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All Journal Jurnal Media Infotama JURNAL INSTEK (Informatika Sains dan Teknologi) JURNAL PETIK PeTeKa JURNAL PENDIDIKAN TAMBUSAI Nizham Journal of Islamic Studies Jurnal Review Pendidikan dan Pengajaran (JRPP) Jurnal Pendidikan dan Konseling Jurnal Pendidikan Teknologi Informasi dan Vokasional JATI (Jurnal Mahasiswa Teknik Informatika) Jurnal FASILKOM (teknologi inFormASi dan ILmu KOMputer) Jurnal Sosial dan Teknologi Jurnal SAINTIKOM (Jurnal Sains Manajemen Informatika dan Komputer) Continuous Education : Journal of Science and Research Education Achievement: Journal of Science and Research Journal of Education Research Journal Of Human And Education (JAHE) Procedia of Social Sciences and Humanities At-tahsin: Jurnal Manajemen Pendidikan Jurnal Educative: Journal of Educational Studies Knowbase : International Journal of Knowledge in Database ANWARUL: Jurnal Pendidikan dan Dakwah MASALIQ: Jurnal Pendidikan dan Sains ANTHOR: Education and Learning Journal KOLONI Indonesian Research Journal on Education Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Intellect : Indonesian Journal of Learning and Technological Innovation Journal of Educational Management and Strategy JIM: Jurnal Ilmiah Mahasiswa Pendidikan Sejarah Journal of Information System and Education Development Fokus Abdimas Ahlussunnah: Journal of Islamic Education Jurnal Solusi Masyarakat (JSM) Journal of Visionary Sharia Economy (JOVISHE) Jurnal Informatika Medis (J-INFORMED) ANTHOR: Education and Learning Journal
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Perancangan Media Pembelajaran Berbasis Augmented Reality pada Pembelajaran Matematika untuk Kelas VIII di MTsN 2 Pasaman Sani, Rafika; Efriyanti, Liza; Supriadi, Supriadi; Derta, Sarwo
ANTHOR: Education and Learning Journal Vol 1 No 5 (2022): Vol 1 No 5. Page: 240 - 293
Publisher : Institut Teknologi Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (175.26 KB) | DOI: 10.31004/anthor.v1i5.46

Abstract

This research was conducted from the problems that the authors found during observations at MTsN 2 Pasaman which so far the teacher has not maximized the use of technology in learning mathematics, students only rely on learning from the teacher verbally, so students get bored quickly when learning takes place and have difficulty understanding the material taught by the teacher. Therefore, the authors design learning media based on Augmented Reality so that it can be an alternative learning media. The purpose of this research is to produce an Augmented Reality-based supporting media design for mathematics learning that is valid, practical and effective. The method used in this study is the Research andDevelopment (R&D) method using the Luther-Sutopo version of the Multimedia Development Life Cycle (MDLC), which consists of six stages, namely concept (conception), design (design), collecting material (material collection). assembly (manufacture), testing (testing), and distribution (distribution). And the product test was carried out in this study, namely the validity test given to lecturers of field experts or field experts, practicality tests carried out by mathematics subject teachers and effectiveness tests given to students at MTsN 2 Pasaman class VIII. Based on the results of product tests that have been carried out by the author of the validity test, the average value is 0.84 which is declared valid, for the practicality test, the average value is 0.88 which is declared practical and for the effectiveness test, the average value is obtained. the average is 0.87 which is declared effective.
Perancangan Media Pembelajaran Berbasis Augmented Reality Pengenalan Akomodasi Perhotelan di SMK Global Pariaman Ulandari, Intan Tri; Efriyanti, Liza
ANTHOR: Education and Learning Journal Vol 2 No 2 (2023): Volume 2 Nomor 2. Page: 147 - 306
Publisher : Institut Teknologi Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/anthor.v2i2.121

