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Design of the KIMIMIX Learning Management System as a future practicum innovation Muhamad Firmansya Junus; Asna Istikmalatul Muktamaroh; Henry Praherdhiono; Yerry Soepriyanto
Inovasi Kurikulum Vol 21, No 2 (2024): Inovasi Kurikulum, May 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i2.65597

Abstract

Innovation in chemistry laboratories can be integrated with the help of a Learning Management System (LMS). This innovation allows educators to provide video content, modules, and auxiliary tools to enhance students' performance in conducting experiments in the laboratory. This research aims to develop a Moodle-based KIMIMIX Learning Management System Design that adapts the Outcome Based Education (OBE) theory, developed by the skills needed by chemistry students who will be oriented toward future practical innovation. This research and development method adapts the ADDIE model at the Analysis and Design stage. The research sample comprised 24 students taking the first semester of the Chemistry study program at Gorontalo State University. The research process is a preliminary study, needs analysis, material analysis, media analysis, and media innovation analysis with data collection techniques using an open-ended questionnaire given to 114 students. The results of the design stage include media specifications (media formats, text fronts, grammar, themes, supporting software), flowcharts, and design implementation. The KIMIMIX LMS research design as a future practicum innovation is declared ready to implement the design at the product development stage. The detailed design is hoped to produce a sophisticated LMS product for chemical practicums. AbstrakInovasi dalam praktikum kimia dapat diintegrasikan dengan bantuan Learning Management System (LMS), inovasi ini memungkinkan pendidik menyediakan konten video, modul dan tools pembantu untuk meningkatkan performa praktikan dalam melakukan eksperimen di laboratorium. Penelitian ini bertujuan untuk mengembangkan Desain Learning Management System KIMIMIX berbasis Moodle yang mengadaptasi teori Outcome-Based Education (OBE) yang dikembangkan sesuai dengan keterampilan/skill yang dibutuhkan mahasiswa kimia yang akan berorientasi pada inovasi praktikum masa depan. Metode penelitian dan pengembangan ini mengadaptasikan model ADDIE pada tahap Analisis dan Desain. Sampel penelitian ini yaitu 24 mahasiswa Program studi Kimia Universitas Negeri Gorontalo yang sedang menempuh semester satu. Tahapan penelitian ini yaitu studi pendahuluan, analisis kebutuhan, analisis materi, analisis media, dan analisis inovasi media dengan teknik pengumpulan data menggunakan jenis angket terbuka yang diberikan kepada 114 mahasiswa. Hasil tahapan design meliputi spesifikasi media (format media, font teks, tata bahasa, tema, software pendukung), flowchart, dan implementasi desain. Desain penelitian LMS Kimimix sebagai inovasi praktikum masa depan dinyatakan telah siap untuk mengimplementasikan desain pada tahap pengembangan produk. Desain yang telah terancang dengan detail diharapkan dapat menghasilkan sebuah produk LMS yang mutakhir untuk pelaksanaan praktikum kimia.Kata Kunci: inovasi praktikum; KIMIMIX; learning management system; moodle; outcome based education
Project-based learning (PjBL) strategies with gamification Putri Fadilla Azzahra Fazarini; Yerry Soepriyanto; Henry Praherdhiono
Inovasi Kurikulum Vol 21, No 3 (2024): Inovasi Kurikulum, August 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i3.65253

