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All Journal APTEKINDO TELKOMNIKA (Telecommunication Computing Electronics and Control) Bulletin of Electrical Engineering and Informatics ELINVO (Electronics, Informatics, and Vocational Education) Journal of Information Systems Engineering and Business Intelligence JOIN (Jurnal Online Informatika) Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Jurnal Penelitian Pendidikan IPA (JPPIPA) Jurnal Technopreneur (JTech) Jambura Journal of Informatics Abdimas Umtas : Jurnal Pengabdian kepada Masyarakat Jurnal Manajemen Informatika dan Sistem Informasi Indonesian Journal of Electrical Engineering and Computer Science Jurnal Pengabdian kepada Masyarakat Nusantara Jurnal Sibermas (Sinergi Pemberdayaan Masyarakat) MURHUM : JURNAL PENDIDIKAN ANAK USIA DINI El-Mujtama: Jurnal Pengabdian Masyarakat Journal Automation Computer Information System (JACIS) Transformasi Jurnal Sistem Informasi, Teknik Informatika dan Teknologi Pendidikan (JUSTIKPEN) Inverted Journal Of Human And Education (JAHE) Jurnal Sistem Informasi Triguna Dharma (JURSI TGD) Jurnal Pengabdian Papua Research Review: Jurnal Ilmiah Multidisiplin Jurnal Vokasi Sains dan Teknologi Jurnal Pendidikan Sains Indonesia (Indonesian Journal of Science Education) Empiris Jurnal Pengabdian Pada Masyarakat (EJPPM) El-Mujtama: Jurnal Pengabdian Masyarakat Jurnal Pengabdian Pada Masyarakat Eldimas Scientific Journal of Informatics Informasi interaktif : jurnal informatika dan teknologi informasi Diffusion: Journal of Systems and Information Technology
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Pengenalan Anatomi Tubuh Menggunakan Teknologi Augmented Reality Berbasis Android Nauko, Yogi Septiawan; Amali, Lanto Ningrayati
Jambura Journal of Informatics VOL 3, NO 2: OCTOBER 2021
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v3i2.11720

Abstract

Media aplikasi pembelajaran dapat mempermudah sarana dalam pembelajaran di berbagai bidang pendidikan khususnya tentang pengenalan anatomi tubuh, namun saat ini masih minim tersedianya suatu aplikasi mobile terkait hal tersebut yang dapat meningkatkan minat belajar bagi siswa dan masyarakat terutama pendidikan pada anak usia dini. Penelitian ini ditujukan untuk mengembangkan sistem pengenalan anatomi tubuh manusia menggunakan teknologi Augmented Reality berbasis Android. Metode penelitian ini adalah metode MDLC (Multimedia Development Life Cycle) dengan tahapannya meliputi: Concept, Design, Material Collecting, Assembly, Testing, dan Distribution. Data penelitian diperoleh melalui observasi, wawancara, studi literatur. Hasil penelitian diperoleh berupa aplikasi pengenalan anatomi tubuh manusia menggunakan teknologi augmented reality yang dapat membantu siswa maupun masyarakat dalam mencari informasi serta menjadi sarana media pembelajaran mengenai organ tubuh manusia. Adapun media pembelajaran augmented reality dapat memvisualisasikan konsep abstrak untuk pemahaman dan struktur suatu model objek dan memungkinkan augmented reality sebagai media yang lebih efektif sesuai dengan tujuan dari media pembelajaran. It is widely known that a mobile learning application can facilitate learning in various fields of education, including the introduction to human anatomy topic. However, the current availability of a mobile application associated with the topic remains insufficient despite its use to improve the student's and community's interest to learn, particularly in early childhood education is effective. The research aims to develop a system of introduction to human anatomy by using android-based augmented reality. The method employed in this research is Multimedia Development Life Cycle (MDLC), where its stages comprise concept, design, material collecting, assembly, testing, and distribution. The research data are collected through observation, interview, and literature study. The research result is in the form of application to introduce human anatomy by using augmented reality technology that can assist students or community in seeking information and be a learning media to introduce the human anatomy. In addition, the augmented reality media can visualize an abstract concept for comprehension and structure of object model where it enables the augmented reality to be a more effective media to meet learning media goals.
Implementation of Augmented Reality as an Information Media for the Collection of the Popa-Eyato Museum Amali, Lanto Ningrayati; Husain, Wirahman Salsabil; Kaluku, Moh. Ramdhan Arif; Suhada, Sitti
Jambura Journal of Informatics VOL 4, NO 1: APRIL 2022
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v4i1.13954

