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The Development of E-Module for Batik Local Content in Pekalongan Elementary School Fisnani, Yeni; Utanto, Yuli; Ahmadi, Farid
Innovative Journal of Curriculum and Educational Technology Vol 9 No 1 (2020): June 2020
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v9i1.35592

Abstract

The teaching materials are to help the teachers in conducting learning activities in the classroom. The materials are written and unwritten. This study purposed to analyze the teaching material using e-module as local content Batik, develop e-module local content Batik that is practically and effectiveness in improving the local content learning for elementary school in Pekalongan, analyze the validity test of Batik’s e-module is to measure the learning of local content for elementary school in Pekalongan, the effectiveness of Batik’s e-module can enhance the learning of local content for elementary school in Pekalongan. This study uses research and development models (R&D). The development of teaching material in this study is Batik’s e-module. The teaching material provides Figures and videos about Batik, so it will be easily for students in understanding the material. The result of the feasibility material by the experts have obtained the percentage 88.6%. Then, the result of media validation is 97.14%. Based on the results validation show that the developing e-module is in the excellent categories, so it has been feasible to be applied in the learning process. The effectiveness tests are conducted in three requirements, there are analyzing the minimum completeness test, individual classical completeness test, and improved learning outcomes. The results of three requirements test, show that Batik’s e-module could improve the students learning outcomes significantly compared to the learning by using the published book. This study is supported in education, to develop Batik’s e-module. The product becomes an alternative media to assist the students learn Batik by using technology. It can also use as a source of reading in the learning of local content.
The Development of Flash-Based Media in Project Based Learning for English Subject to Increase Students’ Motivation and Achievement at Senior High School Trisyagil, Trisyagil; Ahmadi, Farid; Kustiono, Kustiono
Innovative Journal of Curriculum and Educational Technology Vol 9 No 2 (2020): November 2020
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v9i2.36301

Abstract

The use of technology-based media increases students’ motivation and learning effectivity in the classroom. This research aims to develop, to examine the appropriateness and the effectivity of flash-based media at Senior High School. This development research uses the ADDIE model. Based on the research result, the score of validity trials from the material expert is 72, the score from the media expert is 58 and from the practitioner expert is 75. The assessment from the material, media and practitioner expert show that flash-based media is in the appropriate category. Effectiveness test of the flash-based media development is through the testing of hypothesis, the data shows that for both experimental and controlled class in pre-test and post-test, the score is Sig. (2-tailed) 0.000 < 0.05, and the score of the students’ motivation in learning for pre-test and post-test in both experimental and controlled is Sig. (2-tailed) 0.000 < 0.05. It means that the flash-based media increases students’ motivation and achievement in the learning process. This research result supports the theories of technology learning, especially for the development of learning aids and media for English subject.
Development of E-Learning with Schoology in Hybrid Learning Strategy for Listening Skill of Tadulako University Utami, Aidilla Putri; Florentinus, Totok Sumaryanto; Ahmadi, Farid
Innovative Journal of Curriculum and Educational Technology Vol 10 No 1 (2021): June 2021
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v9i2.41484

Abstract

Schoology is a learning management system that helps in the teaching and learning process at a time when classroom learning is avoided. This study is focused on developing E-learning with Schoology and to find out whether Schoology improves student learning outcomes and listening skills or not. The type of research used is ADDIE from Dick and Carey. Furthermore, the pretest-posttest control group design was used, which was followed by 100 subjects who were taken by purposive sampling technique. Furthermore, the test is used to test learning achievement while exploring listening skills through interviews. Thus, data analysis was carried out quantitatively and qualitatively. After collecting data by experts, it shows that the developed Schoology media gets a score of 86 which means very good, the material gets a score of 95 which means very good and practitioner gets a score of 98 which means very good. It can be concluded that E-Learning in Schoology is valid. Furthermore, the posttest data shows that there is an increase in the experimental class after receiving treatment through Schoology, it can be seen that the final results of the Mann-Whitney test are 0.00> 0.05 for the experimental class. The implication of this article is that it has a positive impact on curriculum development that is centered on developing interactive and easy-to-implement learning media. The use of Schoology in the learning process is very easy, efficient and interactive to apply in the learning process so that it can improve learning outcomes and listening skills.
The Effectiveness of Multimedia Assisted Project-Based Learning and Self-Regulation on Learning Outcomes of Light Vehicle Engineering Skills Probowati, RR. Rina; Samsudi, Samsudi; Ahmadi, Farid
Innovative Journal of Curriculum and Educational Technology Vol 10 No 2 (2021): November 2021
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijcet.v10i2.48881

