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Pengaruh Flipped Classroom Beraktivitas Gamifikasi Tradisional Terhadap Self Regulated Learning Pada Pembelajaran Pemrograman Visual Hadihabibi, Moh; Setyosari, Punaji; Soepriyanto, Yerry
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 6, No 1 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v6i12023p026

Abstract

 Learning visual programming requires a strategy that is effective and motivates students. Flipped classroom with gamification activities can be a solution to this problem. Gamification is characterized by the use of game elements in a non-game context that aims to engage and motivate students. The implementation of gamification in this study was done traditionally. In order for learning in the classroom to focus on gamification activities in a traditional way, an activity before entering the classroom is needed in the form of an activity to review learning materials called a flipped classroom. In flipped classroom, students must have self-regulated learning skills in order to achieve academic success. Therefore, the purpose of this study is to explain the difference in self-regulated learning between flipped classroom with gamification activities and flipped classroom without gamification. This research is a quasi-experimental quantitative research. The results showed that there is a difference in self-regulated learning between flipped classroom learning with gamification activities and flipped classroom learning without gamification. Other findings showed that gamified flipped classroom learning received positive responses from students.  Therefore, learning using flipped classroom with gamification activities can be applied in visual programming learning, especially to generate student learning motivation.AbstrakDalam pembelajaran pemrograman visual diperlukan sebuah strategi yang efektif serta membangkitkan motivasi belajar siswa. Flipped classroom beraktivitas gamifikasi dapat dijadikan solusi dalam permasalahan tersebut. Gamifikasi ditandai dengan penggunaan unsur-unsur permainan dalam konteks yang bukan permainan yang bertujuan untuk melibatkan dan memotivasi siswa. Penerapan gamifikasi dalam penelitian ini dilakukan secara tradisional. Agar pembelajaran di dalam kelas berfokus pada kegiatan gemifikasi secara tradisional, diperlukan kegiatan sebelum memasuki kelas berupa aktivitas meninjau materi pembelajaran yang disebut flipped classroom. Dalam flipped classroom siswa harus memiliki keterampilan self regulated learning agar mencapai keberhasilan akademik. Oleh sebab itu tujuan dalam penelitian ini adalah menjelaskan perbedaan self regulated learning antara flipped classroom beraktivitas gamifikasi dengan flipped classroom tanpa gamifikasi. Penelitian ini termasuk penelitian kuantitatif kuasi eksperimen. Hasil penelitian menunjukkan bahwa terdapat perbedaan self regulated learning antara pembelajaran flipped classroom beraktivitas gamifikasi dengan pembelajaran flipped classroom tanpa gamifikasi. Temuan lain menunjukkan pembelajaran gamified flipped classroom mendapat respon yang positif dari mahasiswa.  Oleh sebab itu pembelajaran dengan menggunakan flipped classroom beraktivitas gamifikasi dapat diterapkan dalam pembelajaran pemrograman visual khususnya untuk membangkitkan motivasi belajar siswa.
Desain Aplikasi Bedhek Gambar Sebagai Penunjang Penguasaan Kosakata Bahasa Jawa Yosrila, Yonanda Hana; Kuswandi, Dedi; Soepriyanto, Yerry
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 7, No 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v7i12024p024