Abstract

Museums are facilities that display historical objects and provide information to the public and visitors. However, the presentation of information in the museum to the visitors is far from proper due to the lack of details. The guides provided in the museum are not quite engaging. More than that, the information provided is only in the form of a sheet of paper stuck in the collection. This present study aims to develop information media using augmented reality technology. The method used in this research was the Multimedia Development Life Cycle (MDLC), which had six stages, viz. concept, design, material collecting, manufacture, testing, and distribution. This research develops an application that works as a medium of information related to museum collections using augmented reality, which is more interactive and visitors can use to obtain information from the collection. In addition, this application can visualize 3D and in real-time ethnographic objects in the museum.
Pengembangan Sistem Informasi Penjualan Berbasis Android Memanfaatkan Layanan Web Service Mahmud, Fikran; Amali, Lanto Ningrayati; Kaluku, Moh. Ramdhan Arif; Latief, Mukhlisulfatih
Jambura Journal of Informatics VOL 4, NO 1: APRIL 2022
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v4i1.12367

Abstract

Jual beli barang bekas merupakan salah satu kegiatan yang saat ini masih dijalankan oleh masyarakat, karena selain dapat membersihkan lingkungan dari sampah barang bekas juga dapat menghasilkan uang. Namun, proses jual beli barang bekas masih memiliki kekurangan yaitu pihak pengepul tidak mengetahui tempat atau lokasi masyarakat yang ingin menjual barang bekas sehingga pihak pengepul harus melakukan kunjungan- kunjungan ke wilayah sekitar dengan mobil sebagai persiapan untuk membawa barang bekas yang dijual masyarakat. Penelitian ini bertujuan untuk merancang sistem informasi penjualan barang bekas berbasis android yang dapat menyajikan informasi aktual mengenai informasi harga barang bekas dari masing-masing pengepul, serta memudahkan penyajian lokasi penjual barang bekas. Adapun metode yang digunakan adalah metode pengembangan sistem dengan model prototype. Hasil penelitian ini yaitu Aplikasi Android Portal Barang Bekas (Portal BaBe) dengan menggunakan layanan web service yang dapat menyajikan informasi barang bekas, update harga pada masing-masing pengepul, serta layanan location based service untuk menyajikan lokasi penjual kepada pengepul.Nowadays, people are still doing buying and selling secondhand goods as it can be beneficial to clean environment from scraps and to make money. However, a weakness in the buying and selling process is that the collector has no infomation in relation to place or location where people plan to sell their secondhand goods so that the collector needs to go around by driving a car to pick the goods. This present research aims to design an android-based information system of secondhand goods sales that can present actual infomation on the prices of goods in every collector. Also, the system can facilitate people in relation to location information of secondhand goods sellers. The method used in this research is a prototype. The research result is in the form of Portal BaBe (Barang Bekas or Secondhand Goods) Android App which uses web service so that it can present any information related to the secondhand goods and price update in every collector as well as ease of selling process through the provision of sellers' location to the collectors.
Pengembangan Sistem Informasi Pariwisata Berbasis Android Dengo, Moh. Fadel; Dai, Roviana H.; Amali, Lanto Ningrayati; Abdillah, Tajuddin; Olii, Salahudin; Tuloli, Mohamad Syafri
Jambura Journal of Informatics VOL 4, NO 2: OCTOBER 2022
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v4i2.15351

