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All Journal Jurnal Pendidikan Vokasi Tekno - Pedagogi : Jurnal Teknologi Pendidikan Jurnal Jurusan Ilmu Keolahragaan Jurnal Pendidikan Biologi Undiksha Jurnal Pendidikan Teknologi dan Kejuruan KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) ISSN: 2252-9063 Wahana Matematika dan Sains Jurnal Sains dan Teknologi Jurnal Pendidikan Indonesia Journal of Education and Learning (EduLearn) Prosiding SNATIKA Vol 01 (2011) Telematika : Jurnal Informatika dan Teknologi Informasi Jurnal Teknologi Pembelajaran Jurnal Sosioteknologi Economic Education Analysis Journal JOIV : International Journal on Informatics Visualization International Journal of Artificial Intelligence Research Jurnal Penelitian Pendidikan IPA (JPPIPA) BAREKENG: Jurnal Ilmu Matematika dan Terapan Cetta: Jurnal Ilmu Pendidikan Indiktika : Jurnal Inovasi Pendidikan Matematika Jurnal Ilmiah Pendidikan dan Pembelajaran Journal of Educational Research and Evaluation WIDYA LAKSANA Journal of Education Action Research Journal of Education Technology International Journal of Natural Science and Engineering Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) JTP - Jurnal Teknologi Pendidikan Child Education Journal Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Jurnal Ilmiah Profesi Pendidikan Indonesian Journal of Electrical Engineering and Computer Science Jurnal Paedagogy Jurnal Pedagogi dan Pembelajaran Ideguru: Jurnal Karya Ilmiah Guru Didaktika: Jurnal Kependidikan Jurnal Pendidikan dan Teknologi Indonesia Jurnal Riset dan Inovasi Pembelajaran Jurnal Jendela Pendidikan Widyadari : Jurnal Pendidikan Indonesian Journal of Innovation Studies Indonesian Journal of Educational Development (IJED) Mimbar Pendidikan Indonesia Jurnal Media dan Teknologi Pendidikan Suluh Pendidikan: Jurnal Ilmu-ilmu Pendidikan Jurnal Penjaminan Mutu KENDALI: Economics and Social Humanities QANUN: Journal of Islamic Laws and Studies Jurnal Pendidikan Anak
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The The Effectiveness of Virtual Reality in Mathematics for SPLDV Material Komang Elik Mahayani; Ketut Agustini; I Gde Wawan Sudatha
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.62458

Abstract

The lack of learning media and teacher creativity in implementing mathematics learning results in a lack of students' understanding and enthusiasm in learning mathematics. This research aims to analyze the design, feasibility, effectiveness and response of teachers and students in implementing virtual reality learning based on case-based learning in class VIII mathematics subjects. The research uses the Dick and Carey development model. The research subjects consisted of two content experts, one instructional design expert, one learning media expert, three individual test students, nine small group test students, and thirty-two field test students. The data collection methods used were interviews, questionnaires, tests and documentation. The data analysis techniques used are quantitative descriptive analysis, inferential statistical analysis (t-test), and N-Gain test. The content expert test results showed very high validity based on Gregory's validity. The expert test found, the score percentage is considered very good. Based on the t-test calculation, the significance value (Sig. 2-tailed) of 0.000 is smaller than 0.05 (p > 0.05), rejecting the null hypothesis (H0) and accepting the alternative hypothesis (Ha). So, it can be concluded that there is a significant difference in learning outcomes before and after using virtual reality based on case-based learning. The N-Gain calculation produces a score of 0.741, which indicates a high category so it can be concluded that the use of virtual reality learning based on case-based learning is effective in improving student learning outcomes in class VIII mathematics subjects.
Analyzing The Impact of Project-Based Learning STEAM Flipped Classroom on Computer Architecture and Organization Courses in Higher Education Ekayana, Anak Agung Gde; Parwati, Ni Nyoman; Agustini, Ketut; Ratnaya, I Gede
JOIV : International Journal on Informatics Visualization Vol 8, No 3 (2024)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.8.3.2540