Abstract

This research aims to develop and test the effectiveness of the Project-Based Learning (PjBL) learning model integrated with gamification (G-PJBL) to increase student engagement and learning outcomes in Graphic and Visual Media courses. The background to this research is the low graduation rate of students in this course due to the diverse backgrounds and abilities of students. PjBL research with Gamification activities uses the ASSURE development model, which contains six stages. Construction is carried out sequentially according to the plans that have been made. Research data was obtained from validation by learning design experts, observations during learning, and student learning outcomes. The development of PjBL with gamification activities has had a positive impact on increasing student engagement and motivation. The research results show that the well-structured G-PJBL syntax follows student needs. Validation by learning design experts shows that the learning design is feasible. In addition, the research results show that G-PJBL can increase student engagement and learning motivation and improve their learning achievement. This model can be applied to other courses that require student involvement and creativity. AbstrakPenelitian ini bertujuan untuk mengembangkan dan menguji efektivitas model pembelajaran Project-Based Learning (PjBL) yang diintegrasikan dengan gamifikasi (G-PJBL) untuk meningkatkan keterlibatan dan hasil belajar mahasiswa pada mata kuliah Media Grafis dan Visual. Latar belakang penelitian ini adalah rendahnya tingkat kelulusan mahasiswa pada mata kuliah tersebut karena beragamnya latar belakang dan kemampuan mahasiswa. Penelitian PjBL dengan kegiatan Gamification menggunakan model pengembangan ASSURE yang berisi 6 tahapan yang digunakan. Pembangunan dilakukan secara berurutan sesuai dengan rencana yang telah dibuat. Data penelitian diperoleh dari validasi ahli desain pembelajaran, observasi selama pembelajaran, dan hasil belajar mahasiswa. Pengembangan PjBL dengan kegiatan gamification memberikan dampak positif terhadap peningkatan engagement dan motivasi mahasiswa. Hasil penelitian menunjukkan bahwa sintaks G-PJBL yang dikembangkan telah sesuai dengan kebutuhan mahasiswa dan terstruktur dengan baik. Validasi ahli desain pembelajaran menunjukkan bahwa desain pembelajaran layak untuk diterapkan. Selain itu, hasil penelitian menunjukkan bahwa G-PJBL mampu meningkatkan keterlibatan dan motivasi belajar mahasiswa, serta meningkatkan prestasi belajar mereka. Model ini dapat diterapkan pada mata kuliah lain yang membutuhkan keterlibatan dan kreativitas mahasiswa.Kata Kunci: berbasis proyek; gamifikasi; PjBL; strategi pembelajaran; teknologi pendidikan
Interactive video for learning Mathematics element of measurement in elementary school Setyo Ajie Wibowo; Made Duananda Kartika Degeng; Henry Praherdhiono
Inovasi Kurikulum Vol 21, No 2 (2024): Inovasi Kurikulum, May 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i2.67125

Abstract

Mathematics learning needs to be delivered using learning media to make it easier for students to receive information and increase student motivation. Creating interesting learning media is the solution to make it easier for students to receive the material. This research aims to produce an interactive video for learning elementary school measurement math that can motivate students to learn. The method used in this research is development research with the Lee and Owen development model. The development model consists of 5 stages: analysis, design, development, implementation, and evaluation. The validation results showed positive results that are very feasible to use. The trial in the actual class has been proven by the student's response to using the developed media, which is seen in ease, attractiveness, and motivation. Developing interactive videos can be considered accessible, exciting, and motivating for elementary school students to learn. AbstrakPembelajaran Matematika perlu disampaikan dengan menggunakan media pembelajaran sehingga memudahkan peserta didik dalam menerima penyampaian informasi serta meningkatkan motivasi peserta didik. Pembuatan media pembelajaran yang menarik menjadi solusi yang ditawarkan untuk mempermudah peserta didik dalam menerima materi. Penelitian ini bertujuan untuk menghasilkan interaktive video untuk pembelajaran matematika elemen pengukuran sekolah dasar yang dapat memotivasi peserta didik untuk belajar. Metode yang digunakan dalam penelitian ini adalah penelitian pengembangan dengan model pengembangan Lee and Owen. Model pengembangan terdiri dari 5 tahapan analisis, desain, pengembangan, penerapan, dan evaluasi. Hasil validasi menunjukkan hasil positif sehingga media sangat layak untuk digunakan. Uji coba pada kelas sebenarnya telah dibuktikan dengan respons peserta didik terhadap penggunaan media yang dikembangkan dilihat dari aspek kemudahan, kemenarikan, dan motivasi. Pengembangan interaktif video dapat disimpulkan mudah, menarik, dan memotivasi belajar peserta didik sekolah dasar.Kata Kunci: Elemen pengukuran; Matematika; sekolah dasar; video; video interaktif
Augmented reality integrated chatbot to improve learning outcomes in secondary school students. Reno Nurdiyanto; Henry Praherdhiono; Made Duananda Kartika Degeng
Inovasi Kurikulum Vol 21, No 2 (2024): Inovasi Kurikulum, May 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i2.69108

