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The GAMIFICATION DEVELOPMENTS IN EDUCATION: PERKEMBANGAN GAMIFIKASI DI BIDANG PENDIDIKAN Aris Triwahyu Febriansah; Syaifuddin, Aris; Yerry Soepriyanto
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 14 No 2 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2024.v14.i2.p177-186

Abstract

Gamification is an emerging trend in many sectors and is being adopted in many different contexts for a variety of purposes. Gamification has the potential to increase motivation, participation, and social influence among its users. In education, it has proven to be effective in increasing student interest in learning, as well as providing challenges that can improve the quality of learning materials. The incorporation of gamification elements in learning has been shown to positively impact learners by fostering motivation, engagement, skill development, and a sense of achievement, thereby enhancing the overall learning experience. This article aims to outline the growth of gamification implementation in Indonesia, both conceptually and empirically in education. It is important to map the application of gamification in Indonesia that is published in journals published in Indonesia. The method used in this research was the Systematic Literature Review, the data was obtained from the publication portal site gerba digital reference (Garuda) with the keyword of "gamification" during 2018-2022, and analyzed using the SLR method as described by Kitchenham and Charters. The findings of this study state that there has been an increase in the use of gamification during the Covid-19 pandemic. Higher education is the level of education that uses the most gamification approaches in learning activities. Points and leaderboards are the most widely used elements to motivate and increase learner engagement. Gamification is proven to make the learning environment more interactive.
Pengembangan Media Pembelajaran Playmat Interaktif Audio Visual sebagai Stimulasi Motorik Kasar pada Anak Usia Dini TK Laboratorium Universitas Negeri Malang Alby Aruna; Khoirul Muanam; Purnomo Purnomo; Yerry Soepriyanto
Journal on Education Vol 6 No 4 (2024): Journal on Education: Volume 6 Nomor 4 Mei-Agustus 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i4.5918

Abstract

This study develops an interactive audio-visual playmat as a learning medium designed to stimulate gross motor skills in early childhood at the Kindergarten Laboratory of Universitas Negeri Malang. The methodology applied follows an educational system development model that includes needs analysis, product design and creation, as well as evaluation and revision. This medium aims to create an enjoyable learning experience that simultaneously stimulates the development of gross motor skills through a combination of audio and visual elements. These elements are strategically designed to activate gross motor responses such as jumping, running, and moving according to instructions. The interactive features of this playmat are designed to provide immediate feedback on children's physical movements, reinforcing the connection between sensory stimuli and motor response. Through a quantitative approach, this study makes a significant contribution to early childhood education, presenting a learning medium that is not only engaging but also effective in supporting the essential development of gross motor skills critical for children's physical growth and future motor skills.
Readiness toward M-learning implementation during pandemic: Secondary high school teachers and student's perception Rosiva, Sherla Sepsa; Kuswandi, Dedi; Soepriyanto, Yerry
Jurnal Penelitian Ilmu Pendidikan Vol. 15 No. 2 (2022): September-November
Publisher : Fakultas Ilmu Pendidikan, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpipfip.v15i2.47594