Abstract

 This research was conducted from the existence of problems found after observations were made at SMK Global Pariaman which found the problem that students and teachers only rely on manual learning and still use printed books, worksheets without using computer technology-based learning media. up-to-date and 3 D (three dimensions). Therefore, the authors are interested in designing learning media based on Augmented Reality in order to increase students' interest in learning, while the aim of this research is to produce a valid, practical and effective Augmented Reality-based learning support media design for Hospitality Accommodation. The method used in this study is the Research and Development (R&D) method using the Luther-Sutopo version of theMultimedia Development Life Cycle (MDLC), which consists of six stages, namely concept, design. design), material collecting (collection of material), assembly (manufacturing), testing (testing) and distribution (distribution). And there are three product tests carried out in this study, namelyvalidity tests given to expert lecturers or subject matter experts, practicality tests conducted bystudy teachers in the Hospitality Accommodation subject and effectiveness tests given to studentsin SMK Global Pariaman X. According to the results of product tests that have been carried out by the author from the validity test, the average value is 0.8 which is declared valid, and for the practicality test, the average value is 0.88. which is stated to be practical and for the effectiveness test to get the average value is 0.76 which is declared effective.
Hubungan Persepsi Siswa Tentang Gaya Mengajar Guru ‎Terhadap Minat Belajar Siswa pada Mata Pelajaran ‎Bimbingan TIK Kelas VII di SMPN 1 Rao Selatan Alina‎, Fitriatil; Efriyanti, Liza
ANTHOR: Education and Learning Journal Vol 2 No 4 (2023): Anthor 2023
Publisher : Institut Teknologi Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/anthor.v2i4.187

Abstract

Penelitian ini di lakukan untuk mencapai tujuan ‎pembelajaran. Banyaknya siswa yang tidak menegerjakan pekerjaan rumah, kurangnya ‎keinginan siswa dalam mengikuti proses pembelajaran, kurangnya kreatifitas guru dalam proses ‎pembelajaran.‎ Jenis penelitian yang digunakan pada penelitian ini yakni penelitian kuantitatif. Desain ‎penelitian yang digunakan penulis yakni penelitian korelasi. Populasi yang digunakan pada penelitian ‎ini adalah seluruh siswa kelas VII sebanyak 192 siswa. Teknik pengambilan sampel yang digunakan ‎penulis yaitu teknik simple random sampling. Sampel yang diambil secara acak pada penelitian ini ‎sebanyak 24 orang responden. Teknik pengumpulan data yang digunakan yaitu penyebaran angket ‎kepada responden dan menggunakan alat ukur skala likert. Dari uji normalitas, uji linearitas serta uji hipotesis yaitu menggunakan ‎uji produck moment dan uji regresi linear sederhana.‎ nilai sig. (2-tailed) sebesar 0.000. dimana 0.000 < 0,05 dinyatakan berkorelasi. Untuk nilai person ‎correlation bernilai 0.792 dimana 0,7922 x 100% = 62,7 % yang artinya memiliki hubungan yang ‎tinggi. Artinya adanya hubungan antara variabel bebas yaitu persepsi siswa tentang gaya mengajar ‎guru dan variabel terikat minat belajar siswa sebesar 62,7%, yang mana korelasinya tergolong korelasi ‎yang tinggi.
PEMBUATAN SLIDE EVALUASI PEMBELAJARAN MULTIPE CHOICE MENGGUNAKAN MICROSOFT POWER POINT BERBANTUAN VBA (VISUAL BASIC APPLICATION) DI SMA NEGERI 1 JUNJUNG SIRIH Putri, Paramitha Diana; Supriadi, Supriadi; Khairuddin, Khairuddin; Efriyanti, Liza
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 1 (2024): Volume 7 No 1 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i1.25745

