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PENGARUH MODEL PEMBELAJARAN PROJECT BASED LEARNING TERHADAP HASIL BELAJAR MATA PELAJARAN SBDP MATERI MEMBUAT SOUVENIR DENGAN TEKNIK ANYAMAN SISWA KELAS V SDN 013 MARANGKAYU Muhammad Ari Sulianto; Muhlis; Usfandi; M.Ramli; Sukriadi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.19485

Abstract

This research is motivated by the decline in learning outcomes of 5th-grade students at SD Negeri 013 Marangkayu in SBdP learning. Based on the problem formulation above, the objective of this research is "to determine the effect of the project-based learning model on students' learning outcomes in the SBdP subject, specifically in making souvenirs using weaving techniques for 5th-grade students at SDN 013 Marangkayu." This type of research is descriptive with a quantitative approach. The subjects of the research consist of 40 students from classes V-A and V-B at SDN 013 Marangkayu. Data collection techniques include observation, interviews, tests, and documentation. The research instruments include a test sheet to measure students' knowledge and an interview sheet. Instrument testing includes validity and reliability tests. Data analysis techniques include normality tests, homogeneity tests, and hypothesis tests. The results of this research include: (1) The pretest was conducted over 2 days at SDN 013 Marangkayu, (2) The posttest was conducted in 1 day in both the experimental and conventional classes, (3) The pretest and posttest results in the control and experimental classes showed that the average score was higher in the experimental class, which was 57-60 compared to the control class, which was 51-75.
IMPLEMENTASI QUIZIZZ PADA PEMBELAJARAN SBdP MATERI UNSUR DAN PRINSIP SENI RUPA KELAS V SD NEGERI 011 SAMARINDA KOTA Muhlis; Nur Aliyah; Usfandi Haryaka; Muh. Ramli Buhari; Sukriadi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04, Desember 2024.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.20774

Abstract

This study is driven by the usage of technology-based learning resources, such as Quizizz, that are beneficial to the field of education. More engaging and dynamic learning has been made possible with the Quizizz app, which also makes an intriguing assessment tool. This study aims to: (1) explain how SBdP learning was planned using Quizizz on the elements and principles of fine arts material; (2) explain how SBdP learning was implemented using Quizizz on the elements and principles of fine arts material; and (3) explain how SBdP learning was evaluated using Quizizz on the elements and principles of fine arts material. Descriptive study using a qualitative approach is the methodology used. Homeroom instructors and students from class V-A SDN 011 Samarinda City served as the study's subjects. The research included documentation, interviews, and observation as data collecting methods. Data gathering, data reduction, data presentation, and conclusion drawing were the methods of data analysis that were used. The following are the study's findings: (1) planning for arts and crafts learning using quizizz was carried out in class V-A by creating teaching modules, preparing teaching materials on quizizz media adjusted to learning resources, creating quiz questions on quizizz media and evaluation questions, preparing other learning support tools, (2) implementation of arts and crafts learning using quizizz was carried out one day in class, educators delivered teaching materials by displaying slides on quizizz, educators provided quiz codes to students to join the game, (3) evaluation of arts and crafts learning, educators provided formative assessments in the form of observations/observations of students' understanding, skills and attitudes during the implementation of learning using quizizz, then educators gave a written test consisting of 10 questions consisting of 5 multiple choice questions and 5 essay questions.
MANAJEMEN PEMBIAYAAN PENINGKATAN KOMPETENSI GURU PEMBIMBING KHUSUS JENJANG PENDIDIKAN DASAR Nihan Kristiyani; Warman; Widyatmike Gede Mulawarman; Muhlis; Anggra Prima
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.21139

Abstract

This study aims to find out and analyze the financing management of Competency Improvement Activities for Special Supervisors at the Basic Education Level The research method applied in this study is a qualitative descriptive research method with a case study approach located in UPTD. Samarinda City Center for Disability Services and Inclusion Education. This activity is the implementation of one of the tasks of this institution in assisting inclusion schools in improving the competence of Special Supervisors. Financing management that is carried out includes planning, implementation and evaluation of financing. The results obtained from this study are that the Special Supervisor Teacher Competency Improvement Activity can be carried out using a cost of Rp. 80,579,000 (Eighty Million Five Hundred Seventy Nine Thousand Rupiah), with a total of 366 Special Supervisor Teachers, for 5 (five) days, consisting of Basic Training and Advanced Training.
PENGARUH MEDIA PEMBELAJARAN SCRATCH BERBASIS KEARIFAN LOKAL TERHADAP HASIL BELAJAR MATEMATIKA MATERI SUDUT SISWA KELAS V SDN 004 SAMBUTAN Alvionita, Fresiliya; Asrafiani Arafah, Andi; Muhlis; Hidayat, Taufik; Alif Tunru, Andi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.25964