Abstract

Project-based learning is used as a reference for developing the ability to create and update because it is seen as having characteristics that effectively direct students to investigate essential ideas and questions, framed through the discovery process, able to accommodate the different needs and interests of students, directing freedom in making products or services and presentations that exceed what the teacher hopes, requires the ability to think creatively, critical thinking, the ability of information to find and write conclusions and present material, and relate to real and authentic problems and the latest issues. Multimedia is a medium for delivering information that contains complete material because it presents the material in writing and is equipped with videos and evaluation tools. The next difference is self-regulation as the variable studied in addition to learning outcomes. The results showed that project-based learning improved student learning outcomes, as evidenced by the Wilcoxon test results with a significance value = < 0.05. Learning outcomes shown from knowledge tests and performance tests are influenced not only by the students' ability to practice based on the theory being learned but also by their ability to self-regulate (self-regulation). The correlation between self-regulation and knowledge learning outcomes is 0.465, and the correlation between self-regulation and practical learning outcomes is 0.890, with the significance of each test of 0.000 < 0.05. It shows that the learning outcomes of cooling system knowledge and practices are influenced by self-regulation. Project-based learning tools assisted with multimedia are effective as a learning model for class XI students of light vehicle engineering at Public Vocational High Schools in Semarang City are classified as valid. Multimedia-assisted project-based learning is effective as a learning model for class XI students of light vehicle engineering at Public Vocational High Schools in Semarang City. This multimedia-assisted project-based learning can improve learning outcomes, achieve completeness and be better than project-based learning. Self-regulation affects class XI students' learning outcomes of light vehicle engineering at Public Vocational High Schools in Semarang City.
Multimedia-based E-Puzzle Development to Improve Visual-Spatial Abilities and Early Childhood Religious Character Wathoni, Hizbul; Kustiono, Kustiono; Ahmadi, Farid
Journal of Primary Education Vol 10 No 2 (2021): June 2021
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpe.v10i2.47209

Abstract

The using of E-Puzzle media-based multimedia will combine various types of media needed in the game. For example, with images, text, and other media, students will use it directly through the computer-integration, namely E-Puzzle application software based on Adobe Flash Professional CS6. This study aims to develop E-Puzzle mediabased multimedia to improve the visual-spatial abilities and religious character of early childhood. This study used R&D (research and development) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) and the research design uses pre-experimental design. The subjects in this study were 12 students of group B Raudhatul Athfal Tawang Rejosari and Raudhatul Athfal Terpadu Al-Qolam. Data collection techniques was used observation, interviews, questionnaires, and tests. The data analysis technique in this research is descriptive test and prerequisite test. The results showed that visual-spatial stimulation includes an increase in the ability to perceive image patterns and colors. Simultaneously, the religious character is about knowledge of moral values, moral feelings, and moral actions through prayer movement images in the form of puzzles as an integrated learning medium with Adobe Flash Professional CS6 applications. This development is effectively used to improve children's visual-spatial abilities and religious character aged 5-6 years. Based on the results of expert validation with a mean score of 69.33%, while the N-Gain score results of the experimental class of 77.00 are in the high category and N-Gain in the controllerclass is 44.06, which belongs to the moderate category. This research can be an innovation related to multimedia in early childhood education, especially for researchers, and can be a reference for future researchers.
PENINGKATAN KUALITAS GURU DI KOTA SEMARANG DALAM MENULIS BUKU AJAR ONLINE MELALUI “E-BOOK CLINIC PROGAM FOR TEACHERS” Ahmadi, Farid
Jurnal Abdimas Vol 24, No 1 (2020): June 2020
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/abdimas.v24i1.21861