Abstract

This study examines the differences in students' creative thinking skills between the project-based learning STEAM Flipped Classroom and the direct learning STEAM Flipped Classroom model by paying attention to the role of academic self-efficacy as a moderator variable. The research population consists of students in informatics engineering study programs in the Denpasar area of Bali. The study used a quasi-experimental 2 x 2 factorial design. Data collection is carried out through questionnaires and test instruments. Data analysis used descriptive and inferential statistics, as well as analysis of covariance. The results showed a significant difference in students' creative thinking skills between those who learned with the STEAM Flipped Classroom project learning model and the STEAM Flipped Classroom direct learning model. In addition, there are differences in students' creative thinking skills based on the level of academic self-efficacy. The empirical application of the STEAM Flipped Classroom project model is proven to help students generate new ideas, develop ideas, and improve their thinking skills. However, the findings suggest that flexible thinking skills must be further enhanced. Students with high self-efficacy tend to be more proactive in providing constructive ideas in project-based learning activities. This research implies that it is necessary to actively motivate and share experiential stories with students who have low self-efficacy. In the future, I suggest that universities adopt the innovative learning model of project-based learning STEAM flipped Classroom to improve the creative thinking skills of informatics engineering students at the college level.
AI Image Generator in Digital Illustration Creation: A Literature Review Herliyani, Elly; Agustini, Ketut; Sudatha, I Gde Wawan; Dantes, Gede Rasben; Suharta, I Gusti Putu; Suartama, I Kadek
International Journal of Artificial Intelligence Research Vol 8, No 1.1 (2024)
Publisher : Universitas Dharma Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29099/ijair.v8i1.1.1235

Abstract

The use of artificial intelligence image generators in creating digital illustration is experiencing rapid development as an alternative to support the work of designers in  various fields, especially visual communication design. Despite its sophistication, we must consider some aspects of the human side in order to maximize the  design aesthetic value. This research aims to find out what applications are used in the AI image generator, as well as to identify the results of digital illustrations using the AI image generator. The results of this research show that the image generation diffusion model with various techniques and variations developed can produce excellent and unique text-based quality and control. However, humans are still the best pilots for determining text-based commands that can produce and function the greatest result.
E-Modul Berbasis Problem Based Learning pada Mata Pelajaran Informatika Kelas X Sekolah Menengah Atas Suyadnya, I Gusti Bagus; Agustini, Ketut; Sudarma, I Komang
Jurnal Media dan Teknologi Pendidikan Vol. 4 No. 4 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v4i4.83614

Abstract

Penelitian ini dilatarbelakangi oleh kurangnya bahan ajar yang mampu meningkatkan keaktifan dan kemampuan berpikir kritis siswa. Tujuan penelitian ini adalah untuk mengembangkan e-modul berbasis problem based learning mata pelajaran informatika yang valid, praktis dan efektif meningkatkan kemampuan berpikir kritis siswa. Jenis penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE (Analyze, Design, Development, Implementation, and Evaluate). Subjek penelitian ini terdiri dari dua macam yaitu responden ahli dan responden pengguna. Data yang dikumpulkan dalam bentuk data kuantitatif dan kualitatif, dengan instrumen angket digunakan untuk validasi para ahli dan uji kepraktisan. Instrumen tes digunakan untuk pretest dan posttest siswa dengan teknik analisis statistik inferensial (uji-t). Hasil penelitian yang diperoleh yaitu; E-Modul berbasis problem based learning mata pelajaran informatika berhasil dikembangkan melalui tahapan ADDIE. E-Modul dinyatakan valid dengan hasil review ahli isi pembelajaran sebesar 92% (sangat baik), ahli media pembelajaran sebesar 91% (sangat baik), dan ahli desain pembelajaran sebesar 93% (sangat baik). E-Modul dinyatakan praktis dengan hasil review sebesar 96.5% (sangat baik). Uji keefektifan dilakukan dengan mengukur hasil uji-t dengan taraf signifikansi α = 0.05, diperoleh nilai Sig (2-tailed) sebesar 0,001 < 0,05. Dengan demikian, terdapat perbedaan yang signifikan kemampuan berpikir kritis siswa sebelum dan sesudah diterapkan e-modul. Dapat disimpulkan bahwa, inovasi e-modul berbasis problem based learning mata pelajaran informatika valid, praktis dan efektif meningkatkan kemampuan berpikir kritis siswa. Implikasi penelitian ini adalah pemanfaatan media pembelajaran sebagai penunjang proses pembelajaran tidak hanya selalu terpaku pada penggunaan buku saja.
E-Modul Fikih Berbasis Problem Based Learning Untuk Meningkatkan Kemampuan Berpikir Kritis Siswa Madrasah Ibtidaiyah Apriadi, Ramadhan; Agustini, Ketut; Parwati, Ni Nyoman
Jurnal Media dan Teknologi Pendidikan Vol. 4 No. 4 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v4i4.83690