Abstract

The Pentadio Resort tourist attraction in Gorontalo Regency is a place that has uniqueness, beauty, and value in the form of natural wealth, culture, and manufactured products, which are destinations for tourism activities. Currently, information related to the facilities is not widely available. One reason is that the information provided is still manually installed on paper in a specific location. In addition, there is no medium for interaction between tourists and tour managers. This study aims to develop an application for an android-based tourism information system. The method used in this study is prototyping, which comprises five stages: communication, quick planning, quick modeling design, prototype construction, deployment delivery, and feedback. The results obtained by the application can provide information related to facilities in the Pentadio Resort attraction, such as status, warnings, prices, and location points of the facility, as well as review features as a means of interaction or reporting for tourists to the attraction manager. Objek wisata Pentadio Resort di Kabupaten Gorontalo merupakan tempat yang memiliki keunikan, keindahan dan nilai berupa kekayaan alam, budaya dan hasil buatan manusia yang menjadi tujuan untuk melakukan kegiatan pariwisata. Namun informasi berkaitan dengan fasilitas tersebut saat ini belum tersampaikan secara meluas. Satu hal yang menjadi sebab adalah informasi yang disediakan masih secara manual melalui kertas yang dipasang di tempat tertentu. Selain itu belum tersedia media interaksi antara wisatawan dan pengelola wisata. Penelitian ini bertujuan untuk mengembangkan sebuah aplikasi sistem informasi pariwisata berbasis android. Metode yang digunakan pada penelitian ini adalah Prototyping yang memiliki 5 tahapan yaitu communication, quick plan, modeling quick design, construcion of prototype, dan deployment delivery and feedback. Hasil penelitian yang diperoleh aplikasi yang dapat memberikan informasi terkait fasilitas yang ada di objek wisata Pentadio Resort seperti status, peringatan, harga dan titik lokasi dari fasilitas, serta menyediakan fitur ulasan sebagai sarana interaksi ataupun pelaporan bagi wisatawan ke pengelola objek wisata.
Aplikasi Kajian Islam dengan Teknologi Firebase Realtime Database Sali, Mohammad Rifai; Amali, Lanto Ningrayati
Jambura Journal of Informatics VOL 1, NO 1: APRIL 2019
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (436.832 KB) | DOI: 10.37905/jji.v1i1.2330

Abstract

Saat ini sistem berbasis mobile berkembang sangat pesat di pasar global khususnya pada sistem operasi android. Teknologi berbasis mobile ini digunakan sebagai alternatif dalam pemenuhan keperluan akses informasi ataupun akses yang lain. Paper ini bertujuan untuk merancang aplikasi khususnya informasi mengenai jadual kajian Islam untuk mempermudah masyarakat mendapatkan informasi jadwal kajian Islam yang lebih informatif serta dapat diakses dimana saja dengan menggunakan teknologi firebase realtime. Metode pengembangan sistem yang digunakan adalah SDLC (System Development Life Cycle) dengan model Waterfall. Hasil dari penelitian ini berupa aplikasi yang dapat dijalankan pada smartphone android dengan memanfaatkan Firebase Realtime Database untuk memudahkan masyarakat melihat jadwal kajian secara realtime. Aplikasi ini dapat memberikan informasi secara cepat, update secara otomatis dalam mendapatkan informasi jadwal kajian Islam. Recently, a mobile-based system has grown rapidly in the operating system of Android. This technology functions as the alternative to meeting the needs of information access and other accesses. This paper is aimed at designing an application, specifically the Islamic study schedule to ease society in accessing the schedule of the study. Furthermore, this system, using firebase and real-time technology, allows the people to get a more informative schedule that can be accessed anywhere and everywhere. The development of the system applied a System Development Life Cycle with the Waterfall model. The result of this study is an Android application that can be operated in every smartphone utilizing Firebase Real-time Database to help the society accessing the information of Islamic study in a real-time manner. Moreover, this application is able to provide a quick, automatic update on the schedule of the Islamic studies.
Desain dan Implementasi Web Kajian Islam Buke, Imam B.; Amali, Lanto Ningrayati; Suhada, Sitti
Jambura Journal of Informatics VOL 1, NO 2: OCTOBER 2019
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2100.736 KB) | DOI: 10.37905/jji.v1i2.2707

