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Strategi Pengembangan Kurikulum Berbasis RnD untuk Meningkatkan Kompetensi Abad 21 pada Siswa Sekolah Menengah Gustiana, Nadya; Miranda, Charin; Annas, Firdaus
Journal of Educational Management and Strategy Vol. 3 No. 1 (2024): January-June 2024
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/jemast.v3i01.606

Abstract

Education in the 21st century demands changes in curriculum approaches to prepare students for increasingly complex global challenges. One way to achieve this is by developing a Research and Development (R&D)-based curriculum that enhances students' competencies in various aspects, such as critical thinking, collaboration, communication, and creativity. This study aims to identify R&D-based curriculum development strategies that can improve 21st-century competencies in secondary school students. Using a qualitative approach, this research gathers data from various literature studies, as well as interviews with educators and education experts to gain a deeper understanding of the implementation of R&D-based curricula at the secondary school level. The results show that R&D-based curriculum development that integrates technology, project-based learning approaches, and the development of 21st-century skills is highly effective in enhancing students' competencies. Additionally, collaboration between schools, teachers, and industry stakeholders is also an important factor in the development of this curriculum. This study provides recommendations for educators and policymakers in designing and implementing curricula that meet the needs of students in the 21st century.
Perancangan Media Pembelajaran Animasi Berbasis Adoble Flash CS6 Mata Pelajaran IPA di SD N 08 Makmur Nuraisyah, Nuraisyah; Sipayung, Nurul Hidayah; Annas, Firdaus
Journal of Educational Management and Strategy Vol. 3 No. 1 (2024): January-June 2024
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/jemast.v3i01.608

Abstract

Abstrak Artikel ini bertujuan untuk merancang media pembelajaran animasi yang praktis dan efesien untuk mendukung kegiatan pembelajaran pada mata pelajaran IPA. Dengan memanfaatkan aplikasi adoble flash sistem yang diharapkan dapat mempermudah serta membantu dalam proses belajar mengjar di dalam kelas. Media pembelajaran yang digunakan di dalam kelas masih bersifat konvensional dan masih menggunaka metode ceramah yang mana masih belum menggunakan teknologi di dalam perancangan medianya. Padahal kemajuan teknologi saat ini sangatlah pesat terutama di bidang pendidikan yang dapat mendrong kemajuan dalam pembuatan media pembelajaran berbasis teknologi, Penelitian ini mengadopsi pendekatan Reaserch end Development (R&D) dengan model pengembangan 4D. Model ini terdiri dari 4 tahap utama, yakni tahap pendefinisian (define), perancangan (design), pengembangan (develop), dan penyebarluasan (dissaminate). Masing-masing tahap ini dilalui secara sistematis untuk memastikan produk akhir yaitu media pembelajaran, dimana dapat memenuhi kebutuhan siswa dan juga guru di dalam kelas pada saat proses belajar mengajar. Hasil penelitian ini berupa sebuah media pembelajran berbasis animasi menggunakan aplikasi adoble flash yang valid, efektif dan praktis. Temuan dalam penelitian ini didapatkan bahwa media pembelajaran animasi dapat dijadikan sebagai media pembelajaran dalam meningkatkan hasil belajar siswa pada mata pelajaran IPA di SD N 08 Makmur AbstractThis article aims to design a practical and efficient animated learning media to support learning activities in science subjects. By utilizing the Adobe Flash system application which is expected to facilitate and assist in the teaching and learning process in the classroom. The learning media used in the classroom are still conventional and still use the lecture method which still does not use technology in the design of the media. Whereas current technological advances are very rapid, especially in the field of education, which can encourage progress in making technology-based learning media, this research adopts the Reaserch end Development (R&D) approach with the 4D development model. This model consists of 4 main stages, namely defining, designing, developing, and disseminating. Each of these stages is passed systematically to ensure the final product, namely learning media, which can meet the needs of students and teachers in the classroom during the teaching and learning process. The results of this study are in the form of an animation-based learning media using Adobe Flash applications that are valid, effective and practical. The findings in this study found that animated learning media can be used as learning media in improving student learning outcomes in science subjects at SD N 08 Makmur.
Pengembangan Media Pembelajaran Budaya Minangkabau Menggunakan Adobe Flash untuk Meningkatkan Minat dan Antusiasme Siswa Priyanto, Dimas Putra; Annas, Firdaus; Al Hafidz, Muhammad Husein
Journal of Educational Management and Strategy Vol. 3 No. 1 (2024): January-June 2024
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/jemast.v3i01.610