Abstract

The major challenge in learning science is that it is abstract and complex for some students to understand. For example, elements and compounds cannot be seen directly in very micro-sized objects; therefore, visualizing this concept can be challenging. Another challenge is the limited time for teachers to answer questions, provide explanations, and provide feedback during the learning process. This study aims to develop augmented reality learning tools integrated with large language models in the format of a chatterbot text-to-text that can be utilized on the topic of elements and compounds. The development model that has been implemented is adapted from the Lee and Owen model, which includes need analysis, front-end analysis, design, development, implementation, and assessment. Media and content experts have assessed the technology's suitability for classroom learning for 8th-grade students of Salafiyah Junior High School in Pekalongan. Based on field implementation, this technology obtained a positive perspective and indicated an improvement in learning outcomes on element and compound topics. The integration of AR and ChatBot contributes significantly to the innovative classroom learning process and creates a learning experience that suits the needs of students in this digital era. AbstrakKendala utama dalam pembelajaran IPA yaitu abstrak dan sulit untuk dipahami oleh beberapa siswa. Contohnya konsep mengenai unsur dan senyawa yang tidak bisa dilihat dalam bentuk secara langsung dalam objek yang berukuran sangat kecil, sehingga memvisualisasikan konsep ini bisa menjadi tantangan. Tantangan lain berupa waktu yang terbatas untuk guru dalam siswa dalam menjawab pertanyaan, memberikan penjelasan, dan memberikan umpan balik selama proses pembelajaran. Studi ini bertujuan untuk mengembangkan media pembelajaran berupa augmented reality terintegrasi large language models dalam bentuk chatterbot teks ke teks sehingga dapat digunakan pada topik tentang unsur dan senyawa. Model pengembangan yang telah dilakukan diadaptasi model Lee dan Owen, yang meliputi analisis kebutuhan, analisis awal akhir, desain, pengembangan, implementasi, dan penilaian. Ahli media dan ahli materi telah menyatakan kelayakan untuk digunakan dalam pembelajaran kelas pada siswa kelas 8 SMP Salafiyah Pekalongan. Berdasarkan implementasi lapangan, teknologi ini memperoleh perspektif yang positif dan menunjukkan adanya peningkatan hasil belajar pada materi unsur dan senyawa. Integrasi dari AR dan Chatbot memberikan kontribusi signifikan bagi sebagai media pembelajaran dalam proses pembelajaran kelas yang inovatif dan menciptakan pengalaman pembelajaran yang sesuai dengan kebutuhan siswa di era digital saat ini.Kata Kunci: artificial intelligence; large language models; pembelajaran IPA; realitas berimbuh
Flipped classroom with a gamification case method approach for learning statistics Novia Kuswidayani; Yerry Soepriyanto; Henry Praherdhiono
Inovasi Kurikulum Vol 21, No 2 (2024): Inovasi Kurikulum, May 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i2.65405