Abstract

This learning media design is created with the aim of producing learning media products that are used as a means to help student master Javanese vocabulary through games. In Javanese language learning, the use of learning mediators is an important thing. Especially in an effort to improve the mastery of Javanese vocabulary of present era students. Based on the observation using vocabulary questionnaire conducted at school, the average mastery of Javanese vocabulary is low. This phenomenon is caused by the learners’ unknown and incomprehension of the vocabulary in question because they have never heard and/or never used it in daily conversations. Bedhek Gambar learning media is packaged in the form of an android application that is accessed offline. The design was developed using the Lee & Owens development model with the consideration that the product produced is a multimedia product. Bedhek Gambar learning media obtained the result of material validity and media validity with very good criteria and feasible to use in learning. Bedhek Gambar learning media was tested on students who were divided into two large groups. In the results of the effectiveness of large group I, the criteria obtained were effective. Meanwhile, in the large group II trial, the criteria obtained were quite effective. From the results of the two large groups, it can be concluded that Bedhek Gambar learning media can help to improve the mastery of Javanese vocabulary.Abstrak Dalam pembelajaran Bahasa Jawa, penggunaan mediator belajar merupakan satu hal yang penting. Terlebih dalam upaya meningkatkan penguasaan kosakata bahasa Jawa peserta didik era kini. Rata-rata penguasaan kosakata mereka hanya sebesar 51,60%. Sisanya menjelaskan bahwa kosakata tidak diketahui dan tidak dimengerti oleh peserta didik karena belum pernah mendengar dan/atau tidak pernah menggunakannya dalam percakapan sehari-hari. Rancangan media pembelajaran ini dibuat dengan tujuan menghasilkan produk media pembelajaran yang digunakan sebagai sarana untuk membantu menguasai kosakata bahasa Jawa melalui permainan. Media pembelajaran Bedhek Gambar dikemas dalam bentuk aplikasi android yang diakses secara offline. Rancangan dikembangkan menggunakan model pengembangan Lee & Owens dengan pertimbangan produk yang dihasilkan merupakan produk multimedia. Media pembelajaran Bedhek Gambar memperoleh hasil validitas materi sebanyak 96,15% dan validitas media sebesar 100%. Kedua hasil validasi tersebut memiliki kriteria sangat baik dan layak digunakan dalam pembelajaran. Media pembelajaran juga diujicobakan kepada 82 orang peserta didik yang terbagi menjadi dua kelompok besar. Pada hasil efektivitas kelompok besar I, hasil yang didapatkan adalah sebesar 83,04% dengan kategori efektif. Sementara itu, pada uji coba kelompok besar II diperoleh persentase sebesar 66,4% dengan kategori cukup efektif. Dari hasil kedua kelompok besar tersebut dapat disimpulkan bahwa media pembelajaran Bedhek Gambar dapat membantu meingkatkan penguasaan kosakata bahasa Jawa.
Pengembangan Media Video Podcast Pada Pembelajaran Sejarah Kelas XI Materi Pendudukan Bangsa Jepang Di Indonesia Aziz, Rajif Rizqy; Degeng, I Nyoman Sudana; Soepriyanto, Yerry
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 5, No 3 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v5i32022p265

Abstract

This development and research is aimed at producing video podcast media products with the latest innovations for the learning process of Indonesian history, material on the Japanese population in Indonesia, which these media products are a complement to the learning process. By using Research and Development (R&D), this research and development refers to the Lee & Owen model. By using the stages, namely analysis, design, development and implementation. And the results of the due diligence have been tested by media experts, material experts, and students with good positive responses. So it can be concluded that the video podcast media product is suitable for use in the learning process in class XI SMA 2 Muhammadiyah Singaraja. As high as this video podcast media is the latest innovation in class and improves student learning.AbstrakPengembangan dan penelitian ini adalah bertujuan menghasilkan produk media video podcast dengan inovasi terbaru untuk proses pembelajaran sejarah Indonesia materi kependudukan bangsa Jepang di Indonesia, yang produk media ini sebagai pelengkap dalam proses pembelajaran. Dengan menggunakan Research and Development (R&D) penelitian dan pengembangan ini mengacu pada model Lee & Owen. Dengen menggunakan tahapan yaitu analisis, design, development dan implementation. Dan hasil uji kelayakan sudah di uji coba oleh ahli media, ahli materi, dan siswa dengan  tanggapan positif yang baik. Sehingga dapat disimpulkan bahwa produk media video podcast layak digunakan dalam  proses pembelajaran dikelas XI SMA 2 Muhammadiyah Singaraja. Sehinggi media video podcast ini menjadi inovasi terbaru dikelas dan meningkatkan proses belajar siswa.
Pengembangan Storytelling Untuk Pengenalan Pemrograman Sederhana Dengan Pendekatan Object Oriented Programming Di Sekolah Dasar Ningrum, Anggita Putri; Setyosari, Punaji; Soepriyanto, Yerry
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 5, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v5i22022p172