Abstract

During the COVID-19 pandemic, almost all secondary high schools (SMP) in Indonesia implemented distance learning to minimize face-to-face meetings by utilizing technological developments, especially through mobile phones. However, several junior high schools still encounter obstacles that prevent them from implementing distance learning, such as the lack of readiness of devices and adequate internet connections. This study uses an exploratory research design to determine the readiness of teachers and junior high school students to use their mobile phones as a learning tool that can be implemented during a pandemic. The questionnaire given is in the form of questions that link the use of mobile devices to the successful implementation of m-learning adoption in secondary high school. This questionnaire was adopted by Miglani and Awadhiya (2017). Survey responses are based on a five-point Likert-type scale: (1) strongly disagree; (2) disagree; (3) neutral; (4) agree; (5) strongly agree. The survey was distributed to teachers and students of SMP in Malang City. The total respondents are 32 teachers and 206 students. The results show that all teachers (100%) and students (99%) are ready to own a mobile device and most teachers (89%) and students (85%) have acquired the basic skill requirements for m-learning. This study recommends that teachers and students improve their advanced skills in using mobile phones to achieve learning objectives. Teachers can participate in available training and workshops, while students should be better prepared to use mobile phones to learn, create and share knowledge. Kesiapan implementasi M-learning selama masa pandemi: Persepsi guru dan siswa sekolah menengah pertamaSelama pandemi covid-19, hampir seluruh sekolah menengah pertama (SMP) di Indonesia menerapkan pembelajaran jarak jauh untuk meminimalisir pertemuan tatap muka dengan memanfaatkan perkembangan teknologi, terutama melalui ponsel. Namun, beberapa sekolah menegah pertama masih mendapatkan kendala sehingga tidak dapat menerapkan pembelajaran jarak jauh, seperti kurangnya kesiapan perangkat serta koneksi internet yang memadai. Penelitian ini menggunakan desain penelitian eksploratif untuk mengetahui kesiapan guru dan siswa SMP terhadap penggunaan ponsel mereka sebagai alat pembelajaran yang dapat diimplementasikan selama pandemi. Kuesioner yang diberikan berupa pertanyaan yang menghubungkan penggunaan perangkat seluler untuk keberhasilan penerapan adopsi m-learning di sekolah menengah pertama. Kuesioner ini diadopsi dari Miglani dan Awadhiya (2017). Jawaban survei didasarkan pada skala tipe Likert lima poin: (1) sangat tidak setuju; (2) tidak setuju; (3) netral; (4) setuju; (5) sangat setuju. Survei dibagikan kepada guru dan siswa SMP di Kota Malang. Total responden yaitu 32 guru dan 206 siswa. Hasil menunjukkan bahwa seluruh guru (100%) dan siswa (99%) memiliki kesiapan dalam kepemilikan perangkat seluler dan sebagian besar guru (89%) dan siswa (85%) telah memperoleh persyaratan keterampilan dasar untuk m-learning. Penelitian ini merekomendasikan kepada guru dan siswa untuk meningkatkan keterampilan lanjutan mereka dalam penggunaan ponsel untuk mencapai tujuan pembelajaran. Guru dapat mengikuti pelatihan maupun lokakarya yang tersedia, sedangkan siswa harus lebih siap menggunakan ponsel untuk belajar, membuat dan berbagi pengetahuan.
EFEK MOTIVASI INTRINSIK DARI STRATEGI ELEMEN GAMIFIKASI PEMBELAJARAN Febriansah, Aris Triwahyu; Syifa’ul Qolbi, Muhammad; Soepriyanto, Yerry; Purnomo, Purnomo
PENDIDIKAN SAINS DAN TEKNOLOGI Vol 11 No 3 (2024)
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/edusaintek.v11i3.1309

Abstract

This study aims to examine and analyze the differences in intrinsic motivation of learners based on Point+Leaderboard (PL) and Point+Badge (PB) gamification element strategies. The research sample was 84 undergraduate students of the Department of Educational Technology, State University of Malang. Data was collected using the Intrinsic Motivation Inventory (IMI) questionnaire which consists of 4 variables: interest/enjoyment (EJ), perceived competence (PC), effort (EF), and pressure (PR). The research method used the Independent T-Test to test the difference in intrinsic motivation between OT and PB groups. The t-test results showed significant differences in EJ and EF variables between OT and PB groups. This shows that PL is more effective in increasing learners' enjoyment/interest and effort compared to PB. However, there is no significant difference in PC and PR variables between OT and PB groups. This means that both PL and PB are equally able to give positive effects on the sense of competence and do not cause negative effects on learners' stress. This study shows that Point+Leaderboard strategy is more effective in increasing learners' intrinsic motivation compared to Point+Badge strategy
Development of augmented reality feature modules on the introduction of historical monuments in Timor Leste Usfinit, Imelda Florenciana; Kuswandi, Dedi; Soepriyanto, Yerry
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i12024p011