Abstract

Kurangnya bahan ajar yang efektif dalam meningkatkan kemampuan berpikir kritis siswa berpengaruh terhadap hasil belajar siswa pada pelajaran Fikih. Sumber belajar yang digunakan hanya berupa buku teks yang diperoleh dari sekolah. Tujuan dari penelitian ini adalah untuk mengembangkan E-Modul Fikih berbasis Problem Based Learning yang valid, praktis dan efektif dalam meningkatkan kemampuan berpikir kritis siswa. Jenis penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE (Analyse, Design, Development, Implementation, and  Evaluate). Subjek uji coba dalam penelitian ini meliputi siswa kelas V, dua ahli isi, dua ahli desain, dua ahli media pembelajaran, serta dua belas guru KKG Fikih Buleleng. Metode pengumpulan data yang digunakan adalah kuesioner dan tes. Instrumen penelitian berupa kuesioner validitas dan kepraktisan, tes kemampuan berpikir kritis. Analisis data menggunakan teknik analisis deskriptif kualitatif, deskriptif kuantitatif, dan analisis statistik uji-t. Hasil penelitian menunjukkan bahwa E-Modul dinyatakan valid dengan hasil review ahli isi pembelajaran sebesar 95% (sangat baik), ahli media pembelajaran sebesar 92% (sangat baik), ahli desain pembelajaran sebesar 94% (sangat baik), uji kepraktisan sebesar 91% (sangat praktis), uji-t dengan taraf signifikansi α = 0,05 diperoleh nilai Sig (2-tailed) sebesar 0,000 < 0,05. Dengan demikian terdapat perbedaan yang signifikan kemampuan berpikir kritis siswa sebelum dan sesudah diterapkan E-Modul.  Berdasarkan hasil penelitian dapat disimpulkan bahwa, inovasi E-Modul Fikih berbasis problem based learning valid, praktis, dan efektif dalam meningkatkan kemampuan berpikir kritis siswa Madrasah Ibtidaiyah. Penelitian ini berimplikasi pada penyediaan bahan ajar yang efektif untuk meningkatkan hasil belajar siswa.
Trends in the Use of Augmented Reality from Tangible Interfaces in School Learning : A Systematic Literature Review Indrawan, I Putu Eka; Agustini, Ketut; Dantes, Gede Rasben; Sudhata, I Gde Wawan
Jurnal Paedagogy Vol 11, No 3 (2024): Jurnal Paedagogy (July 2024)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v11i3.11506

Abstract

This study aims to analyze trends in the use of augmented reality from tangible interfaces in the context of formal and informal education. This study employed a systematic literature review (SLR) method adapted from the PRISMA model. This research used the Publish or Perish application to search for various relevant scientific articles taken from international journals, Scopus, with a range of 2019-2023. The data analysis technique for this research used thematic analysis. The development of AR media showed significant improvement, especially in the aspect of increasingly realistic and diverse user interfaces, enabling closer integration with the curriculum and presenting more engaging learning experiences. The interactive and collaborative features of AR applications showed great potential for enhancing student interaction with learning materials through immersive and interactive visual experiences. In addition, such collaborative features could also facilitate cooperation between students, creating a more dynamic and effective learning environment in schools. This research emphasized the importance of using appropriate research methods to deepen the understanding of the development of AR media in education and the potential of AR applications in creating more interactive and collaborative learning experiences in school environments.
Pengembangan Film Animasi 3 Dimensi tentang Kesetaraan Gender sebagai Media Konseling untuk Siswa di Sekolah Menengah Pertama Luh Gede Pramesti Indrasuari; Ketut Agustini; I Nengah Eka Mertayasa
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 13 No. 2 (2024)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v13i2.82954