Abstract

This study aims to examine the influence of local wisdom-based Scratch learning media on the learning outcomes of mathematics corner materials of grade V students at SDN 004 Sambutan. The background of this research is based on the low mathematics learning outcomes of students, where the average score of class V only reaches 56,28, and 50% of students have not reached the Kriteria Ketercapaian Tujuan Pembelajaran (KKTP). The method used in this study was a quantitative experiment with a quasi-experimental design, involving two groups: the experimental group using Scratch media and the control group using conventional methods.The results showed that the use of Scratch learning media based on local wisdom had a significant influence on improving student learning outcomes, with the average posttest score of the experimental group reaching 82,04, while the control group was only 67,78. The hypothesis test using an independent sample t-test yielded a significance value of 0,002, indicating that Ha was accepted and H0 was rejected. This indicates that Scratch media has succeeded in improving students' understanding of the concept of corners better than conventional learning methods.This research is expected to contribute to the development of learning methods that are more effective and relevant to the needs of students, as well as encourage the integration of local wisdom in the learning process in elementary schools.
PENGARUH PENGGUNAAN MEDIA GAME INTERAKTIF BERBASIS WORDWALL TERHADAP HASIL BELAJAR MATA PELAJARAN SBDP SISWA KELAS V SD NEGERI 004 SAMBUTAN TAHUN PEMBELAJARAN 2024/2025 Rabiatul Adawiyah; Muhlis; Muhammad Ramli Buhari; Yudo Dwiyono; Sukriadi; Hety Diana Septika
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.29740

Abstract

Instructional media plays a vital role in helping students understand learning materials in a more enjoyable and meaningful way. The use of interactive game-based media such as Wordwall is one innovation that can increase students' motivation and learning outcomes. This study was motivated by the low learning achievement of fifth-grade students at SD Negeri 004 Sambutan in the SBdP (Art and Culture) subject. The aim of this study is to determine the effect of using interactive game-based media with Wordwall on students’ learning outcomes in the topic of recognizing various decorative patterns from different regions of Indonesia. This research employed a quantitative approach using a Quasi-Experimental method with a Nonequivalent Control Group Design. The population consisted of all fifth-grade students, totaling 73, with class V B as the control group and class V C as the experimental group. Data collection techniques included observation, testing, and documentation, using instruments such as pretest and posttest sheets and documentation guidelines. Data analysis techniques involved normality tests, homogeneity tests, N-Gain tests, and hypothesis testing using a T-Test. The results of the hypothesis testing showed an Asymp.Sig. (2-tailed) value of 0.000, which is less than 0.05. Based on the decision rule of the T-Test, this result indicates a statistically significant difference between the experimental and control groups. Therefore, it can be concluded that the use of interactive game-based media using Wordwall has a significant effect on improving the learning outcomes of fifth-grade students at SD Negeri 004 Sambutan in the 2024/2025 academic year.
Peningkatan Hasil Belajar Pendidikan Pancasila Materi Negaraku Indonesia Melalui Model Pembelajaran Kooperatif Tipe Make a Match Pada Siswa Kelas IV SDN 016 Sungai Kunjang Tahun Pembelajaran 2024/2025 Muhie Ma'riefat Kuncahyo; Iksam; Tri Wahyuningsih; Sukriadi; Muhlis
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.32756

Abstract

ABSTRAK Penelitian ini adalah Penelitian Tindakan Kelas (PTK) yang dirancang untuk mengatasi rendahnya hasil belajar Pendidikan Pancasila materi Negaraku Indonesia pada siswa kelas IV SD Negeri 016 Sungai Kunjang, Dengan menggunakan model pembelajaran Kooperatif tipe Make a Match. Penelitian ini dilaksanakan dengan dua siklus setiap siklus terdiri dari dua pertemeuan, dan masing-masing terdiri dari empat tahap, yaitu: perencanaan, pelaksanaan, observasi, serta refleksi. Subjek penelitian adalah 27 siswa. Data dikumpulkan melalui observasi, tes, dan dokumentasi untuk melihat peningkatan hasil belajar siswa. Hasilnya menunjukkan efektivitas model ini. Nilai rata-rata pra-siklus yang awalnya 46,66 dengan ketuntasan 18,51% berhasil meningkat menjadi 89,59 dengan ketuntasan 92,59% pada akhir siklus II. Peningkatan ini membuktikan bahwa proses pembelajaran dengan metode Make a Match berhasil diterapkan selain meningkatkan hasil belajar juga meningkatkan pemahaman siswa.
PENINGKATAN HASIL PEMBELAJARAN SBdP MATERI DAUR ULANG KERTAS BEKAS MENGGUNAKAN METODE PEMBELAJARAN BERBASIS EKSPERIMEN PADA KELAS V SD NEGERI 007 SAMARINDA ULU TAHUN AJARAN 2024/2025 Della Julia Sari; Muhlis; Taufik Hidayat; Andi Asrafiani Arafah; Ridwan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.33776