Abstract

Penelitian ini bertujuan untuk membuat dan menghasilkan media Slide Evaluasi Pembelajaran Multipe Choice, praktis dan efektif agar dapat diterapkan sebagai media Slide Evaluasi Pembelajaran Multipe Choice pada mata pelajaran fisika kelas X. Penelitian ini adalah penelitian Research and Development (R&D) dengan menggunakan model ADDIE, yaitu Analisys, Design, Development, Implementation dan Evaluation. Subjek penelitian adalah siswa kelas X.1 SMA Negeri 1 Junjung Sirih tahun ajaran 2022/2023 yang berjumlah 35 siswa. Jenis data pada penelitian ini berupa data kuantitatif dan kualitatif. Instrumen penelitian yang dipakai adalah angket validasi, lembar uji praktikalitas dan lembar uji efektivitas. Hasil penelitian menunjukkan bahwa kevalidan media Slide Evaluasi Pembelajaran Multipe Choice sebesar 0,7 dengan kategori valid. Kepraktisan media Slide Evaluasi Pembelajaran Multipe Choice dari lembar uji praktikalitas sebesar 0,824 dengan kategori sangat tinggi dan lembar uji efektivitas sebesar 0,739241 dengan kategori efektivitas tinggi.
Design of Android-Based PAI Learning Media Using Mit App Inventor in Class X SMAN 1 Pasaman Regency Efprianti, Nera; Supriadi, Supriadi; Zakir, Supratman; Efriyanti, Liza
Continuous Education: Journal of Science and Research Vol. 5 No. 2 (2024)
Publisher : Pusdikra Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51178/ce.v5i2.2052

Abstract

This research focuses on the problem of limited use of technology in Islamic religious education media which was previously used at SMAN 1 Panti. The aim of using Mit App Inventor in the learning media for the Android-based Islamic Religious Education program is to help teachers maximize the use of Mit App Inventor in teaching media and increase student motivation in taking Islamic Education lessons. This research uses any recognized research and development methodology. In this research, the author uses the 4D design paradigm, Define, Design, Develop, and Disseminate. The results of this study use the Aikens V hypothesis for assessing validity, the Moment Kappa hypothesis for assessing practice, and the R.Hake hypothesis (G-Score) for assessing effectiveness. Validity test results with a minimum score of 0.87 indicate the test is valid. Effectiveness testing which is said to be "Very Effective" is valid with a value of 0.83, is said to be "High" and product practicality testing is obtained with a value of 0.90. This research shows that using Mit App Inventor as an Android-based Islamic Religious Education platform is very effective.
Integrasi Canva dalam Pengembangan Media Video Pembelajaran Matematika Kelas IV SDIT Insan Kamil Faishal, Muhammad; Efriyanti, Liza
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.v4i1.1340

Abstract

The lack of creative ideas among teachers in designing mathematics learning media has led to low student interest and enthusiasm in learning mathematics at SDIT Insan Kamil Bukittinggi. This study aims to develop video-based learning media using the Canva application to assist teachers and students in the mathematics learning process. The research employed a Research and Development (R&D) model with the 4D approach, namely Define, Design, Develop, and Disseminate. The results show that the instructional videos uploaded to YouTube were validated by media experts, found practical by subject teachers, and proven effective and user-friendly for students. The findings confirm that this media increases students’ interest and engagement in mathematics learning. This research contributes by providing an innovative, valid, practical, and effective technology-based learning alternative to enhance the quality of mathematics education in elementary schools. Abstrak Kurangnya ide kreatif guru dalam merancang media pembelajaran matematika menyebabkan rendahnya minat dan antusiasme siswa dalam mengikuti pelajaran di SDIT Insan Kamil Bukittinggi. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis video menggunakan aplikasi Canva yang dapat membantu guru dan siswa dalam proses praktikum pembelajaran matematika. Model penelitian yang digunakan adalah Research and Development (R&D) dengan pendekatan 4D, yaitu Define, Design, Develop, dan Disseminate. Hasil penelitian menunjukkan bahwa video pembelajaran yang diunggah melalui platform YouTube terbukti valid menurut penilaian ahli media, praktis menurut guru mata pelajaran, serta efektif dan mudah digunakan oleh siswa. Temuan penelitian menegaskan bahwa media ini mampu meningkatkan ketertarikan dan keterlibatan siswa dalam pembelajaran matematika. Kontribusi penelitian ini adalah memberikan alternatif media pembelajaran berbasis teknologi yang inovatif, valid, praktis, dan efektif untuk mendukung peningkatan kualitas pendidikan matematika di sekolah dasar.
PERANCANGAN SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN ORGANISASI KEMAHASISWAAN MENGGUNAKAN METODE SIMULASI MONTE CARLO DI UIN SJECJ M. DJAMIL DJAMBEK BUKITTINGGI Maharani, Devina; Efriyanti, Liza; Supriadi, Supriadi; Zakir, Supratman
PeTeKa (Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran) Vol 8, No 4 (2025): PeTeKa : Jurnal Penelitian Tindakan Kelas dan Pengembangan Pembelajaran
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/ptk.v8i4.1335-1341

