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Efektivitas Penerapan Model Pembelajaran Game Based Learning Terhadap Kreativitas Belajar IPA Siswa Kelas VII SMPN 2 Kec. Akabiluru Rahmawati, Suci; Novrianti, Novrianti; Zen, Zelhendri; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 6 No. 4 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i4.3578

Abstract

The aim of this research is to assess the effectiveness of the Game Based Learning (GBL) model in enhancing the creativity of seventh-grade students in science subjects. The background of the study reveals that conventional teaching methods, which are still dominated by the teacher's role, lead to low active participation from students. This research employs a quantitative approach with a pre-experimental design involving a single group with pretest and posttest measurements. The subjects of the study are the students of class VII.1 at SMP N 2 in Akabiluru District, selected using purposive sampling techniques. The data collection instruments consist of written tests, a creativity learning questionnaire, and practical evaluations. The analysis results indicate an average creativity score of 97.10 with a standard deviation of 11.331, which falls into the high category (77.68%). The GBL model was implemented through the Wordwall platform, utilizing the Matching Pairs feature. These findings demonstrate that the application of the GBL model is effective in enhancing students' creativity in science subjects.
Pengembangan Media Video Animasi Motion Graphic pada Materi Sistem Komputer Kelas X SMA/Sederajat Dika, Revina Werin; Yusri, Meldi Ade Kurnia; Novrianti, Novrianti; Masnur, Alkadri
Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Vol 6, No 5 (2025)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/afeksi.v6i5.606

Abstract

Penelitian pengembangan ini dilatarbelakangi oleh rendahnya minat dan partisipasi siswa dalam mengikuti pembelajaran Informatika, yang berdampak pada respons siswa terhadap proses belajar mengajar. Ketersediaan media pembelajaran yang kurang juga membuat kegiatan pembelajaran menjadi kurang beragam. Karena itu, penelitian ini bertujuan untuk membuat produk berupa media video yang bisa digunakan dalam pembelajaran. Penelitian ini menggunakan metode pengembangan RD (Research Development) dengan model 4D, yaitu Define, Design, Development, dan Dissemination. Untuk mengumpulkan data, digunakan beberapa lembar validasi seperti lembar validasi materi, lembar validasi media, serta angket praktikalitas. Subjek uji coba dalam penelitian ini adalah 20 orang siswa kelas X di SMAN 1 Pariangan. Berdasarkan hasil uji kelayakan melalui lembar validasi yang diberikan kepada validator materi dan validator media, diperoleh hasil dari validator materi sebesar 89,10% dengan kategori sangat valid. Hasil validasi yang dilakukan Bersama validator media pertama mencapai persentase 98,82% dengan kategori sangat valid. Hasil validasi yang diperoleh bersama validator kedua mencapai persentase 97,64% dengan kategori sangat valid. Uji praktikalitas dari media yang dikembangkan dinyatakan sangat praktis dengan persentase sebesar 91,91%. Dari perhitungan tersebut, dapat disimpulkan bahwa media video animasi Motion Graphic pada materi Sistem Komputer kelas X SMA/Sederajat memiliki kategori “Sangat Valid” dan “Sangat Praktis”.
Analysis of Learning Resource Utilization by Students of the Educational Technology Study Program, FIP UNP Putri, Lidya Indah; Yeni J, Fetri; Novrianti, Novrianti; Rahmi, Ulfia
The Future of Education Journal Vol 4 No 5 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i5.593

Abstract

Higher education today faces various challenges and opportunities influenced by the development of technology and information. In this context, the utilization of learning resources becomes an important aspect to enhance the quality of education and support the completion of students' assignments. Students are expected to be able to utilize various learning resources such as e-journals, textbooks, e-books, as well as artificial intelligence-based tools like ChatGPT and Perplexity to support the completion of their coursework. This research aims to analyze the utilization of learning resources by students in completing their coursework. The type of research used is descriptive quantitative research to describe the actual situation based on data obtained from a predetermined sample. The sample in this study consisted of 105 students selected using the proportionate stratified random sampling technique. Based on the data analysis results, the average percentage of resource utilization is as follows: e-journal 81.79% (very good category), textbooks 74.57% (good category), e-books 79% (good category), ChatGPT 83.67% (very good category), and Perplexity 82.1% (very good category). These findings indicate that students predominantly use digital resources that are considered practical, relevant, and efficient in completing their coursework. Although textbooks are still used, their usage is the lowest compared to other digital sources. Overall, the utilization of learning resources by students of the Educational Technology Study Program at FIP UNP has been effective, but improving information literacy is essential so that students can be more discerning in choosing credible sources that meet their academic needs.
Sosialisasi Minyak Goreng Bekas/Jelantah Terhadap Kesehatan dan Lingkungan Serta Penanggulannya Pada Pelajar SMA Serirama YLPI, Kota Pekanbaru, Riau Mursyidah, Mursyidah; Khalid, Idham; Zulkarnaini, Zulkarnaini; Novrianti, Novrianti; Purnamawati, Neneng; Husbani, Ayyi; Guna, Indra; Salsabilah, Lutfiah
ARSY : Jurnal Aplikasi Riset kepada Masyarakat Vol. 6 No. 2 (2025): ARSY : Jurnal Aplikasi Riset kepada Masyarakat
Publisher : Lembaga Riset dan Inovasi Al-Matani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/arsy.v6i2.1474