Abstract

This research is motivated by the low learning outcomes of fifth grade students ofSDN 007 Samarinda Ulu, especially in the Arts and Culture subject. The purpose ofthis research is to determine the improvement in the learning outcomes of Arts andCulture on the Recycling of Used Paper Material by Using Experiment-BasedLearning Methods for Fifth Grade Students at SDN 007 Samarinda Ulu in the2024/2025 Academic Year.This type of research is Classroom Action Research (CAR) which is conducted intwo cycles and each cycle consists of two meetings. The procedure of this researchconsists of four stages, namely planning, implementation, observation, reflection.The subjects in this study were 21 students of class V A SDN 007 Samarinda Uluand the object of this research was the results of learning Arts and Culture usingexperimental-based learning methods. Data collection techniques in this study usedobservation, tests and documentation. The instruments in this study used teacheractivity observation sheets, student activity observation sheets and student learningoutcome test sheets. The data analysis techniques in this study used averagevalues, percentages and diagrams.The results of the study showed an increase in the average value of students fromthe pre-cycle value of students 54.57 with a percentage of completion of 39%. Student learning outcomes in cycle I experienced an increase of 15% from the pre-cycle baseline value, with an average class value of 64.76 with a percentage of completion of 52%. Cycle II learning outcomes experienced an increase of 39.17%from the pre-cycle baseline value, with an average value of 75.95 with a percentageof completion of 85.71% with 18 students completing and 3 students not completing,and achieving more than the expected success indicator of 75%. Based on theresults of the study, it can be concluded that there was an increase in the learningoutcomes of Arts and Culture on the material of Recycling Used Paper UsingExperiment-Based Learning Methods in Class V A Students of SDN 007 SamarindaUlu in the 2024/2025 Academic Year.
PENINGAKATAN HASIL BELAJAR BAHASA INDONESIA DENGAN MENGGUNAKAN MEDIA WAYANG KARTUN MATERI ASAL USUL KELAS IV C SD NEGERI 007 SAMARINDA ULU Safira Trian Nisa; Muhlis; Hety Diana Septika; ⁠⁠Sukriadi; Ilham Abu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.33791

Abstract

Student learning outcomes in the Indonesian language subject at SD Negeri 007 Samarinda Ulu are still relatively low because learning is dominated by conventional methods. Teachers rely more on lecturing and make little use of engaging media, causing students to become passive. This condition affects the achievement of learning outcomes, which have not yet met the Minimum Mastery Criteria (KKTP) of 75. Therefore, innovation through interactive and enjoyable learning media is needed. Cartoon puppet media was chosen because it can present material visually and concretely, as well as facilitate students’ understanding of the story content. This study aims to improve the Indonesian language learning outcomes of grade IV C students through the use of cartoon puppet media in the topic of origin stories. The research employed Classroom Action Research (CAR), carried out in two cycles. Each cycle consisted of the stages of planning, implementation, observation, and reflection. The research subjects were 27 grade IV C students of SD Negeri 007 Samarinda Ulu in the 2024/2025 academic year. Data were collected through observation, learning outcome tests, and documentation, while analysis was conducted descriptively and quantitatively by calculating the mean score and the percentage of student mastery. The results showed an increase in learning outcomes after the application of cartoon puppet media. In the first cycle, the average student score was 68.80 with 62% mastery, while in the second cycle it increased to 81.90 with 86% mastery. In addition, student activity also improved, as seen from higher participation, the ability to answer questions, and the confidence to express opinions.
PENINGKATAN HASIL BELAJAR MATEMATIKA MENGGUNAKAN MODEL PEMBELAJARAN KOOPERATIF TIPE TEAM GAMES TOURNAMENT (TGT) BERBANTU MEDIA PEMBELAJARAN PERMAINAN TRADISIONAL CUBLAK CUBLAK SUWENG KELAS V SD NEGERI 005 SAMARINDA SEBERANG Abel, Abel; Muhlis; Diana Septika, Hety; Sukriadi; Sainal
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.33866

