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Implementation of Language Games Through Pictured Letter Cards in an Effort to Improve The Beginning Reading Skills of Grade I Students at State Elementary School UPT 060837 Susanti, Dewi; Sutikno; Kartolo, Rahmat; Afrida Harahap, Dedek; Sibarani, Asni
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1681

Abstract

This study aims to describe the implementation of a picture card-based language game in improving the early reading skills of first-grade students at the UPT SD Negeri 060837, Medan Barat District. This study also identifies the obstacles faced and the solutions implemented during the learning process. This type of research uses a qualitative field research approach. Data collection techniques through observation, interviews, and documentation. Data analysis techniques used are data reduction, data display/presentation, and conclusions/verification. The research method used is classroom action research (CAR) which consists of two cycles with stages of planning, implementation, observation, and reflection. The research subjects are first-grade students, with data collected through observation, interviews, and documentation. The results of the study showed that the use of language games using picture letter cards significantly improved students' motivation and early reading skills. Students' activeness and enthusiasm increased, as evidenced by their improved ability to recognize letters, syllables, and words. Challenges identified included limited media, teachers' lack of experience in using this method, and students' low self-confidence. Solutions implemented included teacher training, increased creativity in media use, and support for a conducive learning environment. In conclusion, the application of language games through the media of picture letter cards is an effective method to improve the early reading skills of first grade students. With the right approach, this game not only improves reading skills, but also creates a fun and interactive learning atmosphere
Effect of Using Image Media as Media Learning Towards Skill Improvement Writing Student Poetry in Language Learning Indonesia for Elementary Student Triana, Heny; Sutikno; Rahmat Kartolo; Hasnah Harahap, Popy; Irma Masithah
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1682

Abstract

This study aims to analyze the influence of using image media on improving poetry writing skills among Grade VI students at UPT SPF SDN 101763 Klumpang Kampung, Hamparan Perak Subdistrict, during the 2025/2026 academic year. The subjects included two classes, VIA and VIB, consisting of a total of 48 students. The study employed a quantitative pre-experimental design using the One Group Pretest-Posttest method. The research stages began with a pretest to measure the initial poetry writing skills of students. Subsequently, the students were taught using image media as visual aids. After the intervention, a posttest was conducted to evaluate learning outcomes. Statistical analysis revealed significant differences between pretest and posttest results. The findings indicate that image media significantly influenced the improvement of students' poetry writing skills. The average posttest score for VIA increased from 65.23 to 82.45, while the score for VIB rose from 64.85 to 81.78. The use of image media proved effective in helping students understand abstract concepts, stimulate imagination, and express ideas creatively in poetry. Aspects such as word choice (diction), poetry structure, and imagery showed significant improvement. In conclusion, image media is not only relevant but also highly effective in teaching poetry writing. It provides an engaging learning experience and motivates students to be more active and creative. Thus, the use of image media is recommended as an innovative approach to enhance the quality of Indonesian language learning, particularly in developing poetry writing skills
Implementation of Big Book Fantasy Stories as a Medialearning in Improving Abilities Reading The Beginning for Students SDN 01 Rantau Selatan Labuhan Batu Mayrika Hutagalung, Ade; Sutikno; Kartolo, Rahmat
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1690

Abstract

This study aims to analyze the implementation of Big Book learning media in improving the beginning reading skills of first-grade students at SDN 01 Rantau Selatan, Labuhan Batu Regency. The main problem raised in this study is the low beginning reading skills of students and the lack of use of interesting and effective learning media. Therefore, this study was conducted to determine the effectiveness of Big Book in improving students' reading skills. The research method used was a quantitative method with a pretest-posttest experimental design. The research sample consisted of 23 first-grade students selected using a saturated sampling technique. Data were collected through an beginning reading test given before and after treatment using Big Book media. The results showed a significant increase in students' beginning reading skills after the use of Big Book. The average pretest score of students was 48.69, with a standard deviation of 17.91, indicating that most students had low to moderate beginning reading skills. After being given treatment, the average posttest score increased to 69.13 with a standard deviation of 10.83, indicating an increase of 20.44 points. In addition, the distribution of score categories also experienced changes, where in the pretest only 17.39% of students were in the high category, while in the posttest it increased to 30.43%. The t-test results showed that the calculated t of 8.095 was greater than the t table, so it can be concluded that there was a significant difference between the pretest and posttest scores after the application of Big Book media in early reading learning. Thus, this study proves that the use of Big Book media can significantly improve students' early reading skills
Efforts to Improve Poetry Writing Abilities by Implementing The Educational Game "Words Connect" for Students of SDN 06 Rantau Utara Labuhan Ratu Regency Derianna Rambe, Anna; Sutikno; Rahmat Kartolo
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1691