Abstract

Abstract and complex material about an introduction to programming if it is based on writing computer programs will be very difficult to understand if it is directly given to elementary school students. The development of the storytelling method with an Object Oriented Programming (OOP) approach for an introduction to simple programming becomes relevant. The OOP approach for an introduction to simple programming in elementary school will lead students to understand programming logic. The stages in developing it include analysis, design and development. The results of the trial show that the media experts gave very appropriate responses to be used, as well as the Material Experts I and II. This can be interpreted that development is very feasible to be tested in the field to get student responses.AbstrakMateri abstrak dan kompleks tentang pengenalan pemrograman jika berbasis penulisan program komputer akan sangat sulit dipahami jika langsung diberikan kepada siswa sekolah dasar. Pengembangan metode storytelling dengan pendekatan Object Oriented Programming (OOP) untuk pengenalan pemrograman sederhana menjadi relevan diterapkan. Pendekatan OOP untuk pengenalan pemrograman sederhana di sekolah dasar akan mengantarkan peserta didik dalam memahami logika pemrograman.  Tahapan dalam mengembangkannya meliputi analisis, desain dan pengembangan. Hasil uji coba menunjukkan bahwa ahli media memberi tanggapan sangat layak untuk dimanfaatkan, begitupula dengan Ahli Materi I dan II. Hal ini bisa dimaknai bahwa pengembangan sangat layak untuk diujicobakan di lapangan untuk memperoleh tanggapan siswa.
Pengembangan Pembelajaran Gamifikasi Berbasis Proyek Software Multimedia Interaktif Azman, Muhammad Khairul; Soepriyanto, Yerry; Degeng, Made Duananda Kartika
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 6, No 4 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v6i42023p198

Abstract

This development research aims to produce a project-based gamification learning design in manufacturing software interactive multimedia. This study uses the ADDIE development model (Analysis, Design, Development, Implementation and Evaluation) with five stages developed by Molenda. Learning design trials were conducted on first-year students majoring in Educational Technology at State University of Malang in the Interactive Multimedia material for Visual Programming courses. The results of the development of this learning design have been validated by learning design experts and learning gamification experts with the results stating that the learning design developed is valid so that it can be used in the next stage. After being validated by learning design experts and learning gamification experts, field trials were carried out on respondents. The results of trials that have been carried out show that project-based gamification learning in software Interactive multimedia is attractive, motivating and effective so that the learning design developed can be declared feasible to be implemented in learning.AbstrakPenelitian pengembangan ini bertujuan untuk menghasilkan desain pembelajaran gamifikasi berbasis proyek pada pembuatan software multimedia interaktif. Penelitian ini menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation dan Evaluation) dengan lima tahapan yang dikembangkan oleh Molenda. Uji coba desain pembelajaran dilakukan kepada mahasiswa tahun pertama jurusan Teknologi Pendidikan di Universitas Negeri Malang pada materi Multimedia Interaktif mata kuliah Pemrograman Visual. Hasil pengembangan desain pembelajaran ini telah divalidasi oleh ahli desain pembelajaran dan ahli gamifikasi pembelajaran dengan hasil yang menyatakan bahwa desain pembelajaran yang dikembangkan valid sehingga dapat digunakan pada tahap berikutnya. Setelah dilakukan validasi oleh ahli desain pembelajaran dan ahli gamifikasi pembelajaran maka dilakukan ujicoba lapangan kepada responden. Hasil uji coba yang sudah dilaksanakan menunjukkan bahwa pembelajaran gamifikasi berbasis proyek pada software multimedia interaktif menarik, memotivasi dan efektif sehingga desain pembelajaran yang dikembangkan bisa dinyatakan layak untuk diimplementasikan dalam pembelajaran.
Novel Chat Sebagai Inovasi Media Pembelajaran Sosiologi Materi Bentuk Interaksi Sosial Putra, Bima Sayoga; Soepriyanto, Yerry; Susilaningsih, Susilaningsih
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 5, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v5i12022p042