Abstract

Minyak bekas pakai atau biasa disebut jelantah sering sekali dibuang langsung di saluran pembuangan air, bak cuci piring, bahkan ke tanah. Meski terbilang praktis, cara tersebut nyatanya memiliki dampak buruk bagi lingkungan. Minyak jelantah tidak termasuk kategori limbah B3 dan tidak termasuk sampah. Tetapi minyak jelantah dianggap sebagai limbah. Minyak jelantah sebaiknya tidak dibuang sembarangan ke saluran air,karena dapat menyumbat saluran air dan dapat mencemari lingkungan. Lapisan minyak pada permukaan air dapat merusak ekosistem perairan. Pemakaian minyak jelantah berkali-kali tidak baik untuk kesehatan karena dapat meningkatkan risiko penyakit jantung dan gangguan kesehatan lainnya. Studi juga menyebutkan bahwa minyak goreng yang dipakai berkali-kali dapat menghasilkan berbagai senyawa, termasuk polisiklik aromatik hidrokarbon yang bersifat karsinogenik atau menyebabkan kanker. Adapun proses pembuatan sabun mandi ini dengan mencampurkan minyak jelantah dengan basa kuat NaOH dengan beberapa variabel zat pewarna makanan dari minyak jelantah hasil dari proses netralisasi.
Evaluasi Pelaksanaan Kebijakan Program Guru Penggerak dalam Meningkatkan Mutu Guru di SMPN 42 Pekanbaru Subhan, Muhammad Adam; Rayendra, Rayendra; Novrianti, Novrianti; Amsal, Mutiara Felicita
Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Vol 6, No 6 (2025)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/afeksi.v6i6.624

Abstract

Peningkatan mutu guru merupakan kebutuhan strategis dalam menjawab tantangan pendidikan abad ke-21, terlebih dalam konteks kebijakan Merdeka Belajar yang menempatkan guru sebagai penggerak perubahan. Salah satu program unggulan Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi adalah Program Guru Penggerak, yang bertujuan menciptakan pemimpin pembelajaran berdaya ubah dan kolaboratif. Namun demikian, sejauh mana program ini benar-benar menjawab kebutuhan peningkatan mutu guru di tingkat satuan pendidikan belum banyak dikaji secara mendalam. Oleh karena itu, penelitian ini bertujuan untuk mengevaluasi pelaksanaan kebijakan Program Guru Penggerak di SMPN 42 Pekanbaru melalui pendekatan model CIPP (Context, Input, Process, Product). Penelitian ini menggunakan pendekatan kualitatif deskriptif dengan metode pengumpulan data berupa observasi, wawancara, dan studi dokumentasi. Informan penelitian terdiri atas satu kepala sekolah, enam guru penggerak, dan tiga guru non penggerak. Model evaluasi CIPP digunakan untuk menilai secara sistematis empat aspek utama: kebutuhan dan latar belakang program (context), kesiapan sumber daya dan perencanaan (input), pelaksanaan kegiatan dan dinamika proses (process), serta hasil dan dampaknya terhadap peningkatan mutu guru (product). Hasil penelitian menunjukkan bahwa Program Guru Penggerak di SMPN 42 Pekanbaru telah menjawab kebutuhan sekolah dalam meningkatkan kompetensi guru. Secara kontekstual, program ini selaras dengan visi sekolah dan kebutuhan profesionalisme guru. Sumber daya manusia cukup mendukung meskipun sarana prasarana digital masih terbatas. Pelaksanaan program berjalan efektif dengan partisipasi aktif guru, meskipun monitoring eksternal belum maksimal. Dampak program terlihat pada perubahan strategi mengajar, meningkatnya refleksi guru, dan mulai terbentuknya budaya kolaboratif. Namun demikian, pengimbasan masih belum sepenuhnya sistematis. Oleh karena itu, perlu strategi lanjutan untuk memastikan keberlanjutan dan pelembagaan dampak program secara menyeluruh.
Development of Instagram Media Message Design for Promotion and Sales of Cocopeat and Cocofiber MSMEs Askia, Fazhira; Novrianti, Novrianti; Zen, Zelhendri; Pratiwi, Rahmi
SPEKTRUM: Jurnal Pendidikan Luar Sekolah (PLS) Vol 13, No 3 (2025): SPEKTRUM: Jurnal Pendidikan Luar Sekolah (PLS): Publishing August 2025
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/spektrumpls.v13i3.135157