Abstract

This research is motivated by initial observations that indicate that sixth-grade students still experience difficulties in writing poetry, especially in word choice, use of figures of speech, and understanding the structure of poetry. This research was conducted at SDN 06 Rantau Utara, Labuhan Batu Regency in the 2025-2026 academic year. The research subjects were sixth-grade students. The research instruments used included observation sheets to observe student activities during learning and poetry writing skills tests (pre-test and post-test) to measure the improvement of students' poetry writing abilities. Data collection techniques used were observation, tests, and documentation of student work. Data were analyzed quantitatively and qualitatively. Quantitative analysis was carried out by comparing the average pre-test and post-test scores and the percentage of student completion in each cycle. Qualitative analysis was carried out by analyzing the results of observations and documentation to determine the processes and obstacles faced by students during learning. The results showed that the implementation of the "Sambung Kata" game can improve the poetry writing abilities of sixth-grade students at SDN 06 Rantau Utara. Quantitatively, there was an increase in the average poetry writing test score from cycle to cycle. This increase was also seen in the percentage of students who achieved learning completion. In cycle I, the percentage of students who completed was only 25%, but increased to 85% in cycle II. Qualitatively, the results of observations showed that students were more active and enthusiastic in participating in poetry writing learning after the implementation of the "Sambung Kata" game. They also appeared more creative in choosing words and using figures of speech in their poems. This game proved effective in improving students' vocabulary and word choice, which ultimately had an impact on improving poetry writing skills
The Implementation of the Know-Want-Learned (KWL) Learning Strategy Using Puzzle Media to Improve the Quality of Indonesian Language Learning for Grade VI Students at SD Negeri 30 Bilah Barat, Labuhan Batu Regency, Academic Year 2025-2026 Arika Ritonga; Sutikno; Rahmat Kartolo
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1692

Abstract

This study aims to determine the effectiveness of the application of the Know Want Learned (KWL) learning strategy in improving the quality of Indonesian language learning through puzzle media for sixth grade students of SD Negeri 30 Bilah Barat, Labuhan Batu Regency, Academic Year 2025-2026. This type of research is Classroom Action Research (CAR) which is carried out in two cycles, each consisting of four stages: planning, implementation, observation, and reflection. The subjects of this study were sixth grade students of SD Negeri 30 Bilah Barat, while the object of this research was improving the quality of Indonesian language learning, especially in the ability to understand narrative texts. The instruments used to collect data were observation sheets and written tests given to students. The results of the study showed that the application of the KWL strategy with puzzle media can improve the quality of Indonesian language learning. This can be seen from the increase in student learning activities recorded in cycle I by 72.5% and increased to 85.3% in cycle II. In addition, student learning outcomes also increased, which is reflected in test scores that showed classical completeness in cycle I by 70% and in cycle II reaching 88%. Thus, the implementation of the KWL strategy with puzzle media is not only able to increase students' learning activities, but also strengthen their understanding of the material being taught. Based on these findings, it can be concluded that the implementation of the KWL strategy with puzzle media is effective in improving the quality of Indonesian language learning for sixth-grade students of SD Negeri 30 Bilah Barat, Labuhan Batu Regency, both in terms of learning activities and learning outcomes obtained
The Effect of Using Picture Word Puzzle Games on Reading Skills Students SDN 13 West Bilah Labuhan Batu Lili Kurniati; Sutikno; Rahmat Kartolo
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1694

Abstract

This study aims to analyze the effect of using picture word puzzle games on the beginning reading skills of grade II students of SDN 13 Bilah Barat. The background of this study is based on the low beginning reading ability of students due to less varied and interesting learning methods. This study uses a quantitative approach with a One Group Pretest-Posttest Design, where the research subjects consisted of 22 grade II students. The research instruments were in the form of pretest and posttest tests, as well as observations during the learning process. The results of the data analysis showed that before the treatment, the average pretest score of students was 63.2, with only 36% of students achieving the Minimum Completion Criteria (KKM) of 70. After being given treatment using picture word puzzle games, the average posttest score increased to 81.4, with 86% of students achieving the KKM. Statistical analysis using the t-test showed that the t-count value (5.62) > t-table (2.08) at a significance level of 0.05, which means there was a significant difference before and after treatment. The results of this study indicate that picture word puzzle games have a positive and significant effect on students' early reading skills. With a more interactive approach, students become more motivated and active in learning. Therefore, the use of educational games such as picture word puzzles can be recommended as an alternative strategy in improving early reading skills in elementary schools
Efforts to Increase Interest in Reading Using Digital Comics as a Learning media Indonesia Language Subject SDN 19 Rantau Selatan Labuhan Batu Regency Maradona Harahap; Sutikno; Rahmat Kartolo
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1695

