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Bosankah Mahasiswa Belajar Dalam Jaringan? Nurmida Catherine Sitompul
SNHRP Vol. 5 (2023): Seminar Nasional Hasil Riset dan Pengabdian (SNHRP) Ke 5 Tahun 2023
Publisher : LPPM Universitas PGRI Adi Buana

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Abstract

Abstrak Salah satu karakteristik pembelajaran DARING adalah lingkungan belajar yang teknologis yang menyebabkan mahasiswa merasa bosan dan terisolasi. Pembelajaran DARING dalam situasi normal, sebelum pandemi Covid-19 telah banyak dipakai di berbagai perguruan tinggi namun data penelitian ini dikumpulkan setelah mahasiswa belajar DARING secara penuh selama 2 semester dan saat status pandemi Covid- 19 sangat berbahaya. Perubahan strategi penyampaian pembelajaran dari Tatap Muka atau Face to Face interaction menjadi DARING penuh dilakukan tanpa adanya persiapan dan perancangan pembelajaran yang cukup. Penelitian ini mensurvey 214 mahasiswa yang sebelumnya belum pernah belajar DARING. Temuan menunjukkan bahwa mahasiswa tidak merasa bosan dan tidak frustasi belajar DARING. Temuan ini bertolak belakang dengan hasil penelitian sebelumnya dimana secara umum belajar DARING secara penuh menimbulkan rasa bosan dan kecemasan pada mahasiswa. Hal ini dapat dijelaskan bahwa dalam kondisi darurat atau peristiwa force majeure, dimana sebagian besar masyarakat dalam situasi tertekan (tidak terkecuali mahasiswa), maka mahasiswa memilih bersikap netral dan menerima apa adanya situasi yang ada. Sehingga apapun keadaan proses belajar yang penuh dengan tugas dan rasa keterisolasioan dapat diterima. Sehingga temuan penelitian ini haruslah diwaspadai dan tidak dapat dipakai sebagai acuan pada kondisi normal tanpa adanya peristiwa seperti pandemi Covid- 19.
HAL YANG DISUKAI DAN TIDAK DISUKAI PADA KULIAH TATAP MAYA Nurmida Catherine Sitompul
Jurnal Teknologi Pendidikan Vol. 3 No. 2 (2023): Jtekpend 2023
Publisher : FKIP Palangka Raya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/jtekpend.v3i2.9571

Abstract

Online learning was the safest way to learn during the Covid 19 Pandemic. Virtual lectures are a form of synchronous learning activity where both parties can communicate at the same time even though they don't meet physically. The results of a survey of 383 students found a number of important facts to be considered by teachers in conducting Virtual lectures. The results of this study described the real conditions of the Virtual lectures after 2 semesters, students studied fully online. Virtual Lectures are liked by students because the lecturer explains the subject matter directly and can provide feedback at the same time. These interactions were similar to face-to-face lectures in classrooms before the Covid 19 Pandemic. Virtual Lectures was an Online learning activity where students could confirm the materials and information, they got from the lecturer's presentation needed to convince themselves that what they have understood is in accordance with the learning objectives expected by the teachers. Most of the things that students didn't like about virtual lectures were the class schedules that change frequently or the lecturers who were not consistent with the schedule. Virtual Lectures required a large number of internet quotas so this added to the cost. The quality of the internet network was not good so that the quality of sound or picture reception was not good too, the network is disconnected, the network is thrown out or the connection suddenly turns off, especially when it was raining. Another thing happened to the majority of students who returned to their respective regions. Things that were not liked by these students cause students to feel unable to understand the material presented properly.
Pengurangan Resiko Bencana Berbasis Komunitas di Desa Kemasantani Kecamatan Gondang Kabupaten Mojokerto Rarasaning Satianingsih; Sunu Catur Budiyono; Marianus Subandowo; Nurmida Catherine Sitompul
Kanigara Vol 2 No 1 (2022): Kanigara
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/kanigara.v2i1.4939

Abstract

Disasters are an inseparable part of an area, both natural disasters, non-natural disasters, and social disasters. Disasters have become a phenomenon that must be continually examined given the enormous impact that the region has had when they are not prepared to deal with it. In various countries, especially Indonesia, there are various kinds of disasters, including floods, tornadoes, and avalanche land. Disaster problems such as this are priority problems, due to the large frequency of disasters and the extent of their priority handling. Community-Based Disaster Risk Reduction, given that the magnitude of disaster victims is the people living in disaster disasters who first face disasters are the people themselves, efforts should be made to improve the basic and capacity of the community in anticipating the possibility of disasters occurring at their area, so that disaster risk can be reduced and prevented.
The Influence Of The Project-Based Learning Model Using Loose Parts Media And Learning Motivation On Student Creativity In Group B, Insan Cendekia TK Chusnul Chotimah; Nurmida Catherine Sitompul
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.v6i4.6450