Abstract

The development of Instagram message design media is motivated by promotional challenges faced by MSME actors, namely the absence of appropriate and attractive promotional media on digital platforms. Until now, the MSMEs have not utilized digital promotional media. This condition has led to low effectiveness in communication and marketing of Cocopeat and Cocofiber products. To address this issue, an Instagram message design was developed to be visual, informative, and persuasive. This study aims to develop an Instagram message design that is valid and practical to be used as an attractive promotional medium.This research employed a Research and Development (R&D) approach using the Four-D (4D) development model, which includes the stages of: (1) Define, (2) Design, (3) Develop, and (4) Disseminate. Data collection instruments used in this study included validation sheets and customer response questionnaires. Product validity was tested by two media experts. The practicality test was aimed at customers of the Cocopeat and Cocofiber MSMEs.The development of the Instagram message design was carried out through the stages of the Four-D development procedure. This process resulted in a promotional media product in the form of Instagram visual message designs that are informative, attractive, and aligned with the characteristics of MSMEs. The product underwent validation by Curriculum and Educational Technology lecturers. The validation results from Media Expert I were categorized as “Very Valid” with an average score of 4.60, and Media Expert II also categorized the product as “Very Valid” with an average score of 4.80. Message Design Expert I assessed it as “Very Valid” with an average of 4.70, and Message Design Expert II gave a score of 4.80. The practicality test results showed an average score of 4.55, categorized as “Very Practical.” Based on these results, it can be concluded that the Instagram message design using the Linktree application for the Cocopeat and Cocofiber MSMEs is considered very valid and very practical.Keywords: Development, Message Design, 4D
Development of Vocabulary Cards as Learning Media to Improve the English Vocabulary of Fourth Grade Elementary School Students Andriani, Cesilia; Novrianti, Novrianti; Pertiwi, rahmi; Masnur, Alkadri
SPEKTRUM: Jurnal Pendidikan Luar Sekolah (PLS) Vol 13, No 3 (2025): SPEKTRUM: Jurnal Pendidikan Luar Sekolah (PLS): Publishing August 2025
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/spektrumpls.v13i3.135176

Abstract

The purpose of this research was to develop vocabulary card learning media to improve the English vocabulary mastery of fourth-grade elementary school students. This study was motivated by the limited availability of engaging visual learning media in elementary schools, accompanied by students’ low English vocabulary mastery. This development aimed to describe and present an overview of vocabulary card learning media as an alternative instructional tool, as well as to determine the validity and practicality levels of the developed product.This research employed a Research and Development (R&D) approach using the 4D development model, which consists of the Define, Design, Develop, and Disseminate stages. The development stage served as the benchmark for the success of the media, as it involved expert assessments through validity tests and product trials for practicality testing. The validity tests consisted of two phases: the media and linguistic validity tests conducted by media and language experts, and the content validity test conducted by the fourth-grade homeroom teacher of SD IT Baitul Hamdi. After the validity tests, a practicality test was conducted with the fourth-grade students of SD IT Baitul Hamdi.The vocabulary card learning media, covering the topics It’s Seven O’Clock, Daily Activities, and This Is My Bicycle, obtained a “very valid” rating in the first media and linguistic validity test with an average score of 4.57 from two validators and was declared feasible with revisions. In the second validity test, the media achieved an overall “very valid” score of 4.97 and was deemed suitable for field testing without revisions. The content validity test achieved a “very valid” result with an average score of 4.89, while the practicality test yielded a “very practical” result with an overall average of 4.55. Based on the validity and practicality results, it can be concluded that the vocabulary card learning media is ready to be implemented and is practical for use in the teaching and learning process. The disseminate stage was carried out by distributing the product to the Teacher Working Group (KKG) of Cluster 6, which consists of representatives from nine elementary schools in the research area through a representative teacher from SD IT Baitul Hamdi, with the handover proven by an official handover letter.
Competence-Adaptive Assessment Using IRT for Junior Photographer Qualification Novrianti, Novrianti; Sari, Lisa Candra
Online Learning In Educational Research (OLER) Vol. 5 No. 2 (2025): Online Learning in Educational Research
Publisher : CV FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/oler.v5i2.858