Abstract

This study aims to determine the effect of using digital comic media on reading interest of fourth grade students of SDN 19 Rantau Selatan. The background of this study is the low interest in reading of students caused by the lack of interesting learning media. The research method used is a quantitative method with a quasi-experimental research design. The research sample consisted of two classes, namely the experimental class (IV-A) consisting of 26 students who used digital comics in learning and the control class (IV-B) consisting of 27 students who used conventional methods. The research instrument was a questionnaire that measured students' reading interest before and after treatment. The results of the study showed a significant increase in reading interest in the experimental class after the use of digital comics. The average reading interest score in the experimental class increased from 34.96 to 43.73, while in the control class the increase was not significant with an average of 34.44. The results of the t-test showed that the use of digital comics had a significant positive effect on increasing students' reading interest with a tcount = 5.548, which was greater than ttable = 1.675 at a significance level of 5%. Thus, this study concludes that digital comics are an effective learning medium in increasing elementary school students' reading interest. This study provides recommendations for teachers to utilize digital comics as an alternative in learning Indonesian to increase students' reading interest
Comparison of The Expository Approach and The Inquiry Approach in Improving Vocabulary Learning Outcomes Used by State Elementary School 10 South Rantau Labuhan Batu Regency Maratimbo Harahap; Sutikno; Rahmat Kartolo
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1696

Abstract

This study aims to compare the effect of the expository approach and the inquiry approach in improving vocabulary learning outcomes in sixth-grade students of SD Negeri 10 Rantau Selatan, Labuhan Batu Regency, in the 2025-2026 academic year. Vocabulary is an important material in teaching Indonesian which is the focus of this study. The expository approach involves the presentation of teaching materials that have been neatly prepared by the teacher, while the inquiry approach focuses on learning that demands active student involvement through the discovery process. The research method used is an experiment with an objective test instrument totaling 40 questions given after students have participated in learning using both approaches. This study aims to determine the differences in vocabulary learning outcomes of students taught using the expository approach and the inquiry approach. The results showed that the average value of vocabulary learning outcomes of students taught with the expository approach was 72.57, which can be categorized as good. Meanwhile, the learning outcomes of students taught with the inquiry approach obtained an average value of 85.07, which can be categorized as very good. Based on data analysis and statistical tests, there was a significant difference between the two approaches, where the inquiry approach showed a better increase in vocabulary learning outcomes by 17.22% compared to the expository approach. Thus, it can be concluded that the use of the inquiry approach is more effective in improving vocabulary learning outcomes of grade VI students of SD Negeri 10 Rantau Selatan, Labuhan Batu Regency in the 2025-2026 academic year
Analysis of the Effectiveness of Quizizz and Kahoot Gamification Learning Media on Improving Students' Conceptual Understanding: An Empirical Study at STKIP Budidaya Binjai Poppy Hasnah Harahap; Pane, Sri Hartati; Susanty Siregar, Susi; Irhami Tanjung, Syahri; Beru Ginting, Sri Ulina; Rahmat Kartolo; Sutikno
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1697

Abstract

The transformation of digital era learning necessitates the adoption of educational technology that is responsive to the cognitive characteristics of contemporary students. This study explores the comparative effectiveness of the Quizizz and Kahoot gamification platforms in improving the conceptual understanding of STKIP Budidaya Binjai students. Using a quasi- experimental design with a pretest-posttest control group involving ninety (n=90) students distributed into three groups: experimental group 1 (Quizizz, n=30), experimental group 2 (Kahoot, n=30), and a control group (conventional method, n=30). The learning intervention was implemented for eight weeks in the Indonesian Language Learning Strategy course. Data collection instruments included a conceptual understanding test, an academic engagement questionnaire, and participant observation. Significant findings indicated that the Quizizz group showed a 34.7% increase in mean scores (from 62.3 to 84.0), the Kahoot group increased by 28.5% (from 61.8 to 79.4), while the control group only increased by 12.3% (from 63.1 to 70.9). Academic engagement showed that 87.3% of students in the Quizizz group and 83.7% in the Kahoot group reported high motivation compared to 54.2% in the control group. The distinguishing characteristics of the two platforms—self-paced, self-paced learning on Quizizz versus real-time competitive learning on Kahoot—resulted in different learning outcome profiles: Quizizz excelled in deep understanding and long-term retention, while Kahoot excelled in immediate recall and class enthusiasm. The study recommends strategic integration of the two platforms based on specific learning objectives and pedagogical contexts. Implications of the study indicate the need for institutional support in technological infrastructure and faculty professional development to optimize gamification-based learning
Implementation of Group Discussion Learning Method Through The Two Stay Two Stray Learning Model to Student of Elementary School 10 South Rantau Labuhan Batu Rahma Ritonga; Sutikno; Rahmat Kartolo
International Journal of Educational Research Excellence (IJERE) Vol. 5 No. 1 (2026): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v5i1.1698