Abstract

This research aims to create interactive learning media using Adobe Flash so that students are more interested and understand the lessons of Minangkabau Culture. The background of this research is the low interest of students in learning the lesson, which is caused by traditional teaching methods that only use lectures and the lack of interesting learning tools. This research uses the Research and Development (R&D) method with the 4D development model, which consists of the Determine, Design, Develop, and Deploy stages. At the Defining stage, a needs analysis was conducted to find problems and learning objectives. The Designing stage produces an interactive learning tool design that incorporates visual elements typical of Minangkabau Culture, such as songket patterns and gadang houses. At the Developing stage, this learning tool is created with interactive features such as quizzes and educational games, and tested by media and material experts. The Deploy stage includes the dissemination of learning tools through training for teachers, digital distribution, and educational seminars. The results of the study show that the learning media made are valid and can be used, and can increase students' interest in learning. This media also helps teachers in teaching the material in a more creative and interactive way. Thus, this research is expected to be a solution to improve the quality of learning Minangkabau Culture.
Perancangan Sistem Informasi Pelanggaran Tata Tertib Siswa di MTsS Maninjau menggunakan Framework Codeigniter Risda Izzati, Hafzi; Elin Yuspita, Yulifda; Darmawati, Gusnita; Annas, Firdaus
Jurnal Pendidikan Tambusai Vol. 9 No. 1 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v9i1.25934

Abstract

Perancangan sistem informasi untuk pelanggaran siswa menawarkan solusi yang efektif bagi masalah pencatatan data pelangaran yang selama ini dikelola secara manual. Keluhan dari guru BK yang kesulitan dalam mengelola data poin pelangaran, serta kekhawatiran orang tua terkait kurangnya informasi tentang kedisiplinan anak mereka di sekolah, menjadi alasan utama di balik penelitian ini. Tujuan dari penelitian ini adalah menghasilkan sistem informasi yang dapat membantu dan mempermudah pekerjaan guru dalam pengelolaan pelanggaran disiplin di lingkungan sekolah. Metode yang digunakan dalam penelitian ini adalah metode Penelitian R&D (Research and Development. Sedangkan model pengembangan yang digunakan yaitu model prototyping, yang terbagi ke dalam lima tahap utama: Communication, Quick Plan, Model Quick Desain, Construction, Deplyoment, Delivery & Feedback. Hasil dari penelitian ini adalah sebuah sistem informasi pelanggaran tata tertib siswa di MTss Maninjau menggunakan framewrok Codeigniter yang valid, praktis dan efektif. Pengujian dari produk ini memperoleh rata-rata nilai validitas sebesar 0.86, menandakan bahwa sistem tersebut sangat valid. Dalam uji praktikalitas, sistem dinilai sangat tinggi oleh satu guru BK dan tiga guru lainnya, dengan skor mencapai 0.97. Adapun uji efektivitas yang dilakukan terhadap tiga puluh siswa dan tiga puluh wali murid menghasilkan nilai 0.82, masuk dalam kategori tinggi. Dengan demikian, bisa disimpulkan bahwa sistem yang dirancang layak dan bermanfaat untuk digunakan dalam memantau dan mengelola data pelanggaran siswa di sekolah tersebut.
The Use of Artificial Intelligence for Marketing Community Economic Products in West Sumatra Awaluddin, Awaluddin; Annas, Firdaus; Yuspita, Yulifda Elin
International Journal of Multidisciplinary Research of Higher Education Vol 8 No 2 (2025): (April) STEM, Education, Religion Studies, Social Sciences and Economic Developme
Publisher : Islamic Studies and Development Center in Collaboration With Students' Research Center Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/ijmurhica.v8i2.303