Abstract

The rapid evolution of workforce demands necessitates competency-adaptive assessments that align education with industry standards. Traditional methods, often static and norm-referenced, fail to address the dynamic skills required in creative disciplines like photography. This study developed a Competence-Adaptive Assessment (CAA) integrating Item Response Theory (IRT)  to enhance validity, and reliability in a photography course. A mixed-methods design was employed, involving 120 undergraduate photography students and six instructors in a 12-week quasi-experimental study. Quantitative results demonstrated significant learning gains (effect size d = 1.12), improved certification pass rates (24% increase), and enhanced technical competencies, particularly in lighting mastery. Qualitative findings revealed that adaptive feedback and personalized pathways increased engagement but also highlighted tensions between automated assessment and creative evaluation. The study contributes a scalable framework for competency-based education in creative fields, though it underscores the need to balance technical precision with artistic freedom. Implications include the potential for CAA to modernize vocational assessments while calling for further refinement to address creative subjectivity
Pengembangan Multimedia Pembelajaran Ramah pada Mata Pelajaran IPAS Kelas V SD Putri, Dinda Aulia; Yusri, Meldi Ade Kurnia; Novrianti, Novrianti; Pratiwi, Rahmi
Indo-MathEdu Intellectuals Journal Vol. 6 No. 7 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i7.4430

Abstract

Science and Social Studies (IPAS) learning in primary schools still tends to be teacher-centred, resulting in students being less actively involved and experiencing difficulties in understanding complex concepts. Based on observations, the low level of student enthusiasm is influenced by the limited use of media, which is still restricted to textbooks and conventional media. This study aims to develop more engaging multimedia learning materials to help students understand the material in an easier and more enjoyable way. The research used the Research and Development (R&D) method with the 4-D model (Define, Design, Develop, Disseminate) through the stages of needs analysis, design, development, expert validation, limited testing, and product dissemination. The media was developed using Microsoft PowerPoint and can be accessed via Android and Windows devices. Data were obtained through validity and practicality questionnaires, which were analysed quantitatively and qualitatively. The results showed that the media was classified as ‘highly valid’ with a validity level of 98% in terms of material and 97% and 94% in terms of media, and was classified as ‘highly practical’ with a practicality score of 97% for teachers and 97.5% for students. Thus, this learning multimedia is suitable for use in improving students' focus and understanding of animal food chain material.
Kahoot App as a Digital Evaluation Alternative For Online Learning Novrianti, Novrianti
Jurnal Educative: Journal of Educational Studies Vol. 6 No. 1 (2021): June 2021
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/educative.v6i1.4646