Abstract

This research and development aims to produce a product in the form of novel chat media as an innovation in sociology learning media for the form of social interaction. Research and Development or research and development is one of the research methods in producing products. The development method used in the manufacture of the product is the Borg & Gall model that has been adapted to the needs of the developer (information search and collection, planning, product development, product feasibility testing, revision of product feasibility test results, field trials, and final product improvement) In its application, the novel chat media is a complement to the sociology learning process, which means that the media is programmed to complement the learning material that students receive in the classroom. The results of the product feasibility test that has been tested on product experts and material experts as well as field trials conducted on students show that the novel chat media gets a positive and feasible tanggapanse. So it can be concluded that the novel chat media can be used as a sociology learning medium, and with the novel chat media students have a sense of ease, attractiveness and motivation in learning.AbstrakPenelitian dan pengembangan ini bertujuan untuk menghasilkan produk berupa media novel chat sebagai inovasi media pembelajaran sosiologi materi bentuk interaksi sosial. Research and Development atau penelitian dan pengembangan merupakan salah satu metode penelitian dalam menghasilkan produk. Metode pengembangan yang dipakai dalam pembuatan produk adalah model Borg & Gall yang telah disesuaikan oleh kebutuhan pengembang (pencarian dan pengumpulan informasi, perencanaan, mengembangkan produk, uji kelayakan produk, revisi hasil uji kelayakan produk, uji coba lapangan, dan penyempurnaan produk akhir). Dalam penerapannya media novel chat menjadi pelengkap dalam proses pembelajaran sosiologi, yang berarti media diprogramkan untuk melengkapi materi pembelajaran yang diterima siswa di dalam kelas. Hasil dari uji kelayakan produk yang telah diujikan kepada ahli produk dan ahli materi serta dilakukan uji coba lapangan kepada siswa, menunjukkan bahwa media novel chat mendapatkan tanggapan positif dan layak. Sehingga dapat disimpulkan bahwa media novel chat dapat digunakan sebagai media pembelajaran sosiologi, serta dengan adanya media novel chat siswa memiliki rasa kemudahan, kemenarikan dan motivasi dalam pembelajaran.
Personalized Learning in a Digital Environment Surur, Agus Miftakus; Ulfa, Saida; Soepriyanto , Yerry; Hasnah Binti , Mohamed
Indonesian Journal of Multidisciplinary Educational Research Vol. 2 No. 1: April 2024
Publisher : LP2M Institut Agama Islam Negeri (IAIN) Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/ijomer.v2i1.2737

Abstract

Utilizing advanced learning technologies, such as data analysis and artificial intelligence, teachers can identify student learning patterns, anticipate possible difficulties, and provide specific additional support. For example, by analyzing students' engagement with online learning platforms, teachers can tailor interventions to address individual learning needs, leading to more effective learning outcomes. Moreover, personalized learning in a digital environment goes beyond the delivery of content; it involves fostering 21st century skills such as critical thinking, communication, collaboration, innovation, and problem-solving. Research has shown that integrating technology into project-based learning activities can significantly enhance students' ability to develop these skills. By optimizing the potential of personalized learning approaches in a digital environment, educators can ensure that every student has an equal opportunity to develop the skills necessary to thrive in an ever-changing world.
Ontology Design Of A Modern Learning Environment And Modern Pedagogy Using Protégé Software S. Auna, Hariyanto; Prasetya, Noven Indra; Surur, Agus Miftakus; Ulfa, Saida; Soepriyanto , Yerry; Salleh , Shaharuddin Md
Indonesian Journal of Multidisciplinary Educational Research Vol. 2 No. 1: April 2024
Publisher : LP2M Institut Agama Islam Negeri (IAIN) Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/ijomer.v2i1.2755

Abstract

This article discusses ontology design for modern learning environments and modern pedagogy using Protégé software. Library research methodology is used to formulate an ontology that reflects the structure, relationships and properties of modern learning entities. This ontology serves as a formal representation that allows a better understanding of the essential elements in modern learning and the relationships between them. The ontology approach provides a clear framework for designing and developing adaptive and responsive learning environments, as well as for designing teaching strategies that suit individual needs. By using Protégé, researchers can systematically describe key concepts in modern learning, including collaborative learning methods, technology integration, and personalized learning. The results show that the resulting ontology can be a useful tool for curriculum developers and teachers to design learning experiences that are more effective and relevant to current demands.
MY FAVOURITE MUSLIM HERO: A LEARNING DESIGN DEVELOPMENT OF ONLINE PROJECT-BASED LEARNING (PJBL) USING ASSURE MODEL Rifan Nurrofi; Ulfa, Saida; Soepriyanto, Yerry; Farah, Rafika Rabba
Celtic : A Journal of Culture, English Language Teaching, Literature and Linguistics Vol. 11 No. 2 (2024): December 2024
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/celtic.v11i2.35718