Abstract

Informasi tentang kajian Islam yang tepercaya kini mulai berkurang karena banyaknya kajian Islam yang sudah tidak sesuai dengan al-Qur'an dan Sunnah. Adanya perkembangan teknologi informasi khususnya komputer dan smartphone memungkinkan penyebaran informasi menjadi sangat cepat. Tidak dapat dihindari bahwa komputer dan smartphone sudah merupakan kebutuhan manusia dalam kehidupan sehari-hari diberbagai kegiatan dan bisnis. Olehnya penggunaan teknologi informasi yang tepat, akan dihasilkan informasi yang tepat serta akurat yang sesuai dengan kebutuhan sehingga keputusan dapat diambil dengan cepat. Tujuan penelitian adalah merancang web kajian Islam untuk masyarakat. Web kajian Islam dibuat menggunakan bahasa pemograman PHP, CSS, HTML dan Javascript serta MySQL sebagai media penyimpanan. Metode pengembangan sistem yang digunakan yaitu metode Prototype dengan tahapan pengumpulan kebutuhan, desain cepat, bentuk prototype, evaluasi pelanggan terhadap prototype, perbaikan prototype, serta produk rekayasa. Hasil dari penelitian berupa web kajian Islam yang di dalamnya terdapat penyaringan informasi oleh pemeriksa dan penulis dapat merevisi kajian yang ditolak oleh pemeriksa/review. Selain itu informasi mengenai kajian dapat diakses kapan pun dan di mana pun, memudahkan masyarakat yang ingin mengetahui informasi kajian yang sesuai dengan kebutuhannya. Information about reliable Islamic studies is now beginning to decrease because many Islamic studies are not in accordance with Al-Qur'an and Sunnah. The development of information technology, especially computers and smartphones, enables the dissemination of information very quickly. It is inevitable that computers and smartphones are human needs in daily life in various activities and businesses. By the use of appropriate information technology, precise and accurate information will be produced that is in accordance with needs so that decisions can be taken quickly. The purpose of this research is to design a web of Islamic studies for the community. Islamic study web created using the programming language PHP, CSS, HTML and Javascript, and MySQL as storage media. The system development method used is the prototype method with the stages of requirements gathering & refinement, quick design, building prototype, customer evaluation of prototype, refining prototype, and engineer product. The results of research in the form of an Islamic study web in which there is filtering information by the examiner and the author can revise the study which was rejected by the examiner/review. In addition, study information can be accessed anytime and anywhere, makes it easy for people who want to find out study information that suits their needs.
Motion Graphic Animation Video as Alternative Learning Media Amali, Lanto Ningrayati; Zees, Nurtianingrat; Suhada, Sitti
Jambura Journal of Informatics VOL 2, NO 1: APRIL 2020
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (763.634 KB) | DOI: 10.37905/jji.v2i1.4640

Abstract

Lack of students' attention and interest to learn influence the learning process within the class. Thus, their learning achievement decreased. This study aims at designing a motion graphic, video animation learning media in Indonesian history subject. This study uses a research and development method based on the modified research model developed by Borg and Gall with five stages model namely, needs analysis, media design, product development, evaluation and product trial, and final product. This study reveals that the average pretest score before the implementation of the learning media is 57.60, whereas the average posttest score after the motion graphic, animation video learning media implementation is 79.20. The fitness of the media feedback from the media experts' score is 88% with very appropriate criteria. Also, the material expert gives a score of 89% for the media appropriateness with very appropriate criteria, and users' (students) feedback on the media is 87.9% with very appropriate criteria. It is concluded that the designed motion graphic, animation video learning media for Indonesian history subject positively influences students' learning achievement and is appropriate to be applied in Indonesian history subjects.
Pengaruh Metode Pembelajaran Mind Map Terhadap Hasil Belajar Siswa Suhada, Sitti; Bahu, Karim; Amali, Lanto Ningrayati
Jambura Journal of Informatics VOL 2, NO 2: OCTOBER 2020
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v2i2.7280

Abstract

Rendahnya hasil belajar siswa dapat dikarenakan adanya beberapa faktor seperti proses pembelajaran yang berlangsung serta pemilihan metode pembelajaran. Rendahnya tingkat prestasi hasil belajar siswa juga dipengaruhi oleh siswa yang merasa bosan dalam menerima materi dan tergolong pasif di kelas. Upaya meningkatkan hasil belajar siswa ini dengan menerapkan metode pembelajaran mind map. Tujuannya adalah mengukur pengaruh metode pembelajaran mind map pada mata pelajaran komputer dan jaringan dasar terhadap hasil belajar siswa. Metode yang digunakan adalah kuantitatif dengan Quasi Experimental. Hasil pengujian hipotesis menggunakan uji-t dengan separated varian, menunjukkan bahwa pada taraf signifikan 0.05 dengan diperoleh Thitung 7.65 > Ttabel 1.672, maka H0 ditolak dan H1 diterima. Hal ini menunjukkan bahwa terdapat pengaruh penggunaan metode pembelajaran mind map terhadap hasil belajar dengan hasil aspek afektif dari kedua kelas dikategorikan baik, rata-rata kelas eksperimen 76% sedangkan pada kelas kontrol 69.17. Low learning outcomes can be caused by several factors, such as learning processes and learning methods. Another contributing factor worth considering is the student boredom and passiveness in the class. On that ground, the present study was aimed at applying a learning method called mind map method in the subject of computer and basic network; it focused on examining the extent to which the learning method contributed to the student learning outcomes. This quantitative research relied on a quasi-experimental approach. The hypothesis was examined using a t-test with separated variants. According to the result of the test, t-count (7.65) was greater than t-table (1.672), with a significance level of 0.05. In other words, H0 was refuted and H1 was accepted. This result further indicated the significance of the mind map method to the learning outcomes. It was shown that the affective aspect of the learning outcomes of both the experimental group and control group fell under a good category, with a percentage of 76% and 69.17%, respectively.
Penerapan Metode Simple Additive Weighting pada Sistem Rekrutmen Karyawan Berbasis Web Amali, Lanto Ningrayati; Akbar, Muhammad Ilham; Pakaya, Nikmasari; Katili, Muhammad Rifai; Dwinanto, Arif; Padiku, Indhitya R.
Jambura Journal of Informatics VOL 5, NO 1: APRIL 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i1.19312

