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All Journal JURNAL PENELITIAN ILMU PENDIDIKAN Edu-Sains: Jurnal Pendidikan Matematika dan Ilmu Pengetahuan Alam Jurnal Celtic Jurnal Inovasi Teknologi Pendidikan Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Edcomtech Jurnal Kajian Teknologi Pendidikan Ilmu Pendidikan: Jurnal Kajian Teori dan Praktik Kependidikan Jurnal Pengabdian UntukMu NegeRI Scholaria: Jurnal Pendidikan dan Kebudayaan Jurnal Penelitian Pendidikan IPA (JPPIPA) Indonesian Journal of Artificial Intelligence and Data Mining JKTP: Jurnal Kajian Teknologi Pendidikan al-Afkar, Journal For Islamic Studies Jurnal Ilmiah Pendidikan Profesi Guru Journal on Education JTP - Jurnal Teknologi Pendidikan Jurnal Inovasi dan Teknologi Pembelajaran (JINOTEP) Kajian dan Riset Dalam Teknologi Pembelajaran JURNAL PENDIDIKAN, SAINS DAN TEKNOLOGI Ideguru: Jurnal Karya Ilmiah Guru JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Jurnal FASILKOM (teknologi inFormASi dan ILmu KOMputer) Jurnal Pendidikan dan Teknologi Indonesia Epistema Journal for Lesson and Learning Studies Journal of Research in Instructional Inovasi Kurikulum Online Learning in Educational Research Journal of Education for Sustainability and Diversity Eduvest - Journal of Universal Studies Prosiding SEMNAS INOTEK (Seminar Nasional Inovasi Teknologi) Indonesian Journal of Multidisciplinary and Educational Researcher Proceedings Series of Educational Studies Teaching, Learning, and Development Journal of Educational Technology Studies and Applied Research
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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.
Development of augmented reality human skeleton to improve students’ cognitive learning outcomes on movement systems practice Nahri, Mochammad Hilman Amirudin; Abidin, Zainul; Soepriyanto, Yerry
Journal of Research in Instructional Vol. 4 No. 2 (2024): Journal of Research in Instructional
Publisher : Univeritas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jri.v4i2.459

Abstract

The purpose of this study was to develop and reveal the effect of using Augmented Reality Human Skeleton in learning of human movement system on students' cognitive learning outcomes. This study uses the Multimedia-Based Instructional Design development model from Lee & Owens. The developed media was tested for validity. Cognitive ability was measured using a description test and a paired t test was carried out. Researchers validated the product through material experts and obtained a perfect score, with a score of 100% for content quality and objectives and learning quality, which was stated as Very valid. Media validation also showed very good results, with a score of 100% for suitability, attractiveness, and usefulness, and 95% for Simplicity. In addition, the practicality test of the media by students obtained a score of 96% for appearance, 97% for convenience, and 95% for ease of understanding the material, all of which were stated as practical. The results of the study showed a significant influence of the implementation of this media on students' cognitive learning outcomes. The use of Augmented Reality Human Skeleton showed a significant increase in students' cognitive (pretest = 61.1 and posttest 87.9). Thus, the application of Augmented Reality Human Skeleton in learning the human movement system is proven valid, practical, and able to improve students' cognitive learning outcomes.
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.
Learning confidence analysis: A case study in educational communication courses Fitri Mutia Fajrin; Henry Praherdiono; 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.v21i2.65046

Abstract

Elevating pupils' self-assurance can enhance their cognitive capacities, making it a pivotal element in acquiring knowledge. This research aims to ascertain the degree of self-assurance exhibited by undergraduate students specializing in educational technology in their educational communication courses. There were a total of 68 responders, which is similar to the combined number of students in two educational communication learning classes. The research employed a quantitative methodology. The data was collected using a Likert scale questionnaire. The findings of this study revealed that the level of student self-confidence was classified as suitable for five students (7 percent), good for nine students (13 percent), quite good for 39 students (57 percent), poor for ten students (15 percent), and very poor for five students (7 percent). Therefore, it may be inferred that the variable of student self-confidence falls within the category of being rather satisfactory. It is suggested that developing interactive learning approaches that promote active student engagement is important to enhance their trust in educational communication. AbstrakMeningkatkan rasa percaya diri siswa dapat meningkatkan kapasitas kognitif mereka, menjadikannya elemen penting dalam proses memperoleh pengetahuan. Penelitian ini bertujuan untuk mengetahui tingkat kepercayaan diri yang ditunjukkan oleh mahasiswa sarjana teknologi pendidikan dalam mata kuliah komunikasi pendidikannya. Sebanyak 68 responden, termasuk seluruh mahasiswa dari dua kelas pada pembelajaran komunikasi pendidikan, yang berpartisipasi dalam penelitian ini. Metode yang digunakan pada penelitian ini adalah metodologi kuantitatif. Pengumpulan data dilakukan dengan menggunakan kuesioner skala likert sebagai instrumen pengumpulan data. Hasil temuan penelitian ini menunjukkan bahwa tingkat kepercayaan diri mahasiswa tergolong baik sebanyak 5 mahasiswa (7 persen), menunjukan tingkat kepercayaan diri baik sebanyak 9 mahasiswa (13 persen), memiliki tingkat kepercayaan diri cukup baik sebanyak 39 mahasiswa (57 persen), kurang baik sebanyak 10 mahasiswa (15 persen), dan sangat kurang sebanyak 5 mahasiswa (7 persen) memiliki tingkat kepercayaan diri yang sangat buruk. Berdasarkan temuan tersebut maka dapat disimpulkan bahwa variabel kepercayaan diri mahasiswa termasuk dalam kategori cukup memuaskan. Oleh karena itu, disarankan agar pengembangan pendekatan pembelajaran interaktif yang mendorong keterlibatan aktif mahasiswa, karena hal ini dianggap penting untuk meningkatkan kepercayaan mereka dalam komunikasi pendidikan. Penelitian selanjutnya dapat dilakukan untuk menggali faktor-faktor yang mempengaruhi tingkat kepercayaan diri mahasiswa secara lebih rinci.Kata Kunci: kepercayaan diri; kelas terbalik; komunikasi pendidikan
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
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
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.
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 Arief Rahman Hakim 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 Dole, Donatus Duananda Kartika Degeng, Made Dwi Soca Baskara Eka Pramono Adi Elizabeth Lobo 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 Hajjah, Rahma Izzatul 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 Kusumaningtyas, Fitri Indra 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 Rani, Shaumi Rengga Prakoso Nugroho Rifan Nurrofi Rina Tiya Lestari Rosiva, Sherla Sepsa Rosyidah, Fauziah Nur Aisyah 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 Sulton 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