati
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 2 No. 1 (2024): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v2i1.3267

Abstract

This study aims to develop interactive learning media based on PowerPoint and Desmos applications for studying curved surface solid geometry. The approach used is Research and Development (R&D), focusing on data collection through questionnaires to measure the effectiveness of the developed media. Three validators were involved in the validation process to ensure the accuracy and validity of the content and instructional media structure. Subsequently, the media was piloted with 10 tenth-grade students from SMA Negeri 1 as part of evaluating its practicality and ease of understanding. The research findings indicate that the interactive PowerPoint-based learning media and Desmos application developed by the researcher meet highly valid criteria. Validation by three independent validators confirms that the content and presentation of the media align with expected standards. Furthermore, student feedback during the pilot study indicates that the media is perceived as practical and easy to comprehend, facilitating the teaching and learning process more effectively. Thus, this development of learning media contributes positively to enhancing the quality of learning curved surface solid geometry through the integration of relevant and innovative technologies.
Development of Augmented Reality-Based Learning Media with GeoGebra 3D to Enhance Interest and Concept Understanding in Ceva Theorem Sarah, Siti; Simanjuntak, Rosi Ade Putri; Sinurat, Putra Paulus; Berutu, Jhosua; Suwanto, Fevi Rahmawati
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 3 No. 1 (2025): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v3i1.4395

Abstract

This study aims to develop an Augmented Reality (AR)-based learning media utilizing GeoGebra 3D to teach the Ceva's Theorem in a triangular prism, with the goal of enhancing students' conceptual understanding and interest in learning mathematics. The research employs a Research and Development (R&D) approach using the ADDIE development model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques involved media validation sheets, content validation sheets, practicality questionnaires, concept understanding tests, and student interest questionnaires. The validation results indicated that the developed media was highly valid, with an average score of 4.62 for technological design and 4.54 for content. The practicality of the media was also rated very practical by both teachers (4.7) and students (4.58). The effectiveness test revealed a significant improvement in concept understanding, with a gain value of 0.59 (moderate category), as well as an increase in student interest, reflected by an average score of 4.32 (high category). These findings indicate that the AR-based learning media using GeoGebra 3D is not only valid and practical but also effective in improving students' understanding and interest in complex spatial geometry topics. This study contributes to the development of interactive, contextual, and digital learning innovations that align with the demands of 21st-century education.
Pemodelan Konveksi Panas Pada Fluida Statis dan Dinamis Dalam Bentuk Persamaan Diferensial Orde 1 Eka Finanti Simamora; Nurcahaya Br Zandroto; Putri Tarigan; Vico Putra Sidauruk; Fevi Rahmawati Suwanto
Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa Vol. 2 No. 4 (2024): Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/bilangan.v2i4.124

Abstract

This article discusses the importance of understanding heat convection in fluids in the context of physics and engineering. Using first order Simple Differential Equations (PDS), we can analyze the temperature distribution in a fluid over time and space in high detail. PDS allows modeling heat convection by considering parameters such as temperature differences and fluid flow velocity. Numerical methods are used to complete the PDS computationally, while data collection techniques through literature studies provide an in-depth understanding of relevant theories and previous findings. With the application of PDS and numerical methods, we can better understand and predict heat transfer in fluids, which has wide applications in engineering, biology, and physics. In conclusion, this article provides a comprehensive insight into the use of PDS in the analysis of heat convection in static and dynamic fluids, with a focus on mathematical and computational approaches to better understand this phenomenon.
Co-Authors Abqoriy Hisan Lahilote Agung, Nurul Indah Klismei Ainil Mardhiyah Aisyah Nadilla Nasution Amanda Nurhayati Siagian Ambarita, Samuel Yordan Amelia Putri Anita Talia Aprisal Aprisal, Aprisal Ariyadi Wijaya Asri Fauzi Berutu, Jhosua Chintia Utami Cindy Regina Ajeng Kartio Sinaga Cut Najwa Aulia Debi Yandra Niska Destri Natalia Devina Zuhra Utami Dinda Kartika Dwi Anggraini E. Elvis Napitupulu, E. Elvis Eka Finanti Simamora Esther Veronica Putri Siregar Fairuz, Tariza Fauzi, Asri Ferdiansyah Rigani Fikri Syahputra Fiqri Subhan Floricytha Sihombing Glory Indira Diana Purba, Glory Indira Diana Hafiza, Mutia Hasratuddin Heby Anggriyani Damanik Hutajulu, Olnes Yosefa Insan Taufik Irene Yoseva Sinaga Ishaq Matondang Ivan Prabawa Kana Saputra S Katrina Samosir Kms. Muhammad Amin Fauzi Lahilote, Abqoriy Hisan Lenni Mariana Harahap Lukman Hakim Laia Lutfiah Syahwarani Siregar Maigani Maigani Manurung, Hendra Cahyadi Matondang, Ishaq Mendoza, Muhammad Dominique Mendoza, Muhammad Dominique Mentari Sukma, Mentari Mingka, Rizka Annisa Mirna Sianipar Nabila Mutiara Syifa Nabila Nasution Nabilah, Wildani Nisrina Nadhira Eka Putri Prayudi Nafisah, Trisni Rofiqotun Nazwa Rizka Susanto Niami, Tamama Alvin Nisa Rahmadani Niska, Debi Yandra Nita Syahputri Novitasari Br Hutauruk Nuraidah Zahra Nurcahaya Br Zandroto Nurhasanah Siregar Nurul Indah Klismei Agung Nurul Maulida Surbakti Olnes Y. Hutajulu Pebi Fauziyana Br Tarigan Purba, Fernando Putri Rizki Putri Syahbilah Putri Tarigan Putri, Aisya Nabila Putri, Puput Diana Rahmi Ramadhani Reni Rahmadani Ressy Dwitias Sari Revalina Ayu Natalia Hutabarat Rifka Elianti Br. Kaban Rindi Yani Hasibuan Rizky Ananda Sabila, Siti Zahra Santa De Luisa Sitorus Sari, Ressy Dwitias Shahibul Ahyan Sherlyta Sherlyta Sihombing, Thresia Veronika Silalahi, Westnob Richat William Simanjuntak, Rosi Ade Putri Sinurat, Putra Paulus Sinurat, Putra Paulus Glenn Niel Sisti Nadia Amalia Siti Sarah, Siti Siti Zahra Sabila Sitohang, Pebrina Enjel Sthephani, Aulia Subhan, Fiqri Susanto, Nazwa Rizka Sya'dian, Triadi Syahputri, Nita Syalwa Nur Alisya Syeila Fatiha Tamama Alvin Niami Tarigan, Nafa Cleo Wulandari Triadi Sya&#039;dian Trisni Rofiqotun Nafisah Turnip, Leonardo Vico Putra Sidauruk Wahyuni, Reni Widia Ningsih, Widia Widyaastuti, Eri Yulita Rotua Putri S. Sihite