Abstract

Program pengabdian kepada masyarakat ini akan dilakukan upaya upaya optimal dalam mencari solusi dari minimnya publikasi buku oleh guru di kota Semarang. Dalam beberapa tahap akan dilakukan pendampingan secara optimal. Tujuan utamanya adalah jumlah penerbitan buku guru di kota Semarang akan meningkat pada tahun ini, dengan pelatihan intensif melalui “E-Book Clinic Program For TeacheR” dengan pelatih tenaga-tenaga professional dan ahli di bidangnya. Program E-book Clinic ini secara optimal dilakukan proses pendampingan bagi guru -guru SMP di Kota Semarang dari yang belum memiliki dasar penyusunan ebook sampai peserta dibekali dengan beberapa materi dan keahlian untuk memperlancar proses penyusunannnya. Dengan pendekatan secara klasikal saat workshop dan pendekatan personal dalam setiap pendampingan yang dilakukan diharapkan seluruh guru dapat menyusun ebook yang berasal dari materi ajar pada jenjang kelas yang mereka ajar. Hasil pengabdian ini berupa peningkatan keterampilan guru dalam menyusun e-book. Penguasaan penyusunan materi dengan menghasilkan ebook, merupakan salah satu langkah untuk mengembangkan kompetensi professional.
Pengembangan Game Edukasi si Gelis Berbasis Android Untuk Meningkatkan Kosakata Bahasa Inggris Siswa Rokhman, Nur; Ahmadi, Farid
Edukasi Vol 14, No 2 (2020): November 2020
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukasi.v14i2.27477

Abstract

Adanya pandemi covid-19 memberi dampak signifikan pada dunia pendidikan.  Bagi siswa kelas 2 mata pelajaran bahasa inggris merupakan mata pelajaran sulit terlebih di saat pandemi covid 19 ini yang melarang pelaksanaan proses pengajaran secara tatap muka.  Materi bahasa inggris Kelas 2 Semester 1 diantaranya diajarkan kosakata angka, buah, sayur, baju dan hewan.  Pada umumnya anak-anak lebih suka bermain sehingga adanya game edukasi si gelis (genius english) ini bertujuan agar siswa dapat bermain dan belajar.  Tujuan dari penelitian ini adalah mengemas materi kosakata kelas 2 sd menjadi sebuah game sehingga diharapkan kemampuan kosakata bahasa inggris dapat meningkat. Untuk menghasilkan game edukasi ini, peneliti menggunakan metode Research and Develompent dengan model pengembangan ADDIE yaitu meliputi Analisys, Design, Development, Implementation, dan Evaluasi.  Adapun software yang digunakan adalah Adobe Animate 2017, Adobe Photoshop, Adobe Air dan menggunakan bahasa pemrograman Action Script 3. Pada tahap evaluasi game edukasi ini terlebih dahulu melalui uji kelayakan oleh 2 ahli media dan 2 ahli materi dan menghasilkan nilai rata-rata kelayakan sebesar 90,6% atau sangat baik.  Game edukasi ini dapat meningkatkan kemampuan siswa kelas 2 dalam kosa kata bahasa inggris. Pada uji coba penerapan kepada sebanyak 20 siswa menghasilkan peningkatan nilai rata-rata kelas sebesar 32 point.  Game edukasi si Gelis (Genius English) ini dapat menjadi suplemen bahan pembelajaran kelas 2 sekolah dasar.The covid-19 pandemic has had a significant impact on the world of education. For grade 2 students, English is a difficult subject, especially during the COVID-19 pandemic which prohibits face-to-face teaching. English materials for Class 2 Semester 1 include numbers, fruits, vegetables, clothes and animals. In general, children prefer to play, so the existence of this educational game Gelis (English Genius) is intended so that students can play and learn. The purpose of this research is to package the vocabulary material for grade 2 sd into a game so that it is expected that the vocabulary skills of English can improve. To produce this educational game, researchers used the Research and Development method with the ADDIE development model which includes Analysis, Design, Development, Implementation, and Evaluation. The software used is Adobe Animate 2017, Adobe Photoshop, Adobe Air and uses the programming language Action Script 3. In the evaluation stage of this educational game, first it goes through a feasibility test by 2 media experts and 2 material experts and produces an average feasibility score of 90, 6% or very good. This educational game can improve the ability of grade 2 students in English vocabulary. In the application trial for as many as 20 students resulted in an increase in the class average score of 32 points. This educational game Si Gelis (Genius English) can be a supplement to the second-grade learning materials for elementary school.
Strategi Branding Kampung Wisata Malon Gunungpati melalui Optimalisasi Teknologi Web Based Bektiningsih, Kurniana; Ahmadi, Farid; Sari, Elok Fariha; Khulafa, Faris Nur
Jurnal Penelitian Pendidikan Vol 36, No 1 (2019): April 2019
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v36i1.12162