Abstract

The development of science and technology in the field of information system has resulted in improved organizational performance in managing information. This also applies to the employee recruitment system, which can be a solution to the employee recruitment process in an organization, where organizations can choose the right employees for their organization. Web-based employee recruitment systems are used to support the decision-making stage by identifying problems, selecting relevant data with Simple Additive Weighting (SAW) methods. This study aimed to design an employee recruitment system using the web-based SAW method. The prototype model system development method was used with the stages of communication, rapid planning, rapid design modeling, construction, and system submission. The data collection process was conducted through observation, interviews, and questionnaires. The result of this study is a web-based employee recruitment system that can input job vacancy data, applicant data, interview schedules, assessment data information, and assessment result reports. The results of the system evaluation using the System Usability Scale (SUS) obtained a value of 80, which shows the grade ranking of the SUS scores on the level of user acceptance in the acceptable category and grade scale category B, which means that the system has good quality and is easy to use by users. Berkembangnya ilmu pengetahuan dan teknologi di bidang sistem informasi mengakibatkan peningkatan kinerja organisasi dalam mengelola informasinya. Hal ini juga berlaku pada sistem rekrutmen karyawan yang dapat menjadi solusi dalam proses rekrutmen karyawan dalam sebuah organisasi, dimana organisasi dapat memilih sendiri karyawan yang tepat untuk organisasinya. Sistem rekrutmen karyawan berbasis web digunakan untuk mendukung tahap pengambilan keputusan dengan mengidentifikasi masalah, memilih data yang relevan dengan metode Simple Additive Weighting (SAW). Tujuan penelitian ini adalah merancang sistem rekrutmen karyawan dengan menggunakan metode SAW berbasis web. Metode yang digunakan adalah metode pengembangan sistem model prototype dengan tahapan komunikasi, perencanaan secara cepat, pemodelan perancangan secara cepat, konstruksi dan penyerahan sistem. Adapun proses pengumpulan data dilakukan dengan observasi, wawancara dan angket. Hasil penelitian ini adalah sistem rekrutmen karyawan berbasis web dimana sistem dapat menginput data lowongan pekerjaan, menginput data pelamar, membuat jadwal interview, menampilkan informasi data penilaian, serta menampilkan laporan hasil penilaian. Adapun hasil evaluasi sistem menggunakan System Usability Scale (SUS) didapat nilai sebesar 80 yang menunjukkan grade rangking of SUS scores pada tingkat penerimaan pengguna dalam kategori acceptable dan grade skala kategori B, yang artinya sistem memiliki kualitas yang baik dan mudah digunakan oleh pengguna.
Effectiveness of 3D Animation Using Google Sketchup and Lumion as Tourist Attraction Information Media Amali, Lanto Ningrayati; Sulistio, Rian; Zakaria, Alfian; Dwinanto, Arif
Jambura Journal of Informatics VOL 5, NO 2: OCTOBER 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i2.22161