Abstract

This research aims to design a Decision Support System (DSS) for selecting student organizations at UIN Sjech M. Djamil Djambek Bukittinggi. The background of this study stems from the lack of objective information and the mismatch between students’ interests and the types of organizations available, which often leads to inappropriate organizational choices. To address this issue, the study seeks to design a model that assists students in choosing student organizations that align with their preferences and personal characteristics using the Monte Carlo simulation method.The Monte Carlo simulation method is employed to predict the number of prospective members for each student organization by generating random numbers based on historical data from 2022 to 2024. The simulation process was conducted over 365 iterations for each organization, applying a random distribution approach to produce realistic and representative outcomes. The simulation results were then validated using the Mean Absolute Error (MAE) method to measure the model’s accuracy against actual 2024 data. The validation results showed an MAE value of 22.25 and a model accuracy of 79.63%. These findings indicate that the developed simulation model is sufficiently accurate and reliable in predicting student interest in various organizations. Furthermore, the system successfully identified the top five most popular student organizations based on the highest predicted number of members, which can serve as a reference for the university in developing organizational guidance and promotional strategies. Overall, this system provides a tangible contribution to supporting more objective and data-driven decision-making processes within the higher education environment, particularly in the field of student affairs.
Pengaruh Penggunaan Media Pembelajaran Berbentuk Video Microlearning terhadap Peningkatan Kemampuan Qiraah pada Murid MDTA Raudhatul Jannah Nagari Pasia Sinaga, Fawzan Akbar; Supriadi, Supriadi; Zakir, Supratman; Efriyanti, Liza
ANWARUL Vol 5 No 5 (2025): OKTOBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/anwarul.v5i5.7804

Abstract

The limited research on the use of microlearning videos as instructional media for qira’ah (Qur’anic reading) forms the basis of this study, given that students’ low qira’ah proficiency significantly affects the quality of their recitation and comprehension—particularly at MDTA Raudhatul Jannah, Nagari Pasia. This study aims to examine the effect of using microlearning videos on improving students' qira’ah skills. A quantitative approach was employed using a Quasi-Experimental Post-Test Only Design with Nonequivalent Groups. The sample consisted of 40 students selected through cluster random sampling after a population homogeneity test was conducted. Data were collected through a written post-test (20 multiple-choice questions) and an oral qira’ah assessment, then analyzed using an Independent Sample t-test. The results showed that the experimental group had a higher average score of 94.35 compared to the control group’s 81.85, with a significance value (2-tailed) of 0.000 < 0.05. These findings align with microlearning theory, which emphasizes the effectiveness of delivering content in small, focused units, and support previous findings by Park & Kim in different contexts. The study concludes that microlearning videos play a significant role in enhancing students’ qira’ah ability and are suitable for adoption as a learning strategy in basic religious education institutions. The theoretical implications contribute to the literature on integrating microlearning into Qur’anic instruction, while the practical implications recommend the development of educational video content and teacher training for its effective use. The study also opens avenues for further research on broader implementation, considering supporting factors such as parental involvement and student motivation.
Media Pembelajaran PIPAS Interaktif Berbasis Scratch: Perancangan dan Evaluasi pada Siswa Kelas X SMKN 1 Bukittinggi Hamidah, Rizka; Zakir, Supratman; Efriyanti, Liza; Supriadi, Supriadi
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (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.v4i02.1458