Abstract

Abstrack: Tujuan dari penelitian ini adalah untuk menghasilkan modul monumen bersejarah yang dilengkapi dengan fungsi augmented reality (AR) untuk siswa kelas IX yang valid/cocok untuk melengkapi pengajaran dan praktis untuk meningkatkan hasil belajar siswa. Penelitian ini menggunakan model pengembangan Lee dan Owens. Persentase hasil yang diperoleh dari validasi ahli media adalah 80%, dalam kategori valid dan layak. Pengetahuan material menyumbang 96,6% dari kelas yang valid dan layak. Siswa dan nilai ujian diterima dengan baik. Sementara itu, siswa yang ditugaskan secara acak mendapat nilai 93% (nilai bagus) dalam ujian mereka. Rata-rata pretest sebesar 90,75% dan rata-rata posttest sebesar 88,1%. Itu menunjukkan n-gain atau difference sebesar 65,52%. Oleh karena itu, dapat dikatakan bahwa terdapat perbedaan yang signifikan terhadap hasil belajar sebelum dan sesudah ujian. Berdasarkan kriteria, termasuk kriteria hasil belajar.Abstract: This study aims to produce a historical monument module equipped with augmented reality (AR) functions for the 9th-grade gymnasium, which is suitable for supplementing teaching and improving student learning outcomes. The study employed the development model suggested by Lee and Owens. The percentage results obtained through the validation of media experts were 80% of valid and feasible categories. The data yielded 96.6% valid and feasible in categories. The students' test results were well received. Meanwhile, randomly assigned students scored 93% (good grades) in their exams. The average of the pretest was 90.75% and the average of the posttest was 88.1%. This shows a gain or difference (n-gain) of 65.52%. Therefore, it could be claimed that there is a significant difference in learning results between pretest and posttest based on various criteria, including learning outcomes criteria.
Implementasi Model Pembelajaran Problem Based Learning(PBL) Pada Mata Pelajaran Pendidikan Pancasila dan Kewarganegaraan (PPKN) Ahyar, Ahyar; Sihkabuden, Sihkabuden; Soepriyanto, Yerry
Jurnal Inovasi dan Teknologi Pembelajaran Vol 5, No 2 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (641.058 KB) | DOI: 10.17977/um031v5i22019p074

Abstract

Abstrak: Penelitian    ini    bertujuan    untuk mendeskripsikan    tentang    jalanya    proses pembelajaran  pada  mata  pelajaran  Pendidikan  Pancasila  dan  Kewarganegaraan (PPKn)    yang  dirancang  dengan  model  pembelajaran Problem  Based  Learning(PBL) dan dampaknya  terhadap  kemampuan  pebelajar  dalam  memecahkan masalah.  Penelitian  ini  menggunakan  metode  deskriptif.  Teknik  pengumpulan data  yang digunakan  yakni observasi,  wawancara  tidak terstruktur, dokumentasi dan tes kemampuan pemecahan masalah.  Hasil penelitian menunjukkan bahwa: (1)  Implementasi  model  pembelajaran  PBL  pada  mata pelajaran PPKn  di  kelas VII F SMPN 13 Malang  mampu menciptakan lingkungan belajar kondusif yang ditandaidengan tingginya motivasi dan antuasias pebelajar selama pembelajaran berlangsung.  (2)  Secara  klasikal  kemampuan    pebelajar  kelas  VII FSMPN  13 Malang dalam  memecahkan  masalah  setelah  mengikuti  proses  pembelajaran dengan model PBL termasuk dalam kualifikasi Baik.Abstract: This research aimed to describe the learning process on Civics and Citizenship Education (PPKn) subject using Problem-Based Learning model and its effect on the learner’s problem-solving skills.  The research used descriptive research method. The technique of data collection was an observation unstructured interview, documentation, and problem-solving skills test.  The research decided that:  (1) The implementation of Problem-Based Learning model on Civics and Citizenship Education (PPKn) subject to learners in VII F class, SMPN 13 Malang, is able to create a conducive learning environment characterized by learners’  high motivation and enthusiasm during the learning process.  (2)  Classically,  the learners’ problem-solving skill in VII F class, SMPN 13 Malang, after being involved in the learning process using the PBL model is qualified as good.
Pengembangan Multimedia Pembelajaran Berbasis Interactive Whiteboard Mata Pelajaran Transmisi Manual Motorkelas XII Semester Genap Di SMK Negeri 9 Malang Prasetyo, Aditya Eko; Soepriyanto, Yerry; Ulfa, Saida; Toenlioe, Anselmus JE
Jurnal Inovasi dan Teknologi Pembelajaran Vol 2, No 1 (2015)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (263.213 KB) | DOI: 10.17977/um031v2i12015p205