Abstract

Project-based learning is one of the inquiry models that is often carried out in higher education; however, the application of online-based PjBL in English paragraph writing with Muslim friendly topic is still limited. This research aims to develop an online-based PjBL learning design that focuses on creating infographic of inspiring Muslim figures in a project-based design. The development of learning design implemented the ASSURE model, with six stages. The online-based media used include Google Classroom, Google Docs, Padlet, Zoom, Wakelet, Miro for interactive discussions, and Canva for infographic design. Trials were carried out and expert in the field validated the learning design. After validation satge, the learning design was implemented with students for testing. The developed learning syntax was validated as effective. Then, the online-based learning media and lesson timeline are also declared valid. Thus, these two trials were deemed suitable for implememntation with students. Furthermore, the learning strategy design and results were validated and interesting based on positive responses from experts and students. It is concluded that the development results meet the research objectives. The results of this research implies that online PjBL in English writing class can be effectively implemented to Muslim students at islamic institution context.
Pengembangan Simulation Game Rambu Lalu Lintas untuk Kelas IV Zakki, Aghisni Nur; Soepriyanto, Yerry; Adi, Eka Pramono
Epistema Vol. 5 No. 1 (2024)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/ep.v5i1.69450

Abstract

Tujuan dari penelitian ini adalah untuk mengembangkan Simulation Game yang menarik untuk digunakan oleh siswa, memberikan motivasi, dan mampu menunjang tercapainnya tujuan pembelajaran tanpa membuat bosan. Simulation Game dikemas untuk membuat siswa mendapatkan pengalaman berkompetisi, menyelesaikan berbagai misi, menghadapi tantangan yang dirancang dan dilengkapi dengan konsep simulasi untuk memberikan pemahaman kepada mereka tentang rambu lalu lintas. Penelitian ini menggunakan model pengembangan multimedia oleh Lee & Owens. Dalam penyelesaian Simulation Game Rambu Lalu Lintas menggunakan 4 tahap, yaitu assessment/analysis, Front-end Analysis, design dan development. Hasil pengembangan mendapatkan respon positif dari uji validitas oleh ahli materi dengan rata-rata sebesar 98,3%, ahli media memberikan penilaian sebesar 100%, sementara uji coba siswa mendapat penilaian 97,61%. Dengan demikian, dapat disimpulkan bahwa Simulation Game Rambu Lalu Lintas ini telah terbukti valid, dapat dianggap layak digunakan dalam pembelajaran dan dapat meningkatkan motivasi siswa sehingga pembelajaran lebih menarik dan menyenangkan.