Abstract

The application of the Two Stay Two Stray learning model can help students become more active during learning and better master the problems discussed. Two Stay Two Stray is a cooperative learning model that provides an opportunity for groups to share results and information with other groups. This model teaches students to actively discuss in groups and work together to discuss a problem. In this cooperative learning, learning groups are formed heterogeneously, both in terms of academic ability, gender, race, ethnicity, and so on, so that each group member can help each other, both in receiving and providing assistance. The emphasis is not only on completing tasks, but also on developing interpersonal relationships that are mutually respectful. Based on the results of the study, discussion activities using the Two Stay Two Stray learning model showed maximum results. Students showed significant improvements in aspects of courage, enthusiasm, clarity of speech, and sentence structure during discussions. They were also able to express opinions accompanied by rational reasons. The improvement in discussion results can be seen from the comparison of students' abilities before and after the implementation of the action. At the pre-action stage, students' discussion ability scores were still relatively low. Students looked passive, shy, and less active in discussions. They also lacked the courage to convey ideas or arguments and were less fluent in speaking. After being subjected to the action, students' abilities increased significantly. The results of this study indicate that the Two Stay Two Stray learning model has a positive influence on group discussion skills in the Indonesian Language subject. This model is effective in improving the discussion skills of fifth grade students of SD Negeri 10 Rantau Selatan, Labuhan Batu Regency, 2025-2026 Academic Year
Co-Authors 'Izzah, Nur ‘Izzah Maulidiya Abdul Aziz Abrar Ikram Ilafi Achmad Choiruddin Adam Sugiarto Adi Susilo Adi Triono Prayasa Adinegara, Aldo W. Afrida Harahap, Dedek Agung, P. A. Maha Agus Dwi Churniawan Agus Suhardono Agus Tita Wanda Agustin, H.C. Kis Agustina Ahmad Laut Hasibuan Ahmad, Mustaffa A. Ajeng Munaya Aulannida Akhmad Suryadi Alaika, Alaika M. Bagus Kurnia PS Alda Risma Widya Ningrum Ali, Asmuri Alif Aulia Baroroh Anggraeni, Arista Anis Laili Yunitasari Anita Kristina Arifin, Wan Nor Jazmina Wan Arika Ritonga Armin Naibaho Arpah, Juni Asni, Nasution Atmoko, Dwi Aulia Sayyidan, Rifadhi Awal Ramadhani Ayu Melati Ningsih Bahtiar Wilantara Bambang Widjanarko Otok Batubara, Yusmaini Ayu Beru Ginting, Sri Ulina Beta Rapita Silalahi Binti Istiqomatul Husna Boby Arya Putra Citra Dwi Setyowati Dafid, Ach Dahlia, Dahlia Damayanti Sholikhah Darmainur Delly Yanti, Vitania Barantika Denny Yatmadi Derianna Rambe, Anna Derminasari, Derminasari Dewi Susanti Dewi, Ramayani Diah Asih Doni Sastrawan Dwa Desa Warnana Dwi Atmoko Dwi Nofita Sari Dwi Reni Nisvul Lailyningsih Dyah Rini Indriyanti Eddy Setiadi Soedjono Efendi, Medi Eka Diah Kartiningrum Enni Suwarsi Rahayu Erisa, Junia Erlinda Nofasari Fadhilah, Ihsan Fadloli Falah, Reo Radius Farikha Qurotun Uyun Fathoni, Farih Muhaimin Fery Ardianto Firmansyah, Fendy Fitri Arum Sasi, Fitri Arum Fransisca Kharina Rosalia Hafsah Nasution, Siti