Abstract

This study was motivated by the conventional and non-interactive learning process in SMKN 1 Bukittinggi, which causes students to become passive, less motivated, and unable to optimally develop practical skills. The limited availability of technology-based learning media equipped with interactive evaluations also hinders timely and meaningful feedback for students. To address these issues, this research developed PIPAS learning media using the Scratch platform as a solution to enhance learning effectiveness and student engagement. This study employed a Research and Development (R&D) method with the ADDIE model (Analyze, Design, Develop, Implement, Evaluate) and was conducted with Grade X students at SMKN 1 Bukittinggi. The resulting product is an interactive learning media in the form of a puzzle designed through coding on the Scratch platform. The validity test conducted by three experts yielded an average score of 0.86, consisting of media experts (0.91), language experts (0.75), and subject-matter experts (0.92). The practicality test by teachers achieved a score of 0.93, while the effectiveness test involving students produced a score of 0.85, indicating high effectiveness. Therefore, the Scratch-based learning media developed in this study is declared valid, practical, and effective for PIPAS instruction, as it enhances students’ learning motivation, interactivity, and conceptual understanding, making it a feasible innovative alternative for learning in vocational schools. Abstrak Pembelajaran di SMKN 1 Bukittinggi masih didominasi metode konvensional yang kurang interaktif sehingga siswa cenderung pasif, kurang termotivasi, dan tidak memperoleh kesempatan optimal untuk mengembangkan keterampilan praktis. Minimnya media pembelajaran berbasis teknologi yang menyediakan evaluasi interaktif juga menghambat pemberian umpan balik secara cepat dan tepat. Untuk mengatasi permasalahan tersebut, penelitian ini mengembangkan media pembelajaran PIPAS berbasis platform Scratch sebagai solusi untuk meningkatkan efektivitas pembelajaran dan keterlibatan siswa. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE (Analyze, Design, Develop, Implement, Evaluate), dan dilaksanakan pada siswa kelas X SMKN 1 Bukittinggi. Produk yang dihasilkan berupa media pembelajaran interaktif dalam bentuk puzzle yang dirancang melalui proses pengkodean pada platform Scratch. Hasil uji validitas oleh tiga ahli menunjukkan nilai rata-rata 0,86, terdiri atas ahli media (0,91), ahli kebahasaan (0,75), dan ahli materi (0,92). Uji praktikalitas oleh guru memperoleh nilai 0,93, sedangkan uji efektivitas oleh siswa menghasilkan nilai 0,85 yang menunjukkan efektivitas tinggi. Dengan demikian, media pembelajaran berbasis Scratch yang dikembangkan dinyatakan valid, praktis, dan efektif untuk digunakan dalam pembelajaran PIPAS, karena mampu meningkatkan motivasi belajar, interaktivitas, serta pemahaman konsep siswa sehingga layak dijadikan alternatif inovatif dalam pembelajaran di SMK.
EVALUASI IMPLEMENTASI PEMBELAJARAN ADAPTIF BERBASIS ARTIFICIAL INTELLIGENCE (AI) DI SMKN 1 BUKITTINGGI Hanazahra, Alifa; Efriyanti, Liza; Satria, Elmeki; Indra, Yossefli
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 2 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v7i2.33587