Abstract

Abstrak: Metode presentasi sering dipakai guru untuk menyampaikan materi didalam kelas. Media presentasi yang sering dipakai adalah media slide proyektor, atau OHP. Pada saat ini telah dikembangkan sebuah media presentasi yang menggunakan teknologi IWB. Tetapi harganya cukup mahal, maka diciptakan sebuah tiruan IWB untuk meminimalis harga tersebut. IWB terdiri dari komputer yang terhubung pada sebuah proyektor atau papan layar sentuh besar yang menampilkan gambar terproyeksi, kemudian gembar tersebut dapat dipindahkan disekitar papan atau berubah bentuk dengan mudah. Penelitian ini menggunakan model pengembangan Borg dan Gall, langkah-langkah pengembangan yaitu penelitian dan mengumpulkan informasi, perencanaan penelitian, pengembangan utama produk, Uji lapangan terbatas, revisi hasil uji lapangan terbatas, uji lapangan lebih luas dan revisi dan produk akhir. Subjek penelitian dalam pengembangan ini adalah siswa kelas XII SMK Negeri 9 Malang. Jenis data yang digunakan adalah data kualitatif (instrumen ahli media, ahli materi, dan siswa). Pengembangan multimedia pembelajaran divalidasi oleh seorang ahli media, ahli materi dan diuji cobakan kepada 27 siswa, 7 siswa uji coba lapangan terbatas, 20 siswa uji coba lapangan utama. Berdasarkan hasil angket ahli media diperoleh total persentase 92.71%, hasil angket ahli materi diperoleh total persentase 92,00%, dari uji coba lapangan terbatas diperoleh total persentase 88,27% dan uji coba lapangan utama diperoleh total persentase 89,29%. Berdasarkan hasil penelitian dapat dikaji bahwa multimedia ini valid dan layak untuk kegiatan pembelajaran.Abstract: Presentation methods are often used by teachers to deliver material in class. Media presentations that are often used are slide projector media or OHP. At present, a presentation media that use IWB technology has been developed. But the price is quite expensive, so an artificial IWB was created to minimize the price. The IWB consists of a computer connected to a projector or a large touch screen board that displays projected images, then the sheet can be moved around the board or easily deformed. This study uses the development model of Borg and Gall, development steps, namely research and information gathering, research planning, main product development, limited field testing, limited revision of field test results, broader field tests, and revisions and final products. The research subjects in this development were students of class XII of SMK Negeri 9 Malang. The type of data used is qualitative data (instruments of media experts, material experts, and students). Multimedia learning development was validated by a media expert, material expert and tested on 27 students, 7 students in limited field trials, 20 students in the main field trial. Based on the results of the media expert questionnaire obtained a total percentage of 92.71%, the results of the material expert questionnaire obtained a total percentage of 92.00%, from the limited field trials obtained a total percentage of 88.27% and the main field trials obtained a total percentage of 89.29%. Based on the results of the study, it can be studied that this multimedia is valid and feasible for learning activities.
Pengembangan Multimedia Tutorial untuk Guru dalam Mengembangkan Software Tes Berbasis Komputer Admaja, Andika Mardi; Kuswandi, Dedi; Soepriyanto, Yerry
Jurnal Inovasi dan Teknologi Pembelajaran Vol 5, No 2 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (615.223 KB) | DOI: 10.17977/um031v5i22019p063

Abstract

Abstrak : Tujuan penelitian ini untuk menghasilkan sebuah produk multimedia tutorial yang layak untuk guru dalam mengembangkan tes berbasis komputer. Penelitian ini menggunakan model Arief S. Sadiman tahun 2010. Pengembangan media meliputi beberapa langkah, yaitu: (1) menganalisis kebutuhan dan karakteristik, (2) merumuskan tujuan instruksional, (3) merumuskan materi secara terperinci, (4) mengembangkan alat pengukur keberhasilan, (5) menulis naskah media, (6) produksi, (7) mengadakan tes (8) dan revisi. Hasil penelitian ini menunjukkan bahwa multimedia tutorial pembuatan tes berbasis komputer dinyatakan valid/layak digunakan oleh guru dalam mempelajari proses pembuatan tes berbasis komputer.Abstract: The purpose of this development is to produce a product of a multimedia tutorial product and knows product feasibility as a multimedia tutorial makings computer-based test. This research utilizes Arief S. Sadiman's model year 2010. Media development covers severally steps, which is: (1) analyze the need and characteristic, (2) formulate instructional objectives, (3) formulate a detailed, (4) develop a gauge of success, (5) write a scripted media, (6) production, (7) conduct tests, (8) and revision.  Results of this study showed that multimedia tutorial makings computer-based test is valid/feasible to use by teachers in studying makings process computer-based test.
Pengembangan Multimedia Interaktif IPA Dengan Fitur Feedback Untuk Siswa Kelas VIII Alfiansyah, Muhamad Firdaus; Adi, Eka Pramono; Soepriyanto, Yerry
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/um038v5i12022p022