Abstract

Film Animasi 3 Dimensi Kesetaraan Gender Sebagai Media Konseling Siswa di Sekolah Menengah Pertama merupakan film yang memuat tentang informasi dan pentingnya memahami tentang Kesetaraan Gender sejak dini. Penelitian ini bertujuan 1) Untuk mengembangkan Film Animasi 3D Kesetaraan Gender Untuk Media Konseling Siswa di Sekolah Menengah Pertama, 2) Untuk mendeskripsikan bagaimana respon pengguna terhadap Film Animasi 3D Kesetaraan Gender Untuk Media Konseling Siswa di Sekolah Menengah Pertama.Film Animasi 3D Kesetaraan Gender Untuk Media Konseling Siswa di Sekolah Menengah Pertama dikembangkan menggunakan Metode Multimedia Development Life Cycle (MDLC). Tahapan terdiri dari Multimedia Development Life Cycle (MDLC) yaitu Concept (pengonsepan), Design (perancangan), Material Collecting (pengumpulan bahan), Assembly (pembuatan), Testing (pengujian), dan Distribution (pendistribusian). Dengan dibuatnya Film Animasi 3D Kesetaraan Gender Untuk Media Konseling Siswa di Sekolah Menengah Pertama diharapkan dapat memberikan informasi tentang Kesetaraan Gender. Pengujian telah dilakukan oleh pengujian uji ahli isi yang mendapat hasil persentase 100%, pengujian uji ahli media mendapatkan hasil persentase 100%, dan pengujian respon pengguna yang dilakukan kepada 40 sampel responden siswa di SMP Neger 6 Singaraja dengan persentase sebesar 60% siswa merespon dengan Baik yang dikualifikasikan dengan Positif dan sebesar 40% lainnya merespon dengan Sangat Baik yang dikualifikasikan dengan Sangat Positif. Berdasarkan hal tersebut pengembangan film animasi ini diterima sangat baik oleh responden.
Systematic Literature Review: Penerapan Teknologi Virtual Reality dalam Meningkatkan Pengalaman Belajar Putri, Ni Wayan Suardiati; Agustini, Ketut; Dantes, Gede Rasben; Sudatha, I Gde Wawan
Indiktika : Jurnal Inovasi Pendidikan Matematika Vol. 7 No. 1 (2024): Indiktika : Jurnal Inovasi Pendidikan Matematika
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/indiktika.v7i1.15182

Abstract

Penelitian ini bertujuan melakukan Systematic Literature Review (SLR) terkait pemanfaatan Virtual Reality (VR) sebagai media pembelajaran untuk meningkatkan pengalaman belajar siswa. Metode SLR Kitchenham & Charters digunakan dalam tiga tahap: Planning, Conducting, dan Reporting. Dari review 15 artikel jurnal di Scopus, VR diterapkan di kesehatan dan pendidikan (SMP, SMA, Pendidikan tinggi). Pengukuran menggunakan kuesioner, observasi, dan wawancara. Kontribusinya meliputi peningkatan pengalaman belajar, terapi pasien, dan pengetahuan siswa. Penelitian mendukung VR sebagai penyokong belajar dan terapi, namun perlu penelitian lanjutan untuk dampak jangka panjang. Hasil review menunjukkan bahwa penerapan VR secara signifikan meningkatkan pengalaman belajar siswa dalam berbagai tingkatan pendidikan, sekaligus memberikan manfaat pada bidang kesehatan seperti terapi pasien. Namun, belum ada penelitian yang mengukur dampak jangka panjang dari penggunaan VR dalam konteks pembelajaran. Oleh karena itu, penelitian lanjutan yang fokus pada evaluasi dampak jangka panjang terhadap perkembangan pengetahuan, keterampilan, dan aspek mental siswa sangat diperlukan.
Real Time Automated Speech Recognition Transcription and Sign Language Character Animation on Learning Media Widiartha, Komang Kurniawan; Agustini, Ketut; Tegeh, I Made; Warpala, I Wayan Sukra
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 13 No. 3 (2024)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v13i3.85065