Abstract

Integrating flipped classrooms and gamification in educational statistics aims to enhance student motivation and understanding. This approach actively involves students in case-based learning, immersing them in real or hypothetical problems relevant to the course. This development aims to create an engaging and effective learning model applicable to statistics education. The model development follows five stages: analysis, design, development, implementation, and evaluation. During the flipped class, students review learning materials before the session, allowing in-class time to focus on case-solving discussions and gamification activities. The experiment involved sixth-semester educational technology students taking a statistics education course. Learning design experts validated the model, receiving a positive response (96%), indicating its suitability for implementation. The model's effectiveness was evident in the experiment, with a high success rate of 99%. The design's attractiveness, mainly due to engaging gamification elements, contributed to positive student responses. Research results highlight the success of integrating flipped classrooms with case-based gamification methods, providing an attractive and effective approach to statistics education. AbstrakIntegrasi kelas terbalik dan gamifikasi dalam statistika pendidikan bertujuan meningkatkan motivasi dan pemahaman mahasiswa. Pendekatan ini melibatkan mahasiswa secara aktif dalam pembelajaran berbasis kasus, membenamkan mereka dalam masalah nyata atau hipotesis yang relevan dengan mata kuliah tersebut. Tujuan dari pengembangan ini untuk menciptakan model pembelajaran yang menarik dan efektif untuk diterapkan pada pembelajaran statistik. Pengembangan model melalui lima tahap: analisis, desain, pengembangan, implementasi, dan evaluasi. Selama kelas terbalik, mahasiswa meninjau materi pembelajaran sebelum kelas dimulai, memungkinkan waktu di dalam kelas untuk fokus pada diskusi penyelesaian kasus dan aktivitas gamifikasi. Percobaan melibatkan mahasiswa teknologi pendidikan semester keenam yang mengambil mata kuliah statistik pendidikan. Ahli desain pembelajaran memvalidasi model tersebut, mendapatkan tanggapan positif (96%), menunjukkan kesesuaian untuk diimplementasikan. Efektivitas model terbukti dalam percobaan, dengan tingkat kelulusan tinggi sebesar 99%. Daya tarik desain tersebut dicatat karena elemen gamifikasi yang menarik, berkontribusi pada respon positif dari mahasiswa. Hasil penelitian menyoroti keberhasilan integrasi kelas terbalik dengan metode kasus gamifikasi, memberikan pendekatan yang menarik dan efektif dalam statistika pendidikan.Kata Kunci: Flipped classroom; gamifikasi; keterlibatan pemelajar; pembelajaran berbasis kasus; Statistika
The Effect of Project-Based Learning and Self-Efficacy on Soft Skills in Multicamera Projects Wardhana, Aditya Kusuma; Degeng, I Nyoman Sudana; Praherdhiono, Henry; Kuswandi, Dedi; Choirudin, Choirudin
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol 16 No 1 (2024): Qalamuna - Jurnal Pendidikan, Sosial, dan Agama
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v16i1.5094

Abstract

The government focuses on the challenges senior vocational high schools (SMK) face in producing competent and employable graduates. Issues include a lack of curriculum alignment with industry demands, low absorption of graduates in the job market, and mismatched competencies with industry needs, leading to a lack of mental readiness for work among graduates. This research aims to test the soft skills abilities of students being taught with PjBL and conventional models with high and low self-efficacy and the interaction between learning models and self-efficacy towards students' soft skills abilities. This research uses a quasi-experimental design. The research subjects were class XI students at SMKN 1 Blitar. This study selected 33 students in the experimental class and 33 in the control class. Learning in the experimental and control classes was carried out in 6 meetings with multicamera material—analysis of relationship and interaction data between variables using the two-way ANOVA test. The research results show a difference in soft skills abilities among students taught with the PjBL model and what is taught conventionally soft skills in high and low self-efficacy, as well as an interaction between the PjBL model and self-efficacy toward soft skills abilities. The research limitation only supports soft skills learning outcomes.
Pengembangan Teknik Pembelajaran dengan Prinsip Frugal Education Astuti, Retno Widi; Praherdhiono, Henry; Kuswandi, Dedi
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 7, No 3 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v7i32024p129