Abstract

The use of paper tests has created problems for evaluation such as demotivation, psychological burden, and lengthy scoring process and analysis of answers. Kahoot is an application that offers digital evaluation. Examining the effectiveness of its use is therefore necessary. This Research and Development (R&D) study adopts the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). The research instrument consists of test items and questionnaire sheets. The results of the validation of items in the category of “appropriate to use” include many revisions and recommendations. The results of the test items obtained as many as 46 questions in the valid category. The results of the practicality test in the “adequately practical” category show a score of 3.80. The effectiveness test results in two test classes were 0.068. The research indicates that this product is usable, but the effectiveness test data obtained show that there is no significant difference between digital evaluations using the Kahoot application. However, the norm reference value differs between the two classes. This means that a visually appealing digital evaluation can increase a student’s enthusiasm for learningPenggunaan paper test telah memberikan kesan membosankan, beban psikologis, proses skoring yang lama serta analisis jawaban pada soal essay merupakan permasalahan evaluasi. Pleh sebab itu, pengembangan evaluasi digital dengan menggunakan Kahoot dan melihat keefektifan pengembangan kedalam penggunaannya sangat dibutuhkan. Penelitian pengembangan ini dengan mengadobsi model ADDIE (Analyze, Design, Development, Implementation, and Evaluation). Instrumen penelitian meliputi butir tes dan lembaran angket. Analisis data yaitu data kuantitatif dan kualitatif. Hasil data kualitatif dari validator tentang butir soal serta produk berisi saran dan masukan. Hasil validasi butir soal kategori layak digunakan dengan banyak revisi, hasil uji coba butir soal diperoleh sebanyak 46 soal dalam kategori valid. Hasil uji kepraktisan kategori cukup praktis dengan skor 3.80. Hasil uji efektifitas pada 2 kelas ujicoba, didapat sebesar 0,068. Berdasarkan hasil pengembangan, maka produk ini terkategori layak untuk digunakan, namun dari hasil uji efektifitas didapat data bahwa tidak ada perbedaan yang signifikan antara evaluasi digital menggunakan aplikasi Kahoot. Hal ini memberikan makna bahwa evaluasi digital yang menarik mampu merubah semangat belajar mahasiswa. Kendala lain juga difaktori oleh kekuatan provider yang digunakan, sehingga kualitas kecepatan dan kepuasan usebilitas tidak terpenuhi.
Co-Authors AA Sudharmawan, AA Abdul Fajar, Dimas Abna Hidayati Abrila, Three Suhaimah Ade Meldi Adi Novriansyah, Adi Aditya Permadi Afdhal, Muhammad Abim Aisy, Fira Rahadhatul Alhamdani, Ega Alkadri Masnur Alwiah, Sy. Sarah Andriani, Cesilia Anggreana, Vella Anugrah, Septriyan Aprilia, Nyimas Arnita Arifyanto, Alber Tigor Askia, Fazhira Aspin Aspin, Aspin Asri Febriyanti Asshiddiq, Affan Attifa, Fadlulrahman Bayhaqi, Imam Busro, Fauziah Salsabil Chairul Insani Ilham Chandra Dewi, Diana Darmansyah DARMANSYAH . Dedi Supendra Defsry, Bagus Desi Wahyuni Deswanto, Jefri Dika, Revina Werin Dona Zetriani Lolita Eldarni Fauzi Ahmad Muda Fetri Yeni J Fitri Maiziani fitria ningsih Fitriani, Vina Fitrianti Fitrianti, Fitrianti Guna, Indra Hanafi, Fachri Handayani, Corry harmiyati, harmiyati Hashifah, Shafarina hendri, nofri Husbani, Ayyi Ilham, Muhammad Rizkho Ira Herawati, Ira Irwan Irwan Iskandar, M. Yakub Kiki Amelia, Kiki Kurnia, Meldi Ade Kurnia, Reni Lili Rahmadani Lisa Candra Sari Lisnaini, Winda Lukas M. Yakub Iskandar Maharani, Cyntia Maifa, Zakia Azzahra Mansah, Julastri Martin Kustati Meisa, Zahra Alvi Meldi Ade Kurnia yusri Melysa, Richa Melysa, Richa Mildawati, Roza Muhammad Ariyon Muhammad Ilwan Al-Asmahi Muntazia, Azhidah Mursyidah Mursyidah Mursyidah Umar Mursyidah Umar, Mursyidah Mutiara Felicita Amsal Nana Sepriyanti Neneng Purnamawati Nofri Hendri Nopriyani, Devi Novia Rita Nurhalizah, Sry Sherly Nurhizrah Gistituati Pandjaitan, M. M Lanny W. Pertiwi, Rahmi Putri, Dinda Aulia Putri, Lidya Indah Putri, Vira Syelvia Rafhie Adrian, Rafhie Rahmad Hidayat Rahmawati, Rahmawati Rahmayanti, Elsa Rahmi Pratiwi, Rahmi Rahmi, Ulfia Ramayanti, Elsa Randhi Lasepdika Kasna Rayendra Rayendra Rayendra, Rayendra Rini Yunita, Rini Rosalia M Taufand, Rosalia M Rosmaria, Rosmaria RR. Ella Evrita Hestiandari Rusdinal Rusdinal Rycha Melisa, Rycha Salsabila Yunitari Salsabila, Viona Salsabilah, Lutfiah Sari, Lisa Candra Sari, Nora Maita Sepria Catur Hadiguna, Sepria Catur Siti Aisyah Siti Aisyah Siti Nurlaili Triwahyuni Steven, Laurentius Subhan, Muhammad Adam Suci Rahmawati, Suci Sugeng Santoso Supratman Supratman Surnata, Surnata Syafril Syafril Syafril, Syafril syerly indry Trisa, Wulan Ulfia Rahmi Wahyu Fauzan Syahputra Wella Marsita Wisry Dona Ernita Zen, Zelhendri Zuliarni Zuliarni Zuliasmi, Syahra Zuwirna Zuwirna