Abstract

Inclusive education for deaf students requires a technology approach to address communication and comprehension challenges. This study aims to develop innovative learning media that integrates real-time ASR (Automated Speech Recognition) transcription technology and sign language character animation to improve accessibility and comprehension of materials for deaf students. This learning media receives input from live voice, voice from learning videos, and text inputted by teachers. Using the Google Cloud API-based ASR transcription module, voice and text are converted into written text, broken down into vocabulary for sign language animation search. The search is carried out using an interpolation algorithm in the sign language animation asset database, allowing the display of animations relevant to the transcribed vocabulary. The development process follows the ADDIE instructional design model, starting with needs analysis and ending with implementation and evaluation. The analysis stage includes data collection through teacher interviews, classroom observations, and curriculum reviews. The media design is designed to meet the specific needs of deaf students, while development and implementation focus on technology integration and effective material delivery. Evaluation is carried out to assess the effectiveness of the media in improving student understanding and participation. The study's results showed that this learning media can improve deaf students' understanding of the material and increase their involvement in the learning process. ASR technology and sign language animation contribute significantly to making learning materials more accessible and understandable, supporting the goals of inclusive education.
Group Investigation Flipped Learning in Achieving of Students’ Critical and Creative Thinking Viewed from Their Cognitive Engagement in Learning Physics Tegeh, I Made; Santyasa, I Wayan; Agustini, Ketut; Santyadiputra, Gede Saindra; Juniantari, Made
Journal of Education Technology Vol. 6 No. 2 (2022): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i2.44417