Abstract

Perkembangan teknologi Artificial Intelligence (AI) telah membawa perubahan besar dalam dunia pendidikan, khususnya dalam menciptakan proses belajar yang adaptif dan sesuai dengan kebutuhan individual siswa. Penelitian ini dilakukan untuk mengevaluasi implementasi pembelajaran adaptif berbasis Artificial Intelligence di SMKN 1 Bukittinggi serta menganalisis efektivitas, tantangan, dan dampaknya dalam konteks pendidikan Islam. Metode penelitian yang digunakan adalah mixed method, dengan pengumpulan data melalui observasi, wawancara terhadap guru dan siswa, serta penyebaran instrumen evaluasi penggunaan AI dalam pembelajaran terhadap siswa. Hasil penelitian menunjukkan bahwa guru dan siswa telah memanfaatkan AI secara aktif, dan keduanya merasakan dampak positif terhadap peningkatan pemahaman materi, motivasi belajar, serta interaksi selama pembelajaran. Kendati demikian, ditemukan beberapa kendala berupa keterbatasan perangkat, ketidakstabilan jaringan internet, serta perbedaan kemampuan digital antar guru. Selain memberikan manfaat akademik, penerapan AI juga memperkuat nilai-nilai karakter Islami, seperti kejujuran, tanggung jawab, dan semangat belajar dengan niat yang benar. Secara keseluruhan, penerapan AI di SMKN 1 Bukittinggi terbukti efektif dalam mendukung pembelajaran adaptif, meskipun diperlukan peningkatan sarana pendukung dan pelatihan lanjutan agar implementasinya lebih optimal.
Co-Authors AA Sudharmawan, AA Adytia Rahmadan, Lutvi Afrelia, Yutika Al-Ghovari1, Heru Firdan Alina‎, Fitriatil Anggari, Fudya Rizky Anggraini, Sari Annas, Firdaus Annisa, Sherly Ansara, Ahmad Dori Pelita Arianda, Fried Arifmiboy, Arifmiboy Aulia, Ulvi Azani, Hikmatul Aziz, Khairul azlina, Frizka dwi Benfani, Ropi Darmawati, Gusnita Darul Ilmi Devi, Indra Dewi, Sinta Maria Dita Amelia, Dita Efprianti, Nera Elfia, Nur Elfia Eriani, Gita Fahrozianto, Fahrozianto Febryanto, Febryanto Fitri, Ainil Fradila, Anggi Friyadi, Rio Gultom, Selly Hajjah, Nurul Hamidah, Rizka Hanazahra, Alifa Handayani, Sasa Hargiani, Fransisca Xaveria Hari Antoni Musril Hasibuan, Hotra Anggina Hasni, Dwi Meutia i, Supriadi Indra, Yossefli Insani, Chindy Rahmatul Isman, Azihi Jasmienti Jasmienti, Jasmienti Jevri, Jevri Johni, Musthari Annisa Khairuddin - Khalifah, Nur Khoirullah, Khoirullah Khomarudin, Agus Nur Lestari Borotan, Nella Luthfi, Rahmat M. Imamuddin Maharani, Devina Mahesa Putra, Adha Maisaroh, Suha Mardanila, Widya Mathulhusna, Lina Mega Mulyanti Megawati - Melvita, Reza Muhammad Faishal Muhammad Furqan, Muhammad Muhammad Luthfi Mulya Sari, Rini MUSLIM, ELSA PUTRI Musril , Hari Antoni Nabila, Putri Nabilah*, Bunga Nofri Yanti, Salma NUR RAHAYU, NUR Nurhalizah Nst, Ely Oktomaini, Tila Pangaribuan, Fitriani Paramita, Dela Primadona, Icha Priyono, Arif Rahman Putri, Nurul Atika Dwi Putri, Paramitha Diana Putri, Rizka Qalby, Annur Rafika Sani Rahayu ‎, Emilia Gusti Rahma Safitri, Fidiyah Rahmadhani, Sutrisza Rahmatul Insani, Chindy Rahmi, Hayattul Ramadhan, Randa Rasiman Padang Resa Ayu, Riska Resnawita, Resnawita Riri Okra Rizki lubis, Alya Romy Aulia Rosia, Ilham S Oktavia, Dinda Safitri, Redha Okta Saleh Pulungan, Rahman Sarwo Derta Satria, Elmeki Silitonga, Sahnia Uli Silmi, Rifka Sinaga, Fawzan Akbar Siti Rohani Sitompul, Sonia Widya Ulfa Sitompul Supriadi Supriadi , Supriadi Supriadi Supriadi Syafitri, Aisyah Syahri, Anitia Syukra, Annisa Jannatul Tasnim Rahmat, Tasnim Thomas Gunawan, Thomas Ulandari, Intan Tri Valentina, Felia Vernanda, Lousia Vikri, Muhammad Walidaini Surbakti, Rida Wanti, Elmi Wati , Irma Wedra Aprison Wulandari, Dinda Yanova, Ekrita Yanti, Rahma Yolanda, Novia Yuriza , Devi Zakir, Supratman Zeki Alex Sandra, Zeki Zulfani Sesmiarni