Abstract

The use of package book and student worksheet learning media made student bored quickly therefore they are lazy to follow the learning. The interactive media based learning with feedback feature can give motivation to the student, activating students in giving responses, feedback and encourage to do the right practices. The purpose of this development is to produce an interactive multimedia product with feedback feature natural science circulatory system material. The product is an application that can increase the motivation to learn and students’ interest during the learning process and make student easier to understand the human circulatory material. The research and development model used is the model by Lee and Owens. The result of media expert’s material, subject teachers and students is worth using, therefore it can be concluded that the interactive multimedia with feedback feature natural science human circulatory system material VIII grade has fulfilled the eligible criteria to be used in the learning activity.AbstrakPenggunaan media pembelajaran buku paket maupun LKS membuat pebelajar cepat bosan sehingga malas mengikuti pembelajaran. Pembelajaran berbasis multimedia interaktif dengan fitur feedback dapat memberikan motivasi kepada peserta didik, mengaktifkan peserta didik dalam memberikan tanggapan, umpan balik serta mendorong melakukan praktik-praktik yang benar. Tujuan pengembangan ini adalah menghasilkan sebuah produk multimedia interaktif dengan fitur feedback IPA msteri sistem peredaran darah. Produk berupa aplikasi yang dapat meningkatkan motivasi belajar dan ketertarikan pebelajar selama proses pembelajaran serta membuat pebelajar lebih mudah memahami materi peredaran darah manusia. Model penelitian dan pengembangan yang digunakan adalah model yang dikemukakan Lee dan Owens. Secara keseluruhan hasil tanggapan ahli media, ahli materi, guru mata pelajaran dan pebelajar dinyatakan layak maka dapat disimpulkan multimedia interaktif dengan fitur feedback IPA materi sistem peredaran darah manusia kelas VIII telah memenuhi kriteria layak digunakan dalam kegiatan pembelajaran.
Pengembangan Video Pembelajaran Pada Tema 8 Subtema 1 Materi Manusia dan Lingkungan Kelas V Farid, Muchammad; Susilaningsih, Susilaningsih; Soepriyanto, Yerry
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/um038v5i12022p001