Abstract

The development of digital technology has brought significant changes in various aspects of life, including marketing. Artificial Intelligence is one of the innovations that play a role in increasing marketing effectiveness, especially for small and medium enterprises. This research aims to analyze the use of Artificial Intelligence in marketing community economic products in West Sumatra, or identify the benefits and challenges faced by business actors in applying Artificial Intelligence technology to market their products. The method used in this research is a qualitative approach with interview and observation techniques. Data was collected from small and medium enterprises in West Sumatra that have used Artificial Intelligence in their marketing strategies. The results showed that the application of Artificial Intelligence in marketing community economic products in West Sumatra has a positive impact. The use of Artificial Intelligence in marketing has great potential in increasing the competitiveness of local products and expanding the market for businesses in West Sumatra. Thus, the use of Artificial Intelligence in marketing can be an innovative solution in encouraging economic growth in the region.
Development of Instructional Media Using 'Canva' Based on Animated Videos for the Subject of Biology Fitri, Ainil; Annas, Firdaus; Efriyanti, Liza; Darmawati, Gusnita
Jurnal Educative: Journal of Educational Studies Vol. 8 No. 1 (2023): June 2023
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/educative.v8i1.6563

Abstract

Instructional media are essential for effectively conveying teaching materials to students. However, if the media used remain traditional and uninteresting, the teacher's delivery of the material may not reach students optimally. At SMAN N 1 Harau, the use of media in biology subjects only involves slides containing explanatory text narratives, leading to students encountering difficulties in comprehending the material quickly. This paper aims to create a valid, practical, and effective design for animated video-based media for biology subjects using Canva at SMA Negeri 1 Harau. The method employed is Research and Development (R&D) in the 4D version, which encompasses defining, designing, developing, and disseminating. The findings of this research were derived from product testing, including a validity test stage conducted by 3 experts, yielding a score of 0.79 in the valid category. Additionally, a practicality test was administered by 6 practitioners, resulting in a score of 0.88 in the very high category. Furthermore, an effectiveness test was conducted with 15 assessors, achieving a score of 0.65 in the effective category. In conclusion, instructional media designed based on animated videos proves to be practical and effective.Media pembelajaran sangatlah diperlukan untuk menyampaikan materi ajar pada peserta didik. Namun jika media yang digunakan masih tradisional dan tidak menarik mengakibatkan materi ajar yang disampaikan guru tidak sampai kepada siswa dengan maksimal. Penggunaan media pada mata pelajaran biologi di SMAN N 1 Harau hanya menggunakan slide yang berisikan narasi penjelasan berupa teks, sehingga siswa mengalami kendala dalam memahami materi dengan cepat. Tujuan dari tulisan ini untuk menghasilkan sebuah rancangan media berbasis video animasi pada mata pelajaran biologi menggunakan Canva di SMA Negeri 1 Harau yang valid, praktis dan efektif . Metode yang digunakan adalah Research and Development (R&D) versi 4D yaitu define, design, develop dan dissiminate. Temuan dari artikel ini didapatkan dari uji produk dengan tahapan uji validitas dari 3 orang ahli dengan nilai 0,79 kategori valid, uji praktikalitas dari 6 orang praktikalator dengan nilai 0,88 kategori sangat tinggi, dan uji efektivitas dari 15 orang penilai dengan nilai 0,65 kategori efektif. Dapat disimpulkan bahwa media pembelajaran yang diracangan berbasis video animasi dapat digunakan dengan valid praktis dan efektif.
Perancangan E-Commerce dengan Menggunakan OpenCart sebagai Media Promosi produk HALAL UMKM di Kecamatan Gaung Riska Erpina, Riska; Annas, Firdaus; Prima Aulia, Allans; Adis Susazil, Alfi
JOVISHE : Journal of Visionary Sharia Economy Vol. 4 No. 1 (2025): Edition June 2025
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/jovishe.v4i1.431