Co-Authors Adesetyawan Pratama Putra Admaja, Andika Mardi Agus Miftakus Surur, Agus Miftakus Agus Wedi Agus Wedi Ah Zainil Ibad Ahmad Nur Yasin Ahyar Ahyar Aisyah Ayu Qonita Akhmad Arifudin Alby Aruna Alfiansyah, Muhamad Firdaus Alfin Nurullah Amelia Bella Satya Yuda Ananta, Maulana Paramaditya Andrea Yurista T yasari Andrea Yurista Tyasari Angkoso, Yunus Bagus Annisa Miranda Permatasari Anselmus J. E Toenlioe Anselmus J. E. Toenlioe Anselmus JE Toenlioe Anselmus JE Toenlioe Aprianto, Muhamad Tri Panunggal Arafah Husna Ari Gunawan Jatmiko Arief Rahman Hakim Aris Syaifuddin Aris Triwahyu Febriansah Arundina Fajar Andini Asna Istikmalatul Muktamaroh Aziz, Rajif Rizqy Azman, Muhammad Khairul Basith Rahmatullah Basith Rahmatullah Bastian, Titus Agung Bayu Eko Risdiyanto Benaya Teguh Putra Citra Kurniawan Dainamang, Syukri Adisakti Dana Kurniawan Dany Wijaya Kesuma Dedi Kuswandi Degeng, Made Duanda Kartika Deo Dedika Haking Dhifa Putra Ramadhan Dian Franssischa Kusumaningsih Dio Lingga Purwodani Dole, Donatus Duananda Kartika Degeng, Made Dwi Soca Baskara Dyah Lestari Efi Dian Ariska Eka Pramono Adi Elizabeth Lobo Elya Tri Nuraeni Fahmi, Ahmad Ihfan Khalif Fara Nabila Gunawan Farid, Muchammad Fatih Budiman Febriansah, Aris Triwahyu Ferdiansyah, Zaki Daffa Fikri Aulia Fitri Indra Kusumaningtyas Fitri Mutia Fajrin Frinanda Fianstika Evatasari Hadihabibi, Moh Hajjah, Rahma Izzatul Handaruni Dewanti Hardy Padmayudha Nugraha Hasnah Binti , Mohamed Henry Praherdhiono Henry Praherdiono Herlina Ike Oktaviani I Nyoman Sudana Degeng Imelda Florenciana Usfinit Irza Savita Kartika Sari, Dewi Nur Laili Kartika Suci Lestari Kesuma, Dany Wijaya Kevin Herdinata Cahyadi Firdaus Khoirul Muanam Khuluq, Khusnul Lailatus Shoimah Luis Rumianda M Bagus Ainun Najib M. Bashoirul Wahid Sinambela Ma'rifah, Sila Nur Made Duananda Kartika Degeng Maura Salmaa Amalia Miftachul Rohana Sari Miftah Hur Rahman Zh Mochammad Hilman Amirudin Nahri Muchammad Azwar Anas Muh. Ihsan Yudha Pradana Muhamad Firmansya Junus Muhammad Daffa Arifiansyah Muhammad Zidni Ilman Nafiah Muhibuddin Fadhli Nadhif Nashrullah Nahri, Mochammad Hilman Amirudin Negara, Nur Alamsyah Surya Nindia Rada Kusworo Ningrum, Anggita Putri Ni’matul Izza Noven Indra Prasetya Novi Dwi Hapsari Novia Kuswidayani Nur Halimah Nurul Hidayati Otto Fajariyanto Pipit Novita Candra Prasetyo, Aditya Eko Punaji Setyosari Purnomo Purnomo Purnomo Purnomo Purnomo Purnomo, Purnomo Putra, Bima Sayoga Putri Fadilla Azzahra Fazarini Qolbi, Muhammad Syifa'ul Qurrotaa'yun Azhari Hamzah Raden Bambang Sumarsono Rafika Rabba Farah Rahwati, Ardila Ramadana, Muhammad Rifqy Rani Vita Sari Rengga Prakoso Nugroho Rengga Prakoso Nugroho Rifan Nurrofi Rina Tiya Lestari Rosyidah, Fauziah Nur Aisyah S. Auna, Hariyanto Saida Ulfa Salleh , Shaharuddin Md Sani, Nindya Liftia Setiasih, Muhti Shaumi Rani Sherla Sepsa Rosiva Sihkabuden Sihkabuden Sihkabuden Sihkabuden, Sihkabuden Sistina Angga Reni Siti Nurhidayah Slamet, Taufik I Slamet, Taufik Ikhsan Subiyanto, Fadhil Ilham Sulthoni Sulton Sulton Sulton Sulton, Sulton Sumarno Sumarno Surahman, Ence Susilaningsih Susilaningsih Susilaningsih Susilaningsih, Susilaningsih Syeh Aindalloh Syifa’ul Qolbi, Muhammad Taufik Ikhsan Slamet Toenlioe, Anselmus Je Tommy Rahardjo Tri Kukuh Prasetiyo, Tri Kukuh Usfinit, Imelda Florenciana UTOMO, PRASETIO Wahyu Hidayat, Didik Waras Kamdi Wido Ageng Pratama Wikan Budi Utami Yogia Friska Mulyani Yogia Friska Mulyani Yosrila, Yonanda Hana Yulias Prihatmoko Yusuf, Mochamad Farid Zainul Abidin Zainul Abidin Zakiatul Fuada Zakki, Aghisni Nur Zeny Dwi Martha