Abstract

The development of learning techniques using the principles of frugal education is carried out to produce practical, easy, cheap, interesting and valid learning in accordance with the principles of frugal education or frugal education. The development was carried out to overcome problems in learning using games, namely difficulties in providing games to be used in learning, and the use of technology available in schools was not optimal. The development of this learning technique uses the Plomp model. Plomp is a learning development model that is considered simple, flexible and flexible because each development step can be adapted to research. The development of this learning technique produces a syntax that will be implemented in the selected learning model syntax. Evaluations related to product validation are carried out by learning design experts and material experts. Trials on students and implementation trials were carried out to test the feasibility of the product. In learning techniques that are developed and tested on students, show participation in each syntax well so that learning objectives can be achieved. Based on the results of validation and product trials, it was concluded that the learning techniques that had been developed were practical, easy, cheap, interesting and valid for use in learning. Abstrak Pengembangan teknik pembelajaran dengan prinsip pendidikan hemat dilakukan untuk menghasilkan suatu pembelajaran yang praktis, mudah, murah, menarik, dan valid sesuai dengan prinsip frugal education atau pendidikan hemat. Pengembangan dilakukan untuk mengatasi masalah dalam pembelajaran dengan menggunakan permainan yaitu kesulitan dalam penyediaan permainan yang akan digunakan dalam pembelajaran, dan pemanfaatan teknologi yang tersedia di sekolah belum maksimal. Pengembangan teknik pembelajaran ini menggunakan model Plomp. Plomp merupakan model pengembangan pembelajaran yang dipandang sederhana, fleksibel dan luwes karena setiap langkah pengembangannya dapat disesuaikan dengan penelitian. Pengembangan teknik pembelajaran ini mengahsilkan sintaks yang akan diimplementasikan pada sintaks model pembelajaran yang dipilih. Evaluasi terkait validasi produk dilakukan oleh ahli desain pembelajaran dan ahli materi. Uji coba kepada peserta didik dan uji coba implementasi dilakukan untuk menguji kelayakan produk. Dalam teknik pembelajaran yang dikembangkan dan diuji kepada peserta didik, menunjukkan partisipasi dalam setiap sintaksnya dengan baik sehingga tujuan pembelajaran dapat tercapai. Berdasarkan hasil validasi dan uji coba produk diperoleh kesimpulan bahwa teknik pembelajaran yang telah dikembangkan praktis, mudah, murah, menarik, dan valid untuk digunakan dalam pembelajaran.
Development of Interactive Videos As a Means of Independent Learning in the Educational Philosophy Course Material Biography and Thinking of Philosophical Leaders Shadri, Gita Fakhrana; Praherdhiono, Henry; Fajrianto, Ott
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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

Abstract

Students of the class of 2023, Department of Educational Technology, State University of Malang, experienced difficulties in studying the Philosophy of Education course because this course has abstract concepts so it requires additional time to study it. The aim of this research is to develop learning media in the form of interactive videos as a means of independent learning. The course used in this development research is Educational Philosophy, material on the biographies and thoughts of philosophical figures. The media development method uses the Sadiman model (2014) which consists of 9 development stages, namely needs analysis, formulation of learning objectives, formulation of material items, formulation of success measuring tools, media script writing, media production, validation, revision, ready-to-use media. The results of validation development by material experts obtained a percentage of 94.7%, while validation by media experts obtained a percentage of 97.5%. Tests were also carried out on students in measuring media satisfaction, obtaining a percentage of 87.5% and the effectiveness of media obtained a percentage of 96.4%. It can be concluded that interactive video media as a means of independent learning in educational philosophy courses, material on the biographies and thoughts of philosophical figures, has proven to be effective and is included in the valid category and is suitable for use in learning. Keywords: Interactive Videos; Independent Learning; Educational Philosophy
The Effectiveness of use of Artificial Intellegence (AI) in Supporting the Learning of Students Department of Educational Technology State University of Malang Kaulika, Vania Wilona; Praherdhiono, Henry; Utami, Deka Dyah
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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