Abstract

Artikel ini dibagun dengan Tujuan pengimplementasikan E-Commerce sebagai media promosi produk yang ada di Kecamatan Gaung. Produk rumahan yang diproduksi oleh masyarakat kecamatan Gaung ini sebagian besar merupakan produk olahan tangan tradisional yang seharusnya dikenal oleh khalayak. Namun, Promosi produk yang ada di kecamatan Gaung saat ini masih dilakukan secara sederhana dan belum meluas, hanya berbataskan oleh media sosial pribadi seperti facebook dan Whatsapp, bahkan tidak jarang promosi hanya dilakukan secara pribadi hingga mulut ke mulut, dengan jangkauan pelanggan yang ada saat ini masih berada dalam ruang lingkup kecamatan saja. Padahal, produk lokal bisa dikenalkan lebik baik hingga ke luar provinsi bahkan luar negeri agar produk mampu dikenal oleh masyarakat luas tidak hanya bagi masyarakat setempat hingga menjangkau masyarakat luar daerah, sehingga Produk UMKM yang ada di Kecamatan Gaung mampu bersaing secara global. Penelitian ini menggunakan model Research and Development (R&D) dengan model pengembangan Define, Design, Develop, Decemination (D4). Hasil dari penelitian ini didapatkan bahwa OpenCart dapat menjadi media pendukung dalam meningkatkan media promosi produk yang ada di Kecamatan Gaung. Abstract This article is built with the aim of implementing E-Commerce as a promotional media for products in Gaung Sub-district. The home products produced by the people of Gaung sub-district are mostly traditional handmade products that should be recognized by the public. However, the current promotion of products in Gaung sub-district is still carried out simply and not widely, only limited by personal social media such as Facebook and Whatsapp, it is not uncommon for promotions to only be carried out personally to word of mouth, with the reach of existing customers currently still within the scope of the sub-district only. In fact, local products can be introduced better outside the province and even abroad so that products can be recognized by the wider community not only for the local community to reach people outside the region, so that MSME products in Gaung District are able to compete globally. This research uses the Research and Development (R&D) model with the Define, Design, Develop, Decemination (D4) development model. The results of this study found that OpenCart can be a supporting medium in improving product promotion media in Gaung District.
Perancangan Media Pembelajaran Berbasis Augmented Reality Menggunakan Aplikasi Assemblr Edu Pada Mata Pelajaran IPA Kelas VIII Di SMPN 1 Sungai Limau Anggraini, Siti Rahma; Annas, Firdaus; Darmawati, Gusnita; Yuspita, Yulifda Elin
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 2 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v6i2.31475

Abstract

This research starts from the existence of problems at SMPN I Sungai Limau which still applies conventional learning and still dominantly uses printed books which causes students to have difficulty in understanding the material presented by the teacher because the learning process is less interesting and does not support science learning at school. Researchers conducted this study with the intention of producing an Augmented Reality-based learning media using the assemblr Edu application that is interesting and can help in the science learning process. The method that researchers apply in this problem is the Research and Development (R&D) development method. The development model used is the development model according to Hannafin and Peck which consists of three stages, namely Needs Analysis (Needs Assess), Design (Design), and Development and Implementation (Develop and Implement) where the three stages are interrelated with evaluation and revision. Researchers used three tests to assess the product: validity test conducted by five experts and resulted in a score of 0.90 with valid criteria; practicality test completed by three experts and resulted in a score of 0.99 with high criteria; and effectiveness test completed by 30 students and resulted in a score of 0.93 with high criteria.Kata kunci: Augmented Reality, IPA, Assemblr Edu
IMPLEMENTASI SISTEM PENDUKUNG KEPUTUSAN DALAM MENENTUKAN PESERTA PERTUKARAN PELAJAR DI SMAN 1 PADANG PANJANG DENGAN METODE AHP Fadhilah, Habibatul; Yuspita, Yulifda Elin; Annas, Firdaus; Darmawati, Gusnita
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 2 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i2.3633