Abstract

The purpose of this research is to find out: (1) the difference in learning outcomes between the use of Project-Based Learning Using Loose Parts Media and conventional methods on the Creativity of group B Kindergarten Insan Scholar, (2) the difference high learning motivation and low learning motivation on the creativity of group B of the Insan Scholar Kindergarten, and (3) the interaction between learning model and learning motivation on the creativity of group B of the Insan Scholar Kindergarten, in this case motivation as a moderator variable really supports the strong relationship between the independent variable and the dependent variable. This experimental research was carried out using a 2x2 factorial design. The subjects in this research were class VIII students consisting of four classes with 110 group B students at the Insan Scholar Kindergarten. The subjects that were the focus of the experiment were taken at random, namely group B of the Insan Scholar Kindergarten. This research hypothesis was tested using the Analysis of Variant (Anova) statistical test. The calculation results show that: Based on the results of hypothesis testing and the discussion in chapter V, it can be concluded as follows: (1) There is a difference in the influence of using Project-Based Learning Using Loose Parts Media and conventional methods on the Creativity of group B of Kindergarten Scholars, namely students who using Project-Based Learning Using Loose Parts Media has better creativity than students who use conventional methods, (2) There is a difference in the influence of high learning motivation and low learning motivation on the creativity of group B of Kindergarten Insan Intellectuals, namely students with high learning motivation are better creativity than students with low learning motivation, and (3) There is an interaction effect between the learning model and learning motivation on the creativity of group B of the Insan Scholar Kindergarten, in this case motivation as a moderator variable really supports a strong relationship between the independent variable and the dependent variable. The Effect of Using Project-Based Learning Using Loose Parts Media with high motivation can increase creativity
PEMANFAATAN MEDIA VIRTUAL FIELD TRIP DALAM PEMBELAJARAN TATA SURYA SEBAGAI APLIKASI PENDEKATAN KONSTRUKTIVISME UNTUK MENYEDIAKAN PENGALAMAN BELAJAR BAGI SISWA Krisna Murti Anugraha; Nurmida Catherine Sitompul
Seminar Nasional Hasil Riset dan Pengabdian Vol. 6 (2024): Seminar Nasional Hasil Riset dan Pengabdian (SNHRP) Ke 6 Tahun 2024
Publisher : LPPM Universitas PGRI Adi Buana

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Abstract

Skor PISA mengindikaskan bahwa literasi di bidang sains siswa Indonesia sangat rendah, Strategi penyampaian pembelajaran yang inofatif yaitu pengintegrasian media berbasis virtual reality dalam pembelajaran sains. Penelitian ini bertujuan untuk mengetahui penggunakan Virtual Field Trip (VFT) oleh para guru dari berbadai tingkat pendidikan. Media VFT merupakan media yang menyediakan pengalaman mirip seperti asli, dalam konteks ini adalah Tata Surya sehingga siswa membangun pengamalan nyata tentang berbagai konsep sains yang ada di materi. Penelitian deskriptif ini berbentuk survei dengan penyebaran kuisioner. Teknik analisis data adalah persentase dan deskriptif. Subjek penelitian terdiri dari 100 guru yang diambil secara acak dari berbagai wilayah di Indonesia. Hasil penelitian menunjukkan bahwa sebesar 31% guru pernah menggunakan media VFT dan 69% guru tidak pernah menggunakan media VFT. Selain itu sekitar 18% guru pernah menerapkan teori konstruktivisme dalam menggunakan media VFT dan 82% guru menggunakan ekspositori. Berdasarkan hasil ini maka terlihat bahwa sebagaian besar guru belum menggunakan media VFT untuk menyediakan pengalaman individual yang memiliki peran dalam proses pembangunan pengetahuannya sendiri. Sedikitnya guru yang telah menggunakan teknologi virtual reality dan banyak menggunakan ekspositori menunjukkan banyaknya aspek yang harus dibangun dalam pembelajaran sains nasional. Kata kunci : media pembelajaran , materi Tata Surya, Konstruktivisme, Virtual Field Trip, virtual reality Abstract The PISA score indicates that the literacy in the field of science among Indonesian students is very low, an innovative learning delivery strategy is the integration of virtual reality-based media in science learning. This study aims to find out the use of Virtual Field Trip (VFT) by teachers from different levels of education. VFT media is a media that provides an experience similar to the original, in this context, it is the Solar System so that students build real practice about various science concepts in the material. This descriptive research is in the form of a survey with the distribution of questionnaires. The data analysis technique is percentage and descriptive. The research subjects consisted of 100 teachers who were randomly recruited from various regions in Indonesia. The results of the study showed that 31% of teachers had used VFT media and 69% of teachers had never used VFT media. In addition, around 18% of teachers have applied constructivism theory in using VFT media and 82% of teachers have used exposition. Based on these results, it can be seen that most teachers have not used VFT media to provide individual experiences that have a role in the process of developing their knowledge. The small number of teachers who have used virtual reality technology and many who expository shows the many aspects that must be built into national science learning. Keywords : Construktivism, Virtual Field Trip, instructional media, solar System, Virtual reality
Pengembangan Screencast Presentasi Akuntansi Untuk Siswa SMA Anam, Khairil; Degeng, I Nyoman Sudana; Sitompul, Nurmida Catherine
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/um038v5i22022p212