Abstract

This research was motivated by the low learning outcomes of fifth-grade students at SD Negeri 005 Samarinda Seberang, particularly in Mathematics. The research problem addressed in this study is how to improve students’ learning outcomes in Mathematics by using the Cooperative Learning Model of the Team Games Tournament (TGT) type assisted by the traditional game Cublak-Cublak Suweng as a learning medium in the fifth grade of SD Negeri 005 Samarinda Seberang. The purpose of this study is to determine how students’ Mathematics learning outcomes can be improved through the Cooperative Learning Model of the Team Games Tournament (TGT) type assisted by the traditional game Cublak-Cublak Suweng as a learning medium. This research is a Classroom Action Research (CAR) conducted in two cycles, with each cycle consisting of two meetings. The research procedure consists of four stages: planning, implementation, observation, and reflection. The subjects of this study were 25 fifth-grade students of SD Negeri 005 Samarinda Seberang, while the object of the study was to examine Mathematics learning outcomes and improvements in each cycle using the Cooperative Learning Model of the Team Games Tournament (TGT) type. Data collection techniques included observation, tests, and documentation. Data analysis techniques used averages, percentages, and graphs. The results of the study show that the average learning outcome in the initial data was 51.2, with 40% of students achieving mastery. In Cycle I, the average score increased to 61.80, with an improvement percentage of 20.70% and 64% of students achieving mastery. In Cycle II, the average score increased to 72, with an overall improvement of 41.18% from the initial data and 84% of students achieving mastery. Based on these findings, it can be concluded that Mathematics learning outcomes improved through the Cooperative Learning Model of the Team Games Tournament (TGT) type assisted by the traditional game Cublak-Cublak Suweng as a learning medium in the fifth grade of SD Negeri 005 Samarinda Seberang.
Optimalisasi Pemberdayaan Masyarakat Melalui Program Waste Berbasis Management Program Untuk Mewujudkan SDG’S Di Desa Leuweungkolot Anwar , Syaiful; Hamzah, Zeze Zakaria; Muhlis; Ramadhani, Ria Vivian; Hardianti, Dwi Tiara; Septiani, Selfi; Adha, Juwita Aidil
Jurnal Imiah Pengabdian Pada Masyarakat (JIPM) Vol 3 No 2 (2025): Oktober - Desember
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