Abstract

In 21st century, students in schools especially in learning physics must be facilitated with student centered learning models that are integrated with technology, such as group investigation flipped learning (GrIFL) as instead of direct flipped learning (DFL) model. This study aims to analyze the main and interactive effects between the GrIFL model and the DFL model on students' critical and creative thinking viewed from their cognitive ingagement in learning physics. To achieve this goal, experimental research was conducted using a post test only control group design. The sample was selected by class random technique. The research data were collected by critical thinking tests, creative thinking tests, and cognitive engagement questionnaires. The research data were analyzed using two-way multivariate analysis of variance. The results showed that the critical thinking and creative thinking of students who studied with the GrIFL model were higher than students who studied with the DFL model; students who had high cognitive engagement showed the same critical thinking skills as those who had low cognitive involvement, but creative thinking of students who have high cognitive involvement is higher than students who have low cognitive involvement;  there is no interactive effect between learning models and students' cognitive ingagement on critical thinking and creative thinking. The implication of this research is that in order to achieve optimal critical thinking and creative thinking, physics learning will be better if using the GrIFL model.
Co-Authors ., Dewa Ayu Kade Diah Arindia Putri ., Gede Bayu Pratama ., Gede Rai Sutama ., Gede Saindra Santyadiputra, S.T., M.Cs. ., Gema Imanuddin ., I Dewa Putu Adi Pranayoga ., I Gede Sadhu Gunawan ., I Kadek Agus Erta Nugraha ., I Kadek Suteja Putra ., I KETUT HARIAWAN ., I KETUT RUMADANA YASA ., I Made Adi Palguna ., I Made Ari Kamanjaya ., I Made Lasmana Wijaya ., I MADE MAWA ., I Nengah Eka Mertayasa ., I Putu Ngurah Mertayasa ., IDA AYU NYOMAN SRI WIJAYANTHI ., Ida Ayu Ratnasari Kemenuh ., Irma Sumayani ., Kadek Agus Darma Yadnya ., Kadek Aris Priyanthi ., Kadek Dicky Sectio Adi Wirandika ., Kadek Erna Kembar Ayu ., Ketut Mahendra ., Ketut Ngurah Alit Keniten ., Km Pita Setiarini ., Luh Putu Harta Widiyanti ., Luh Setiani ., Made Ayu Putri Purwaningsih ., Made Hena Sugiyanti ., Made Wihendra Adhiatmika ., Ni Kadek Dwi Juli Lestari ., Ni Komang Suni Astini ., Ni Made Erna Maygayanti ., Ni Made Krisnamurti Udayani ., NI MADE PUSPITAWATI ., Ni Putu Eka Astuti ., Ni Putu Sri Dianti ., Nur Azizah ., Prof. Dr. I Wayan Santyasa, M.Si. ., Putu Chandra Cahyana Putera ., Putu Gede Eka Widia Putra ., Putu Rima Yuliandewi ., Putu Yuni Prema Santi ., Robby Wijaya Khoerniawan ., Wahyu Restu Aji Abd. Rasyid Syamsuri Adi Yasa, I Made Adnyana, I Gusti Kadek Surya Aisya Purnomo, Putri Eodytha Alexander Hamonangan Simamora Anak Agung Gde Ekayana Angga Wisesa Anggara, I Made Dika Angoy, Raisalam D Aniek Suryanti Kusuma Aniek Suryanti Kusuma Antara, I Komang Juni Apriadi, Ramadhan Ariadi, Gede Ariadi, Ni Made Ariana, Komang Mas Arimbawa, Gusti Putu Arya Arimbawa, I Putu Agra Arisanti, Nyoman Yuni Artawan, I Gede Suka Artha, I N. Widya Asmara, I Wayan Dana Astiti, Widya Astuti, Ni Putu Pasek Wida Ayu Widi Sari Bagiani, Ni Luh Putu Bramayudha, I Gede budiana, kadek alan Candra Sulistyawati Citariani, Ni Maede Darma, Komang Agus Satia Dedy Rosadi Denayani, Ni Wayan Dessy Seri Wahyuni Dewa Ayu Kade Diah Arindia Putri . Dewa Gede Hendra Divayana, Dewa Gede Hendra Dewi Agustini Dewi, I Gusti Ayu Tresna Edwards, Joseph Elly Herliyani Erick Suryadi, Pande Gede Fahriansyah, Faisal Ferdo Liana Kaban Gede Aditra Pradnyana Gede Arya Mira Dharma Gede Bayu Pratama . Gede Indrawan Gede Rai Sutama . Gede Rasben Dantes Gede Saindra Santyadiputra Gede Saindra Santyadiputra Gede Saindra Santyadiputra, Gede Saindra Gede Saindra Santyadiputra, S.T., M.Cs . Gede Saindra Santyadiputra, S.T., M.Cs. . Gema Imanuddin . Hadi, Mohamad Irsan Hartini, Nyoman Sugi Hartini, Nyoman Sugi I Dewa Putu Adi Pranayoga . I Gde Wawan Sudata I Gde Wawan Sudatha I Gde Wawan Sudatha I Gde Wawan Sudhata I Gede Bendesa Subawa I Gede Harta Wijaya I Gede Mahendra Darmawiguna I Gede Ratnaya I Gede Sadhu Gunawan . I Gusti Lanang