Abstract

Teknologi Informasi yang menjadi tranding topic saat ini menjadi sebuah keharusan seluruh komponen masyarakat memanfaatkannya. Seluruh bidang berusaha meningkatkan eksistensi, managerial, administrasi, pemasraan dan brandingnya melalui optimalisasi teknologi informasi. Perkembangan saat ini masyarakat cenderung menggunakan teknologi internet dalam kesehariannya melalui gadget ataupun media device apapun. Saat ini hampir sebagian besar kelompok masyarakat baik formal maupun nonformal telah mendayagunakan teknologi internet dalam melakukan strategi branding.  Kampung wisata sebagai bagian dari srategi optimalisasi peran desa dengan seluruh komponen masyarakatnya. Dengan managemen yang baik sebuah desa yang memiliki banyak keunggulan akan menjadi sebuah pilar utama dalam rangka peningkatan peranan desa dalam proses pembangunan bangsa. Saat ini kampong wisata menjadi sasaran utama pariwisata daerah yang layak menjadikan komoditas unggul di tingkat desa sehingga dapat meningkatkan pula devisa pemerintah daerah. Pada dasawarsa terakhir ini penggunaan Teknologi Informasi menyentuh pada ranah bidang apapun, termasuk pada kampung wisata yang telah dikembangkan sebuah website yang mampu mengakomodir segala kebutuhan publikasi dan marketing kampong wisata tersebut. Dengan mekanisme online para penikmat kampung wisata dan investor akan mudah mendapatkan informasi apapun baik managemen kampung wisata, produk yang dihasilkan, kekayaan alam yang dimiliki dan potensi-potensi yang dimiliki untuk dapat diketahui dan dinikmati oleh masyarakat luas.
Developing Android-based English Multimedia in Improving the Skill of Literary Criticism Ahmadi, Farid; Hapsari, Intan Permata; Artharina, Filia Prima
Journal of Nonformal Education Vol 8, No 1 (2022): February: Education Equity, Adult Education
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jne.v8i1.34566