           The Waste program is one of the pillars of Walinghealth, designed to strengthen community-based waste management in Leuweungkolot Village, Cibungbulang Subdistrict, Bogor Regency. The main problems identified in this village include the low level of household waste segregation awareness, limited waste management facilities, and the persistence of illegal dumping practices. To address these issues, the program was implemented through six key strategies: capacity building of the implementing team through waste bank training, socialization of waste segregation, establishment of a TPS3R (Reduce, Reuse, Recycle Waste Processing Site) in RW 06, designation of collection points in several neighborhood units, formation of GASSAH (Gerakan Sadar Sampah Hidup Sehat) as a local driving community, and clean-up activities involving around 20 residents. The results indicate increased community participation, the establishment of local institutions, and the availability of physical infrastructure such as TPS3R and waste collection points. Approximately 100 kg of waste was managed during the initial phase. This program contributes to the achievement of the Sustainable Development Goals (SDGs), particularly SDG 3, SDG 11, and SDG 12.
Co-Authors . Muhammad Ramli Buhari A. Anni Asri Abd. Ghofur Abdul Sabaruddin Abdul Syukur Abdunnur Abel, Abel Ade Lilis Suryani Ade Sumaedi Adha, Juwita Aidil Adriana, Rully Agus Ramdani Agus Suhendi Ahmad Ghazali Samad Ahmad Haetami Aini, Jannatul Airin R Nurdin Ajib Akbar Velayaty Akmal Hidayat Alikta Zahra Sausana Mekarayu Alvionita, Fresiliya Amaroh, Rakhmi Amir Masruhim, Muhammad Amiruddin K Amirulah Kaharudin Amraeni Amron Hasibuan Anam, Ahmad Muhammad Khoirul Andi Asrafiani Arafah Andi Bustan Didi Andi Hardianty Andi Muhammad Akram Andi Srimularahmah Angelina, Alifia Anggra Prima Anis Irawan Anwar Annisa, Ika Wahyuni Rusti Anwar , Syaiful Anwari, Kasulasil Arafah, Andi Asrafiani Ari Agus Supriyadi Arihni Raihatal Jannah Arisa Asrafiani Arafah, Andi Az-zahrah, Nabilah Azzahra, Marwa Baehaqi Baiq Sri Handayani Benny Osta Nababan Cahyani, Kurnia Cahyani, Putri Dadi Setiadi Dasmansyah Adyas Della Julia Sari Diana Septika, Hety Didik Santoso DIDIK SANTOSO Diem, M. Junestrada Dimas Adi Pratama Diyah Indiyati Dwita Aulia Ramadhanty Eka Sulistiawati Erika Amelia Ernawati Ervi Novitasari Eva Yuniarti Utami Faradila Ananda Putri Ferdian Ardiliansyah Fitri Aulia Fitriani, Husniati Fitriyani Gito Hadiprayitno Gito Hadiprayitno Hamzah, Zeze Zakaria Haqun Baitika Hardianti, Dwi Tiara Hartin Nur Khusnia Hartin Nur Khusnia Heriman Heru Satria Rukmana Heru Setiawan Hety Diana Septika Hety Diana Septika Holyness Nurdin Singadimedja I Wayan Merta Ibnu Qizam Ikhsan Ibrahim Iksam ilham abu Ilma Wulansari Hasdiansa Imam Bachtiar Indah Wati Irdayani Lubis Irfan Fathoni Isroul Mahmudah, Umi Jamaluddin Jayaprana, Dodik Jhon Retei Alfri Sandi Jurnal Wicara Jusran Jusran Kamariah Kamaruddin Karnan Karnan Khairuddin Djawad Khaliza, Rizma khusnul khotimah Kitty Emma Wandasari Kusmiyati Kusuma, Anindita SHM Kusuma, Anindita Suliya Hangesti Mandra Laili Komariyah, Laili Larasati Luh Masdarini Lukita Permanasari M. Iqbal M. Zairin M.Ramli Mahabbah, Roudhotul Makmun Martini, Lahai Maulidiawati, Ria Misfala Mohamad Ikbal Riski Danial Muchammad Hamdani Muh. Ramli Buhari Muhamad Derryanur Muhamad Rahman Bayumi Muhammad Ari Sulianto Muhammad Hanafi Muhammad Saparuddin Muhammad Sultan Muhammad Taufiq Muhie Ma'riefat Kuncahyo Mujito Muktadir, Neil Musahadi Muslihatun, Fitri Mustafa, Mutakhirani Mustamiroh Naim lubis Ni Luh Putu Pebri Artayani . Nihan Kristiyani Nihayah, Ana Zahrotun Nirwana Novi Arista Novita Anggraeni Nugraha, Mahardika Nur Aliyah Nur Kholis Nur Rahmi Nurcaya Nursarita Nurul Rezki Fitriani Azis PRAPTI SEDIJANI, PRAPTI Pratama, Sendi Putra, Reski Praja Rabiatul Adawiyah Rahmawati Rahmi, Rosita Putri Rakhmi Amaroh Ramadhani, Ria Vivian Ramli Buhari, Muh. Ramli, Hartini Randi Deswardi Rani Destriana Rehana Emilia Maulida Restu, Adam Ridwan Rifqi, Lathif Hanafir Risa Panti Ariani Risnawati Rolianah, Wiwik Saidatur Safira Trian Nisa Safitri, Astri Safriadi Darmansyah A Sainal Sakaroni, Rubiyatna Septiani, Selfi Siana Ria Silma Mausuli Siswanto Wahab Siti Chotijah Siva Tania Soemarno Hidayatullah. S Sopyan, Muhammad Sri Mardiyati Sudirman Baso Sukriadi Sulistia Ningrum Surya Purnama Adi Syafiuddin Syaiful Anwar Syamsul Bahri Taufik Hidayat Tri Ayu Lestari Tunru, Andi Alif Tyara Pratiwi Poenomoputri Usfandi Usfandi Haryaka Utami, Ni Wayan Anggun Diah Utami, Ulya Febria Utami, Wayan Anggun Dyah Warman Wawan Gunawan Wawan Hari Subagyo Widya Widita Widyatmike Gede Mulawarman Wulanjati, Syara Yarem, Naithy Yolan Cinthia Husen Yudo Dwiyono Yulanda Trisula Sidarta Yohanes Yuliana D Yusar Sagara Yusran Zaianal Efendi Hasibuan Zain, Maulidiana Zakaria Hamzah, Zeze Zeze Zakaria Hamzah ⁠⁠Sukriadi