Putu Sumiantara I Gusti Putu Suharta I Gusti Putu Suharta I Kadek Agus Erta Nugraha . I Kadek Suartama I Kadek Suteja Putra . I Ketut Adnyana Putra I Ketut Andika Pradnyana I Ketut Paramarta I Ketut Resika Arthana I Ketut Suada I Komang Sudarma I Komang Sudarma I Made Adi Palguna . I Made Adrwi Pradnyana I Made Ardwi Pradnyana I Made Ari Kamanjaya . I Made Candiasa I Made Dika Anggara I Made Dika Anggara I Made Gede Sunarya I Made Lasmana Wijaya . I Made Oka Riawan I Made Putrama I Made Tegeh I Nengah Eka Mertayasa I Nengah Eka Mertayasa I Nengah Eka Mertayasa . I Nyoman Bagus Suweta Nugraha I Nyoman Saputra Wahyu Wijaya I Putu Agra Arimbawa I Putu Dalbo Manik Krishna ., I Putu Dalbo Manik Krishna I Putu Eka Indrawan I Putu Gede Surya Tanaya I Putu Ngurah Mertayasa . I Putu Rencanaguna I Wayan Dana Asmara I Wayan Santyasa I Wayan Santyasa I Wayan Sudiartha I Wayan Sujana I Wayan Sukra Warpala Ida Ayu Ratnasari Kemenuh . Ida Bagus Nyoman Pascima Ida Ermiana Irma Sumayani . Jajuri, Titiyaka Binti Januartini, Putu Deli Kadek Agus Darma Yadnya . kadek alan budiana Kadek Aris Priyanthi . Kadek Dicky Sectio Adi Wirandika . Kadek Erna Kembar Ayu . Kadek Mira B. Pramesti Kadek Mira Brata Pramesti Kadek Sintya Dewi Ketut Mahendra . Ketut Ngurah Alit Keniten . Ketut Putranadi Ketut Widi Sastra Km Pita Setiarini . Komang Adi Premayogi Komang Agus Satia Darma Komang Dewi Lestari Komang Elik Mahayani Komang Mas Ariana Komang Surya Weda Krisna Yana, Putu Sastra Kristiyanti, Ni Nyoman Ely Kusuma, Kadek Angga Kusumadiputra, Made Novta Lestari, Komang Dewi Luh Gede Pramesti Indrasuari Luh Putu Harta Widiyanti . Luh Putu Tuti Ariani Luh Setiani . M.Cs ., Gede Saindra Santyadiputra, S.T., M.Cs M.Cs S.Kom I Made Agus Wirawan . M.Or S.Pd I Ketut Budaya Astra . M.Pd S.T. S.Pd. I Gde Wawan Sudatha . Made Ayu Putri Purwaningsih . Made Diah Angendari Made Hena Sugiyanti . Made Juniantari, Made Made Novta Kusumadiputra Made Wihendra Adhiatmika . Made Windu Antara Kesiman Maheswari, I Gusti Ayu Gita Dewi Martini, Ni Ketut Marvilianti Dewi, Eka Dianita Maryati, Ni Made Rai Mertayasa, I Negah Eka Mertayasa, I Nengah Eka Muhammad Hafiz Naswan Suharsono Ngarti, Jero Gede Ni Kadek Dwi Juli Lestari . Ni Ketut Dewi Purniasih Ni Luh Putu Andika Ni Luh Yunitami NI MADE DWI ANTARI Ni Made Dwi Antari Ni Made Erna Maygayanti . Ni Made Krisnamurti Udayani . Ni Made Rai Maryati Ni Made Widyanti Dwi Putri Ni Nyoman Parwati Ni Nyoman Sugihartini Ni Putu Eka Astuti . Ni Putu Eva Yuliawati Ni Putu Intan Pradnya Parmita Ni Putu Pasek Wida Astuti Ni Putu Sri Dianti . Ni Wayan Denayani Ni Wayan Marti Ni Wayan Suardiati Putri NUR AZIZAH . Nyoman Yuni Arisanti Ozsen, Zeynep P. WAYAN ARTA SUYASA Pande Gede Erick Suryadi Parmita, Ni Putu Intan Pradnya Pascalian Hadi Pradana Permatasari, Ni Wayan Intan Poh, Chow Teng Pradnyana, I Ketut Andika Pradnyana, I Made Adrwi Pradnyana, Ketut Andika Prastiko Arthana, Marcel Premayogi, Komang Adi Purnama, Thrisnandha Purniasih, Ni Ketut Dewi Purnomo, Putri Eodytha Aisya Putra, Anak Agung Adi Wiryya Putrama, Made Putranadi, Ketut Putri, Ni Made Widyanti Dwi Putu Arya Sulaksana Putu Chandra Cahyana Putera . Putu Deli Januartini Putu Gede Eka Widia Putra . Putu Prima Juniartina Putu Rima Yuliandewi . Putu Yuni Prema Santi . Raden Mohamad Herdian Bhakti Ratna Artha Windari Rendita Septiadi Robby Wijaya Khoerniawan . Sahda Nabila Pramesti Saindra Santyadiputra, Gede Saindra Santyadiputra, Gede Sari, Ayu Widi Sariyasa . Sastra, Ketut Widi Shodiq Damanhuri Sindu, I Gede Parta Sindu, I Gede Partha Sintya Dewi, Kadek Sri Wedani, Ni Ketut Suciati, Ni Nyoman Ayu Sudana, Ida Bagus Kade Merta Sudarma, Komang Sudata, I Gde Wawan Sudatha, I Gede Wawan Sudhata, Gde Wawan Sudhata, I Gde Wawan Sulaksana, Putu Arya Sulastri, Indrayani Ari Sulistyawati, Candra Sumiantara, I Gusti Lanang Putu Suradika, Suradika Suwirtana Putra, I Gede Juli Suyadnya, I Gusti Bagus Syzca Taqwatika Taqwatika, Syzca Thrisnandha Purnama Tuange, Junita Sara V. B. Umami, Thessa Sahara Wahyu Restu Aji . Wahyudi Wahyudi Wahyuni, Kadek Dwi Wawan Sudata Wayan Natta Maruta Weda, Komang Surya Widhi Astrini, Kadek Fuji Widiartha, Komang Kurniawan Widya Astiti Wijaya, I Gede Harta Winatha, Komang Redy Windhu, I Putu Tresna Wiryanta, Nyoman Agus Yuliyana, Tifani Yunitami, Ni Luh