Abstract

3D animation is easy to describe for presenting visual information attractively and realistically, making it an ideal choice for attraction promotion but more difficult to work with. This study aimed to develop 3D animated videos and test their effectiveness as an information medium for promoting tourist attractions. The research method used was the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collection, assembly, testing, and distribution. Designing and creating 3D objects using Google SketchUp, rendering them in animation using Lumion, and editing animated videos using Adobe Premiere Pro CC. The results of the feasibility test by media experts show that 95% of the categories are feasible regarding animation quality and appearance. The feasibility test of 35 people as respondents from the community showed that, in terms of aspects of the display, quality, speed, brightness, time duration, and selection of viewing angles, 90% were found to be in very appropriate categories. These results indicate that 3D animated videos developed using Sketchup and Lumion are worthy of use as information media to promote tourist attractions.
Co-Authors Abdul Aziz Bouty Agus Lahinta Ahmad Azhar Kadim Aji Muhamad Landung Akbar, Muhammad Ilham Alfian Zakaria Antula, Nur Savira Anwar, Ridha Alvariza Arip Mulyanto Awaludin Madjidu Bahu, Karim Buke, Imam B. Citron S Payu Dadi, Heru Hartato Dai, Roviana H. Dengo, Moh. Fadel Diko, Yulianti Doung Ratha Dwi Novita Hasan Dwinanto, Arif Edi Setiawan Erni Mohamad Femy Mahmud Sahami Firmansyah Pontoh Gani, Hilmansyah Gede Sandika, I Wayan Gede Sandika Gelo, Siti Zalyah Gendhis Humaira Syaifudin Halid, Rahayu Hamdata, Ayub Hamlina, Robin Y. Hanifah Mardlatillah Harto Malik Hasan S. Panigoro hasdiana, hasdiana Hermila A Hunta, Aprilia M Husain, Wirahman Salsabil Huzaima Mas'ud I Made Hermanto I Wayan Gede Sandika I Wayan Gede Sandika I Wayan Sudana Indhitya R Padiku Ishak Isa Jawa, Agnes Wuda Jemmy A Pakaya Jihan Fahira Gubali Katili, Moh. Zulkifli Kilo, Juriah R. Kinanti, Titin Seh Kusuma, Ma'rifatul Sasmitha Lahay, Sri Nilawati Lahay, Sri Nilawaty Lailany Yahya Lamatenggo, Nina Lanto Mohamad Kamil Amali Lanto Mohamad Kamil Amali Lantu, Zulvikry Andre Lillyan Hadjaratie Lukman Samatowa M Munir M. Mahmuddin Mahmud, Fikran Malapu, Nayla Yuniar mamonto, fara humaira Manda Rohandi Mardlatillah, Hanifah Maryam Rahim Mas'ud, Huzaima Masloman, Alwiansyah Mazida Ahmad Miolo, Nazwa Dinarjo Moh Ramdhan Arif Kaluku Moh. Ilham Saputra I. Harun mohammad syafri tuloli Mokodompit, Nuris Salikin Mongilong, Mohammad Farhan Muchlis Polin Muh. Mishbahuddin Dalu Muhammad Rifai Katili Mukhlisulfatih Latief Musa, Viviwidyawati A MUTHIA Nambo, Ilun Nancy Katili nauko, yogi septiawan Nazwa Alhabsy Nikmasari Pakaya Nova Elysia Ntobuo Pakaya, Nikmasari Pala, Nisya Fiscadilla Pena, Wiki Aji Putra Pomalingo, Advindo Rasta Taufiqillah Rahman Takdir Rahmat Taufik R.L Bau Ramang H. Yusuf Rampi Yusuf Rasim, Rasim Rifadli Bahsuan Rochmat Mohammad Thohir Yassin Rolinsa Madina, Novita Rustam I. Husain Salahudin Olii Sali, Mohammad Rifai Sali, Mohammad Rifai Setiawan, Zahrul Siti Ainsha Dunggio Siti Aisa Liputo Siti Fadhila Noholo Sitti Suhada Sri Ayu Ashari Sri Nila Lahay Sri Nilawaty Lahay Suci Rahmawaty Utina Sudirman, Randi Sugeha, Alif Perdana Sulistio, Rian Suma, Mahmud Sunardi Sunardi Sunarty Suly Eraku Suwandi, Ihsanulfu'ad Tajuddin Abdillah Taki, Mohammad Fachril Thohir Yassin, Rochmat Mohammad Tri Alfandra Labuga Ts. Bullah, Ilham Umar Sako, Umar Usup, Rima Melati Wandi Ismail Wibowo, Sela Febrianti Wihardi, Yaya Yahya, Abdurrafi Yuszda K Salimi Zees, Nurtianingrat Zhafir Bachri Muhammad