Abstract

The purpose of this study is to implement a Decision Support System (DSS) based on the Analytical Hierarchy Process (AHP) method to support the selection process of student exchange program participants in an objective and measurable manner. The background of this research is based on problems in the selection process, which are still subjective and lack transparency, causing confusion and dissatisfaction among students and parents. The system is designed to structure the hierarchy of criteria and alternatives, as well as calculate the priority weight of each student using the AHP method. Data processing was carried out through two approaches, namely manual calculation and the use of the Super Decisions application to compare the consistency of the results. The findings show that both approaches produced identical weights and rankings. Therefore, the AHP-based DSS is considered capable of providing accurate and efficient results, and is feasible to be implemented as a solution to improve objectivity, transparency, and efficiency in the selection process of student exchange program participants in the school environment.
Development of Instructional Media Using 'Canva' Based on Animated Videos for the Subject of Biology Fitri, Ainil; Annas, Firdaus; Efriyanti, Liza; Darmawati, Gusnita
Jurnal Educative: Journal of Educational Studies Vol. 8 No. 1 (2023): June 2023
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/educative.v8i1.6563

Abstract

Instructional media are essential for effectively conveying teaching materials to students. However, if the media used remain traditional and uninteresting, the teacher's delivery of the material may not reach students optimally. At SMAN N 1 Harau, the use of media in biology subjects only involves slides containing explanatory text narratives, leading to students encountering difficulties in comprehending the material quickly. This paper aims to create a valid, practical, and effective design for animated video-based media for biology subjects using Canva at SMA Negeri 1 Harau. The method employed is Research and Development (R&D) in the 4D version, which encompasses defining, designing, developing, and disseminating. The findings of this research were derived from product testing, including a validity test stage conducted by 3 experts, yielding a score of 0.79 in the valid category. Additionally, a practicality test was administered by 6 practitioners, resulting in a score of 0.88 in the very high category. Furthermore, an effectiveness test was conducted with 15 assessors, achieving a score of 0.65 in the effective category. In conclusion, instructional media designed based on animated videos proves to be practical and effective.Media pembelajaran sangatlah diperlukan untuk menyampaikan materi ajar pada peserta didik. Namun jika media yang digunakan masih tradisional dan tidak menarik mengakibatkan materi ajar yang disampaikan guru tidak sampai kepada siswa dengan maksimal. Penggunaan media pada mata pelajaran biologi di SMAN N 1 Harau hanya menggunakan slide yang berisikan narasi penjelasan berupa teks, sehingga siswa mengalami kendala dalam memahami materi dengan cepat. Tujuan dari tulisan ini untuk menghasilkan sebuah rancangan media berbasis video animasi pada mata pelajaran biologi menggunakan Canva di SMA Negeri 1 Harau yang valid, praktis dan efektif . Metode yang digunakan adalah Research and Development (R&D) versi 4D yaitu define, design, develop dan dissiminate. Temuan dari artikel ini didapatkan dari uji produk dengan tahapan uji validitas dari 3 orang ahli dengan nilai 0,79 kategori valid, uji praktikalitas dari 6 orang praktikalator dengan nilai 0,88 kategori sangat tinggi, dan uji efektivitas dari 15 orang penilai dengan nilai 0,65 kategori efektif. Dapat disimpulkan bahwa media pembelajaran yang diracangan berbasis video animasi dapat digunakan dengan valid praktis dan efektif.