Abstract

The vast advancement of technology further encourages the concept of independent learning for every individual in improving their skill in English literary criticism outside the formal education. This study aims at developing and identifying the feasibility of android-based English Multimedia in improving the skill of literary criticism. This research applies ADDIE development model that consists of five stages. The data collecting technique used involves observation, interview, questionnaire, and scale. The data analysis is carried out in the form of qualitative data analysis that is converted into several criteria. The findings present that there is a demand among English tutors and the members of English Community on the development of android-based English Multimedia. The media proposed is deemed valid by material and media experts as it earns the score of 87 and 86 with the category of very feasible. Therefore, in the attempt of improving the skill of literary criticism, android-based English Multimedia can be utilized outside the formal education. The development of technology-based media in the learning of literary criticism is the form of learning media innovation for non-formal education as adjusted to the current development in the digital literary era. The effectiveness of android-based English multimedia can be identified in the upcoming research as the basis in developing media for improving other skills in non-formal education.
Innovation and Commercialization of Indonesian Traditional Food in the Industrial Era 4.0 Ardiansari, Anindya; Ahmadi, Farid; Ridloah, Siti; Ridloah, Siti; Widia, Syam
International Journal of Research Innovation and Entrepreneurship Vol 1 No 1 (2020): June 2020
Publisher : Universitas Negeri Semarang