Abstract

Interest, attention and motivation of students in doing learning can be made more interesting by using learning media in the form of screencasts. Screencast is the activity of recording from a computer screen display or also called screen capture video with additional narration in the form of audio. In using this media, students can learn independently, because the material can be repeated as needed. Presentation of material that is interesting and clear, does not give people boredom because the learning is coherent according to the learning procedure, is not complicated and can be equipped with practice questions and discussions. Very clear and good voice filling, various images, colors and motion effects add value to the use of this learning media, so that material in lessons that are considered difficult can be completed easily. Students can clearly know the course of the lesson and explain the material. This research development method uses the ADDIE model. This method includes Analysis, Design, Development and Implementation and Evaluation. Validation from media experts, material experts and colleagues, even this media was tested on 34 students/respondents. The conclusion on this media is through the responses of each validator questionnaire so that this media gets results in the form of criteria that are very suitable for use in the learning process.AbstrakMinat, perhatian dan motivasi siswa dalam  melakukan pembelajaran  dapat dibuat lebih menarik dengan menggunakan media pembelajaran berupa  screencast. Sceencast adalah kegiatan merekam dari tampilan layar komputer dari  atau disebut juga screen capture video dengan tambahan narasi berupa audio. Dalam menggunakan media ini, siswa dapat melakukan pembelajaran secara  mandiri, karena materi bisa diulang-ulang sesuai kebutuhan. Penyajian materi yang menarik dan jelas, tidak memberi rasa bosan bagi karena pembelajarannya runtut sesuai prosedur pembelajaran,  tidak berbelit-belit dan bisa dilengkapi latihan soal serta pembahasannya. Pengisian suara yang sangat jelas dan baik, bermacam gambar, warna dan efek gerakan memberi nilai tambah pada pengguaan media pembelajaran ini, sehingga materi pada pelajaran yang dirasa  sulit dapat diselesaikan dengan mudah. Siswa bisa mengetahui secara jelas jalannya pelajaran serta penjelasan materi. Metode pengembangan penelitian ini menggunakan model ADDIE. Metode ini meliputi Analisis, Desain, Pengembangan dan Pelaksanaan serta Evaluasi. Validasi  dari ahli media, ahli materi dan teman sejawat , media inipun diujicobakan kepada 34 siswa/responden. Kesimpulan pada media ini melalui  tanggapan masing-masing angket validator sehingga  media ini mendapatkan hasil berupa  kriteria yang sangat layak digunakan dalam proses pembelajaran.
Developing Instructional Media Android-Based for Building Computational Thinking Skills for High School Students : Pengembangan Media Pembelajaran Berbasis Android untuk Membangun Keterampilan Berpikir Komputasional Siswa SMA Murniatiningtyas, Diana; Degeng, I Nyoman Sudana; Sitompul, Nurmida Catherine
Pedagogia : Jurnal Pendidikan Vol. 13 No. 1 (2024): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pedagogia.v13i1.1610