Abstract

This development is carried out with the aim of producing learning video products for human and environmental materials that have gone through the validation process on theme 8 sub-themes 1 learning 1 human and environmental material. This research uses Sadiman's development model, the development steps include needs analysis, goal formulation, material development, evaluation tool development, manuscript drafting, production, test or trial, revision, product ready for application. The user subjects in this development were students in class VB MI Ar-Raudhah Lawang. The type of data applied is qualitative (media expert instruments, material experts, and students) and quantitative data (learning outcome tests). Based on the research results, it can be seen that this learning video is valid and feasible to be applied as an effective learning resource and is able to support student learning outcomes in the theme of 8 sub-themes 1 learning 1 human and environmental material. Thus, the learning video applied to the theme 8 sub-themes 1 learning 1 human and environmental material can be a solution for educators to simplify the learning process.AbstrakPengembangan ini dilaksanakan dengan tujuan menghasilkan produk video pembelajaran materi manusia dan lingkungan yang telah melalui proses validasi pada tema 8 subtema 1 pembelajaran 1 materi manusia dan lingkungan. Penelitian ini menggunakan model pengembangan Sadiman, langkah-langkah pengembangannya diantaranya analisis kebutuhan, perumusan tujuan, pengembangan materi, pengembangan alat evaluasi, menyusun naskah, produksi, tes atau uji coba, revisi, produk siap diaplikasikan. Subjek pengguna pada pengembangan ini adalah anak didik kelas VB MI Ar-Raudhah Lawang. Jenis data yang diaplikasikan yaitu kualitatif (instrumen ahli media, ahli materi, dan anak didik) dan data kuantitatif (tes hasil belajar). Berdasarkan hasil penelitian dapat dikaji bahwa video pembelajaran ini valid dan layak diaplikasikan sebagai sumber belajar yang efektif serta mampu menunjang hasil belajar anak didik dalam tema 8 subtema 1 pembelajaran 1 materi manusia dan lingkungan. Dengan demikian, video pembelajaran yang di aplikasikan pada tema 8 subtema 1 pembelajaran 1 materi manusia dan lingkungan dapat menjadi solusi bagi para pendidik untuk mempermudah proses pembelajaran.
Co-Authors Adesetyawan Pratama Putra Admaja, Andika Mardi Agus Miftakus Surur, Agus Miftakus Agus Wedi Ah Zainil Ibad Ahmad Nur Yasin Ahyar Ahyar Aindalloh, Syeh 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 Anselmus J. E Toenlioe Anselmus J. E. Toenlioe Anselmus JE Toenlioe Anselmus JE Toenlioe Aprianto, Muhamad Tri Panunggal Arafah Husna Ari Gunawan Jatmiko Arifiansyah, Muhammad Daffa Aris Syaifuddin Aris Triwahyu Febriansah Arundina Fajar Andini Asna Istikmalatul Muktamaroh Aziz, Rajif Rizqy Azman, Muhammad Khairul Basith Rahmatullah Bastian, Titus Agung Bayu Eko Risdiyanto Benaya Teguh Putra Citra Kurniawan Dainamang, Syukri Adisakti Dana Kurniawan Dedi Kuswandi Degeng, Made Duanda Kartika Deo Dedika Haking Dhifa Putra Ramadhan Dio Lingga Purwodani Donatus Dole Duananda Kartika Degeng, Made Dwi Soca Baskara Eka Pramono Adi Elya Tri Nuraeni Fahmi, Ahmad Ihfan Khalif Fajariyanto, Otto Fara Nabila Gunawan Farid, Muchammad Fatih Budiman Febriansah, Aris Triwahyu Ferdiansyah, Zaki Daffa Fikri Aulia Firdaus, Kevin Herdinata Cahyadi Fitri Mutia Fajrin Frinanda Fianstika Evatasari Hadihabibi, Moh Handaruni Dewanti Hasnah Binti , Mohamed Henry Praherdhiono Henry Praherdiono Herlina Ike Oktaviani I Nyoman Sudana Degeng Kartika Sari, Dewi Nur Laili Kartika Suci Lestari Kesuma, Dany Wijaya Khoirul Muanam Khuluq, Khusnul Kusumaningsih, Dian Franssischa 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 Muchammad Azwar Anas Muh. Ihsan Yudha Pradana Muhamad Firmansya Junus Muhammad Zidni Ilman Nafiah Muhibuddin Fadhli Nadhif Nashrullah Nahri, Mochammad Hilman Amirudin Negara, Nur Alamsyah Surya Nindia Rada Kusworo Ningrum, Anggita Putri Noven Indra Prasetya Novi Dwi Hapsari Novia Kuswidayani Nur Halimah Nurul Hidayati Permatasari, Annisa Miranda Pipit Novita Candra Prasetyo, Aditya Eko Punaji Setyosari Purnomo Purnomo Purnomo Purnomo, Purnomo Putra, Bima Sayoga Putri Fadilla Azzahra Fazarini Qolbi, Muhammad Syifa'ul Rafika Rabba Farah Rahwati, Ardila Ramadana, Muhammad Rifqy Rani Vita Sari Rengga Prakoso Nugroho Rifan Nurrofi Rina Tiya Lestari Rosiva, Sherla Sepsa S. Auna, Hariyanto Saida Ulfa Salleh , Shaharuddin Md Sani, Nindya Liftia Setiasih, Muhti Sihkabuden Sihkabuden Sihkabuden Sihkabuden, Sihkabuden Sistina Angga Reni Siti Nurhidayah Slamet, Taufik I Slamet, Taufik Ikhsan Subiyanto, Fadhil Ilham Sulthoni Sulton Sulton Surahman, Ence Susilaningsih Susilaningsih Susilaningsih Susilaningsih, Susilaningsih Syifa’ul Qolbi, Muhammad Toenlioe, Anselmus Je Tommy Rahardjo Tri Kukuh Prasetiyo, Tri Kukuh Usfinit, Imelda Florenciana UTOMO, PRASETIO Wahyu Hidayat, Didik Wido Ageng Pratama Wikan Budi Utami Yogia Friska Mulyani Yosrila, Yonanda Hana Yuliaristiawan, Ervan Dwi Yulias Prihatmoko Yusuf, Mochamad Farid Zainul Abidin Zainul Abidin Zakiatul Fuada Zakki, Aghisni Nur Zeny Dwi Martha