Abstract

Nowadays use Artificial Intelligence (AI) has received controversy in various fields, but this research wants to explore the potential of AI in supporting learning. One of the most widely used AI products is Chat GPT (Generative Pre-trained). The purpose of this research is to describe the usefulness, convenience, behavioral intentions, and actual use of GPT Chat in learning for students at the Faculty of Education, State University of Malang using the model. Technology Acceptance Model (TAM). TAM is a theoretical approach to describe the level of acceptance of technology. This research uses a quantitative descriptive approach and data processing uses statistics. The results of this research found that the use of GPT Chat by generation Z State University of Malang students proved effective in supporting their learning. So it was concluded that the average of the 4 variables of usefulness, convenience, behavioral intention and actual use of Chat GPT in supporting the learning of Educational Technology students at the State University of Malang was included in the good/high category with an average score (Mean) of 57.00 and a percentage of 71.25%. Keywords : Chat GPT, TAM, Learning
Project Based Learning in Online Discussion Forums and Self-Regulated Learning Marnola, Ilham; Degeng, I Nyoman S.; Ulfa, Saida; Praherdhiono, Henry
Al-Hayat: Journal of Islamic Education Vol 8 No 2 (2024): Al-Hayat: Journal of Islamic Education
Publisher : Letiges

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35723/ajie.v8i2.607

Abstract

This research aims to explain how students' problem solving abilities differ using project-based learning strategies in online discussion forums and conventional learning. It focuses on how problem-solving abilities differ between low- and high-independent learning students. The interaction of learning strategies and independent learning will also discuss the impact on problem-solving skills. In this research, a quantitative approach was used, with a quasi-experimental approach, namely a nonequivalent control group design. The population of the study was 140 students. The number of samples involved was 71 people. Data collection techniques use self-regulated learning questionnaire instruments and problem solving test instruments. The data analysis technique uses two-way 2 x 2 analysis of variance (Anova). The research results show that students who use the PjBL learning strategy in online discussion forums have different problem-solving abilities than those who use conventional learning methods. Students who use the PjBL learning method in online discussion forums are better than students who use conventional learning methods. The problem solving abilities of students with low and high self-regulated learning are different. Students with high self-regulated learning have better problem solving skills than students with low self-regulated learning. There is a relationship between self-regulated learning strategies and problem solving abilities. This shows that PjBL learning strategy variables influence problem solving skills in online discussion forums and independent learning. This research can be a valuable alternative to support student learning in higher education by utilizing technology. Educators also need to strengthen students' self-regulated learning to maximize learning outcomes.