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

Abstract

The industrial revolution 4.0 considers an information technology-based human life. In this practical modern era, the choice of food types has been very diverse. Consuming modern food (fast food) has been a common choice for urban community with busy activities. In addition, restaurants that sell (Indonesian) traditional food were hard to find. Time consuming or less practical to prepare the food was the most possible reason of the decrease in the consumption of this kind of food. This phenomenon encourages efforts to improve people’s attention towards this traditional food to conserve its existence by diversification of the traditional food. It is important to introduce and incorporate Indonesian traditional food in industries, in response to the challenges of the industry's revolutionary era. This research is an exploratory study with a mixed method approach. The population in this study was small and medium size enterprises (SMSE) in Semarang city, Indonesia. Fifty SMSEs were involved in this study, with various traditional food products for sale such as Batagor, Pecel, Kupat Tahu with vegetables, Rujak, Lunpia, Rendang, Gudeg, Getuk, etc. A 12% of micro small and medium size enterprises (MSMSE) of traditional foods improved the quality of the produced food through a product innovation, whereas a 20% of SMSEs through a process innovation. Furthermore, marketing and organizational innovation were done by 78% and 4% SMSE, respectively. The traditional food producers showed a low level of innovation readiness, indicating their incapability in the implementation of innovation. Supports from many parties were needed to maintain the existence of the traditional food in their competition with the modern ones.
Co-Authors - Kustiono A.A. Ketut Agung Cahyawan W Achmad Munib Achmad Noerkhaerin Putra Adilla, Diva Trian Afif, Elfrida Eriyani Agus Wahyudin Ahmad Bagus Fernanda Ahmad Faishal Al Fachri, Khubaib Alawiyah, Indi Azza Alifah, Rahma Noor Andana, Ollivia Dinda Andini, Irina Putri Andriani, Aldina Eka Anindya Ardiansari Anita Yuniarti Nurjannah Ansori, Isa Arie Arma Arsyad Arshanda Gusti Nugrahani Ary, Deasylina da Astuti, Ruly Purbo Bambang Subali Barokah Isdaryanti Bashar Ridwan Causarina, Princesa Vitara Deasylina Da Ary Deka Setiawan, Deka DENI SETIAWAN Desi Wulandari Desi Wulandari, Desi Dewanto Harjunowibowo Dewi Nilam Tyas Dewi Nilam Tyas Dian Marta Wijayanti Djuniadi Djuniadi Dwi Yuwono Puji Sugiharto, Dwi Yuwono Puji Dwijanto Dwijanto, Dwijanto Dyah Kusuma, Dyah DYP Sugiharto, DYP Edy Purwanto Eko Handoyo Ellianawati Elok Fariha Sari Endang Susilaningsih Evy Sofianingsih Fakhruddin Fakhruddin Fakhruddin Fakhruddin Fakhruddin, Fakhruddin Farida Puput Lestari Farisyi, Shalman Al Farkhani, Moch.Hamim Fatimatuzzahro Fatimatuzzahro Fernanda, Ahmad Bagus Filia Prima Artharina Fisnani, Yeni Florentina Widihastrini Galih Mahardika C. Putra Ghanis Putra Widhanarto Gigih Malinda Puspitasari Hadi Sumarto Hamidulloh Ibda Handayani, Rekno Hanif Dimas Handaru Mukti Istiningsih Harum Sunya Iswara Haryono Haryono Heri yanto Hestu Riza, Moslem Ahmad Hikmah, Ulfah Nur Hizbul Wathoni Huda, Miftakhul Huda Ida Zulaeha Ika Ratnaningrum Imam Shofwan Imaniar Purbasari Intan Permata Hapsari Intan Safitri Irvan, Moh. Farizqo Isa Ansori Isdaryanti, Barokah Istiningsih, Hanif Dimas Handaru Mukti Istiqomah, Nur Hayati Iswara, Harum Sunya Iwan junaedi Jannah, Nila Rohmatul Joko Sutarto Karimah, Fildzah Mahdiya Karimah, Luthfia Kartono , Khafidhotul Khasanah Khairul Arifin Khulafa, Faris Nur Kiptiyah, Siti Maryatul Kistiari, Romnah Kurniana Bektiningsih Kusnul Khotimah Kustiono Kustiono Laili Rahmawati, Laili lestari, Farida Puput Lestari, Nadia Puji M. Erwin Fahrul Khakim Mabruri, Haeru Malasari, Malasari Malik Ibrahim Maria Bernadetha Dua Riong Marifatun, Marifatun Marifatun, Marifatun Masyruri, Masyruri Maulana, Lukmi Mela Dwisa, Suci Okta Mirza, Ahmad Saiful Moh. Farizqo Irvan Mulawarman Mulawarman Mulyaningtyas, Isnaeni Munawaroh, Eem Najwa Kuntum Ardhisa Nanang Qosim Naufalia, Salisi Nisa, Isti Hhoirun Norita Agustina Subagyo Nugrahani, Arshanda Gusti Nuni Widiarti Nur Alfi Muanayah Nurhasanah, Rahma Nursiwi Nugraheni Octaviani, Dessy Petra Kristi Mulyani Prastiyo, Ahmad Puji Praswanti, Ramadhani Putri Prihantara, Usman Bayu Probowati, RR. Rina Putri, , Rizky Selvia Putri, Syafira Raka Putut Marwoto Rachma Selviana Rahman, Sukmawanty Rahmawati, Annisa Ianna Raihan, Siti Raihan, Siti Raihani Afifah Ratnasari, Yanuar Meta Rochmad - Rochmad Rochmad Rosyidin, Muh. Khulafaur Rusdarti - S Sarwi S.Pd. M Kes I Ketut Sudiana . Samsudi . Saputri, Fristya Qusnul Sari, Elok Fariha Sari, Putri Kumala Sarwi - Septiana Khusnul Khotimah Setefani, Fiki Adelia Siti Fathonah Siti Khotimah Siti Ridloah Sofianiyatin, Lilik Sri Handayani Sri Sukasih Sri Sulistyorini, Sri SRI WARDANI Sumilah Sumilah Sumilah, Sumilah Sunyoto Sunyoto Supriyadi Supriyadi Suratno Suratno Susilawati, Susilawati Sutaryono, Sutaryono Syamsul Ma&#039;arif Syerin Nur Fadila Tasya Labella Rizqi Taufiqurrahman Taufiqurrahman Totok Sumaryanto Florentinus, Totok Sumaryanto Tri Suminar Trimurtini Trimurtini Trisnawati Trisnawati Trisyagil, Trisyagil Tyas, Dewi Nilam Udi Utomo Utami, Aidilla Putri Wahab , Reza Abdul Wahidah, Widiya Nurul Wakano, Rafsan Wicaksono, Ayyub Widhanarto, Ghanis Putra Widia, Syam Widyawati, Ana Wijayama, Bayu Witanto, Yuli Wiwi Isnaeni Woro Sumarni Wulandari, Hodijah Wulandari, Monica Niken Yuli Kurniawati Sugiyo Pranoto Yuli Utanto Yundari, Yundari Yunita Tiara Riski Zulfana, Shinta Aulidafitri