Hamzah Latief Handaningtyas, Inggrid Handayani, Ulvi Fitri Hapsari Hapsari, Ratih Indri Harahap, Dedek Afrida Harianti II Harmadi, Sonny Harry B Hasibuan, Maya Syahfitri Hasibuan, Zulhijjah Hasnah Harahap, Poppy Hasnah Harahap, Popy Hati Harahap, Murni Heny Triana Herdiansyah Dwi Saputra Herman Pratikno, Herman Hidayat Husnul, Ismi Chairani Sartika Ichwanudin Ika Devy Pramudiana ikrar hanggara Ikrar Hanggara, Ikrar Imelda Simanullang Indra Sidharta Indriyani, Khofifah Insan, Moh Syifaul Iqbal Askarin Irawardi, Irawardi Irhami Tanjung, Syahri Irma Masithah Jatmiko Endro Suseno Jerry Dwi Trijoyo Purnomo Jorge Mateu Julia Rahmadani Julpirman Siregar Juni Arpah Kautsar, Muhammad Hafiz Ketut Dewi Martha Erli Handayeni, Ketut Dewi Martha Erli Khairun Nisa Khoirunnisa, Windi Kholidah, Sri KHOLIQ, ABD. Krisna Yuwono Fora Kusumaningrum, Ajeng Wardhani Laila Fitriani Laksana , Sigit Dwi Laut, Ahmad Layli Syafira Nasution Lenny Gusti Arini Lila Yuwana Lili Kurniati Lubis, Rodiah Maradona Harahap Maratimbo Harahap Martinus Sony Erstiawan Masithah, Irma Maulidiyah, Sheliza Syahadan Mayrika Hutagalung, Ade Mesra Surya Ariefin Mevy Sitorus, Ruth Mochamad Aryono Adhi Mochammad Arifin Mohamad Zenurianto Mohammad Alif Dio Riskiansyah Mubarok, Fahmi Muh Bahruddin Muh. Bahruddin Muhammad Azzamudin Syahapala Muhammad Fahrizal Alfianto Muhammad Fandy, Fajar Muhammad Fathur Rouf Hasan Muhammad Sulton Musrifatunnisa’, Musrifatunnisa’ Mu’ad Nabila, Debby Dea Naifah, Sonia Ratnaduhita Nurani Nihayatus Sholichah Nita Marpaung, Prama Noor Aini Habibah Nor Cahyo Wibowo Novita, Dina Sri Nur Ainun Nurasma Nuzul Purnama Osa, Dominggus Benyamin Pane, Sri Hartati Poppy Hasnah Harahap Prasetya, Ananda Pratomo, Omie Gripio Purhadi Putra, Riyan Afnanda Putri Silvia Putu Suwarta Rahma ritonga Rahmadani, Julia Rahmaidani Siregar Rahmaningtyas, Ivana Rahmat Kartolo Rahmat Kartolo Rahmawati, Deti Ramadhani, Julia Rashida, Ailsa Dahayu Razi, Mohd Adib Mohammad Rhino Agaswi Pratama Riezky Maya Probosari Rina Rahayu, Rina Rismayanti, Tuti Risnawaty Risnawaty Risnawaty Rosadi, Devi Methia Rosmawati Harahap Sajidan Salae, Asuepan Salihanura, Sifa Samsul Bahri Santi Wulan Purnami Sari, Linda Sasmita, Habib Aji Satiawan, Putu Rudy Selvia Rahma Sihkusuma Sentia anastasa Shofi Andari Sibarani, Asni Sigit Ari Saputro Siregar, Muhammad Hatta Siti Humairoh Siti Nur Jannah Siti Sahara Siti Sarifah Sonny Elitha Munthe Sri bunga Sri Kamariyah Sri Ulina Beru Ginting Suef, Mokhammad Sujarwo Sukahar Sukriyah Kustanti Moerad, Sukriyah Kustanti Sulismawati SULISTIOWATI Sulistiowati Sulistiowati Sulistyo Saputro Sumarto Supriyadi Supurnamawati Suryanti Indrayani, Novi Suryanto Marpaung, Michael Susanty Siregar, Susi Suwarno Syafila Indyasari Subagyo Syamsiar, Syamsiar Syamsul Arifin Taufik Fajar Nugroho Titik Lusiani Triana, Heny Tutut Wurijanto UMI NURHIDAYATI Utami Retno Pudjowati Vania, Nyang Vera Kristiana Vivi Dwi Yanti Wangi, Mega Pandan Widayatul Jannah Widodo, Hadi Widyastuti, Fatma Wiguna, Husein Sadewa Wijanarko, Wahyu Wijayanti, Ika Dewi Winda Harsanti Wiscahyo, Gelar Yani, Beta Fitri Yudha Prasetyawan Yuliyanto, Wakhid Yunanto Tri Laksono, Yunanto Tri Yusniar, Yusniar Yustinus Ulung Anggraito Yusuf Syahadah, Abdullah Zahrilla, Zahrilla Zainal Abidin Zainorabidin, Adnan Zebua, Septinus