Co-Authors 'Aini Koto, Nurul Abadi Simanjuntak, Rahmat Adis Susazil, Alfi afwana, afwana AHMAD FAUZI Al Hafidz, Muhammad Husein Al Muzacy, Zio Farid Alexius Ulan Bani Alfajri, Habib Alfandi, M Raihan Alia, Rahma Almukarrom Ramadhan, Sayyid Barqi Alya, Ilhami Amanda Putri, Diva An Naufal, Hafizh Angelie, Feby Anggi Candra, Dwi Anggraini, Siti Rahma Annaufal, Hafizh Annisa Fitri, Annisa Arfandi, Adnan Ariska, Vina Armando, M Yusuf Armei, Fernanda Putra Arya Winaldi, Deni Aulia, Selvina Awaluddin Awaluddin Ayu Maydani Hsb, Alisya Ayuri, Arthi Borotan, Nella Lestari Cahyani, Yola Indra Chan, Fajri Rinaldi Citra Purnama, Wawan Darmawati , Gusnita Darmawati, Gusnita Deqa Annisa G, Puti Desriana, Desriana Difa Andini, Mawar Dina Hanifah, Arini Diva Suryani, Amelia Dolis Herdiani, Febri Dwi Alda, Restika Dwi Amiza, Indah Putri Effendi, Chantika Efriyanti, Liza Fadhilah, Habibatul Fadil, Ilham Fadila, Nurul Fahira Risna, Rahma Fathoni Ronaldi, Muhammad Fatma wati Fattahul Safti Hasibuan, Asyahri Ferdiansyah Bahri, Ferdi Ferza, Zilma Firdaus, Raihan Firmanda, Anggia Fitri, Ainil Fitriani, Nita Gustiana, Nadya Habibi, Muhammad Taufiq Hadai Yani Fitri, Gina Hafizah, Nurul Hari Antoni Musril Hasibuan, Ulfa Suryani Hasnah, Radiatul Hendra Hendra Henra, Raseb Holip, Zulahmad Ida Ayu Putu Sri Widnyani Ilham Kurniawan Imam Dwi Maulana, Muhammad Indra Cahyani, Yola Indrianti, Zulka Izzati Masyerli, Ghazia Atiqah Jama Hendra, Risil Jamil, Hafizin Janahtan, Khalif Janathan, Khalif Jasmienti, Jasmienti jumadila, ulfa Khairuddin - Khairunnisa Khairunnisa Koto, Nurul Aini Kusniati, Rani Mahendra, Andini Mahmud Arif Maripatullah, Alief Marsela, Mutiara Irce Marzura, Wiwi Maulida, Mia Miftahul Jannah, Syadina Miranda, Charin Mu'tada, Muhammad Muhammad Alwi Nabilah, Rizky Naila Kamila Naufal, M. Hafizh Nesa Yolanda, Dinda Novianti , Elvina Nur Atikah Nur Khaliq, Muhammad Nuraisyah Nuraisyah Nurhaliza Mtd, Siti Oktavia, Susi Pahlevi Pane, Reza Poyan, Hafri Saldi Pratiwi, Erwita Prima Aulia, Allans Priyanto, Dimas Putra Putri Putri, Putri PUTRI WULANDARI Putri, Aimala Putri, Fadhila Putri, Rahma Yulia Rahayu Kurniati rahma dhani, rahma Rahmadani Daulay, Fitri Rahmadiani, Salfa Rahmi, Miftahur Raihan Alfandi, M Raini, Putri Ramadani, Muhammad Ramadhan Pratama, Aldi Ramadhani, Yessi Rasyid, Hanifa Corrina Ratih Wulandari Riri Okra Risda Izzati, Hafzi Riska Erpina, Riska Riski, Roni ritonga, Lannihara Rival, Muhammad Rizki Akbar, Danu Rizki Dongoran, Roni Rizky, Alya Ruanda, Gita Rubiyanti Dewi, Rahma Salshavira, Najwabilla Samsinar, Siti Sanjaya, Intan Santika, Mira Saputro, Joko Sari, Lia Kartika Sartiva, Yola Sarwo Derta Shafitri, Fadila Sipayung, Nurul Hidaya Sipayung, Nurul Hidayah Sitorus, Nazwa Yupada Putri Syahidah Tampubolon, Siti Syahrani, Selfira Tanjung, Muhammad Ridho Tanjung, Rahmatin Nikmah Termulo Mitrasyah, Aprian Tigana, Adra Tiwi , Tiwi Tiwi, Tiwi Uliyanti, Rinci Valentina, Felia Wandira, Raju Wira Yudha, Gerli Wulan Dari, Putri Wulandari, Mely Yanti, Rahma Yulifda Elin Yuspita Yunita, Ermai Yupada Putri Sitorus, Nazwa Yusuf Armando, M Zahra, Anisa