Co-Authors Abdul Huda Abidin, Nurul Aditya Kusuma Wardhana Afidah, Atik Nurul Afriani Afriani Agung Aprianto Agus Salim Agus Setiawan Agus Wedi Alby Aruna ALIM SUMARNO Amaliyah, Yuli Ana Mualimah Ananta, Maulana Paramaditya Andi Kristanto Andi Pratama Andri Setiawan Andriani, Nurvita Dwi Anggoro, Rita Anisa Kurniawati Anselmus J.E Toenlioe Arafah Husna Ardi Nugraha, Christophorus Arien Kurnia Putri Arif Hidayat Aruna, Alby Ary Puspita Ningrum Aryo Pinandito Asna Istikmalatul Muktamaroh Astuti, Retno Widi Bambang Yudi Cahyono Basith Rahmatullah Batita, Maurish Sofie Rahmi Batita, Maurish Sofie Rahmi Candra Utama Choirudin, Choirudin Cholis Sa’dijah Citra Kurniawan Dainamang, Syukri Adisakti Darwisy, Ivanka Harits Dede Mukti Herdiyanto Dedi Kuswandi Dhini, Bachriah Fatwa Dian Arief Pradana Dian Budi Prabowo Didik Wahyu Hidayat Dini Aris Setyanti Dinni Badiaturrochmah Dio Lingga Purwodani Djagom, Donatus Donna Boedi Maritasari Eka Adi Eka Pramono Adi Erry Tri Djatmika Evi Iqlimatul Fauziyah Faathir, Faathir Faizah, Intan Fajrianto, Ott Farah Ghina Sabrina Faris, Muhammad Naufal Fichan, Achmad Maulana Iqbal Fikri Aulia Fitrah Izul Falaq Fitri, Karina Rahmah Fujiawati, Fuja Furi Fuziana Wati Hatun, Dyah Infita Heavy Evasari Hemilia, Felisia Hidayah Hidayat, Didik Wahyu Hidayati, Amilia Sholikh Hile, Abdulhafiz Hustanto, Julian Tri I Nyoman S Degeng, I Nyoman S I Nyoman S. Degeng I Nyoman S. Degeng, I Nyoman S. I Nyoman Sudana Degeng Ika Ratih Sulistiani Intan Faricha Eka Pramudita Intan Ratnasari Ira Nofita Sari Ishaq Ishwahyudi, Didik Jamaludin . Jayanti Yusmah Sari Kaulika, Vania Wilona Kesuma, Dany Wijaya Kholis, Kholis Ledy Ahrisya Lilik Handayani LINDA NOVITASARI Livianni Lambe Luluk Pramita Sari Luqman Nur Hakim M. Ramli M. Shodiq AM Machmud Amiruddin Made Duananda Kartika Degeng Made Duananda Kartika Degeng Made Juniantari Maharani, Putri Darawati Marnola, Ilham Mohammad Efendi Mufidatun Lila Anggraeni Muhamad Firmansya Junus Muhammad Faisal Arif Mujiono Mukti Nenis Dwi Pratiwi Murtadho, Muhamad Hisam Nadya Rahmalia Mujib Nahri, Mochammad Hilman Amirudin Nakaya, Ayami Nindigraha, Nunung Ningsih, Tutut Mei Novia Kuswidayani Nurhidayat, Bayu Nurlaeli Fitriah Nurussaniah Nurussaniah Nurvita Dwi Andriani Pipit Novita Candra Prameswari, Jihan Punaji Setyosari Puput Novita Prasetya Sari Putri Fadilla Azzahra Fazarini Putri, Fitrah Rohimah Agma Rahmadi Rahmah Rais, Nabilah Nur Rais, Nabilah Nur Rahmah Rengga Prakoso Nugroho Renny Sulistyowati Reno Nurdiyanto Reny Samiasih Richul Qomariyah Ridha Purwati Rifnurrohma A Q Rista Yunita Robbych Dewanti Wulan Mei Rofiq, Satrio Ali Rudi Prasetyo Saida Ulfa Sary Nur Handayani Setiono, Panut Setyo Ajie Wibowo Shadri, Gita Fakhrana Sigit Dwi Laksana, Sigit Dwi Sihkabuden Sihkabuden Sihkabuden Sihkabuden, Sihkabuden Sistina Angga Reni Slamet, Taufik Ikhsan Sri Untari Sriyani, Titin Stephanus Lukito Cahyo Purnomo Suci Lestari Suharsono Bantun Sulistyowati, Renny Sulthoni Sulton Sulton Surahman, Ence Susilaningsih Susilaningsih, Susilaningsih Suwahyo, Bayu Widyaswara Sya’dullah, Achmad Titik Harsiati Tri Ningsih Tsuwaybah Al Aslamiyah Utami, Deka Dyah Utami, Listia Via Wulandari Wibowo, Setyo Ajie Wikan Budi Utami Wikan Budi Utami Wiratama Darmawan Wiwik Dwi Hastuti Wulan Patria Saroinsong Yerry Soepriyanto Yogia Friska Mulyani Yolan Priatna Yuliaristiawan, Ervan Dwi Yulias Prihatmoko Yuni Novitasari Yusuf, Mochamad Farid Zainul Abidin Zainul Abidin Zainul Arifin Zarkasyi, Mohammad Habibie Zulkifli N