Abstract

This research aims to develop android-based instructional media to build computational thinking skill for High School students using the ADDIE Model. Computational thinking is studied in informatics subjects. The development product has gained an expert feasibility assessment and tested on students. The research instruments are questionnaires and test. Experts include content experts, instructional media experts, and instructional design experts. Trials to students consist of one-on-one evaluation, small group evaluation and tryout or classroom. The results of the assessment of experts show that the product is very feasible to use as instructional media. Small group evaluation and tryout at classroom shown that the product is categorized as very feasible to be used as multimedia to develop computational thinking. The effectiveness of product development is measured by pretest and posttest. The effectiveness test results show a t-test value of -14.162 with a significance level of 0.000 (p value < 0.05), meaning that there is a difference in the average value of the pretest and posttest. Thus, the use of C-Think as an instructional media is effectively to improve computational thinking skills of high school students. Highlights: Development Process: Utilizing the ADDIE Model ensures systematic development of instructional media for effective learning outcomes. Expert Evaluation: Expert feasibility assessment validates the quality and appropriateness of the developed instructional media. Effectiveness Testing: Pretest-posttest analysis demonstrates significant improvement in computational thinking skills among high school students using the developed Android-based instructional media. Keywords: Computational Thinking, Informatic Subject, Media Android-Based
Developing an animation video for earthquake mitigation education for elementary school students Novita Nirmala; Meini Sondang Sumbawati; Nurmida Catherine Sitompul
Inovasi Kurikulum Vol 21, No 1 (2024): Inovasi Kurikulum, February 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i1.64853

Abstract

Earthquakes cause damage and often cause casualties, where 30% of the victims are children and adolescents. Earthquake mitigation education should be conducted to improve earthquake literacy in children. The National Search and Rescue Agency organizes an education program to provide knowledge on natural disaster mitigation facilitated by instructors who give PowerPoint-assisted lectures. This delivery strategy is ineffective because earthquake mitigation content must visualize earthquake events and emergency responses. Experts determined the most effective video-based media for earthquake mitigation, so animated videos needed to be developed for this program. This study aims to develop an animated video of earthquake mitigation when it occurs in elementary schools. Products are developed with the ADDIE model. The instrument consists of a questionnaire containing criteria on the Likert scale. The analysis technique uses percentages. Animated videos developed are considered feasible as instructional media by experts. Field trials of elementary school students showed that almost all students could give the correct disaster mitigation.  AbstrakPeristiwa gempa bumi mengakibatkan kerusakan dan sering mendatangkan korban jiwa, dimana 30% diantara korban adalah anak-anak dan remaja. Pendidikan mitigasi gempa bumi harus dilakukan untuk meningkatkan literasi gempa bumi pada anak-anak. Badan Nasional Pencarian dan Pertolongan menyelenggarakan program Pendidikan untuk memberikan pengetahuan mitigasi bencana alam yang difasilitasi oleh para instruktur dengan memberikan ceramah berbantuan power point. Strategi penyampaian ini tidak efektif karena konten mitigasi gempa bumi harus memvisualisasikan kejadian gempa dan tanggap darurat. Para pakar menetapkan media berbasis video yang paling efektif untuk mitigasi gempa bumi sehingga video animasi perlu dikembangkan untuk program ini. Penelitian ini bertujuan untuk mengembangkan video animasi mitigasi gempa bumi bila terjadi di sekolah dasar. Produk dikembangkan dengan model ADDIE. Instrumen terdiri atas kuesioner yang berisikan kriteria-kriteria dalam skala Likert. Teknik analisis menggunakan persentase. Video animasi yang telah dikembangkan dinilai layak sebagai media pembelajaran oleh sejumlah pakar. Uji coba lapangan kepada para siswa sekolah dasar menunjukkan bahwa hampir semua siswa dapat memberikan jawaban yang benar dan siswa dapat memberikan contoh-contoh tanggap darurat. Video animasi ini layak dan efektif dipakai sebagai media pendidikan mitigasi bencana gempa bumi untuk siswa sekolah dasar.Kata Kunci: Media pembelajaran; mitigasi gempa bumi; siswa sekolah dasar; video animasi
Science Materials with Guided Discovery Methods to Increase Problem Solving Ability for Junior High Schools Hadiwiyono, Syamsul; Degeng, I Nyoman Sudana; Sitompul, Nurmida Catherine
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 8 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v8i3.78862

Abstract

Science learning aims to improve problem-solving skills, and the guided discovery method has been proven to improve problem-solving skills. However, this method has not been widely practiced because teachers have difficulty designing this learning. This research aims to produce science learning materials using The Guided Discovery method for problem-solving learning for junior high school students on Light. The subjects of this study were VIII-grade students. Questionnaires and tests collected data. Questionnaires were used to obtain product feasibility, and tests were used to measure product effectiveness. Data analysis used percentages, paired t-tests, and one-way ANOVA. The results showed that, the development product meets the feasibility of being an effective learning material to build problem-solving skills. So, it can be said that products for science subjects using the Guided Discovery method are feasible and effective to be used as teaching materials to develop problem-solving skills for junior high school students, especially in the material of Light. The implication of this research shows that the product of science teaching materials based on the Guided Discovery method has the potential to be applied in the junior high school learning environment, especially in the topic of Light.
HYPERCONTENT DEVELOPMENT TRAINING FOR RICH AND RENEWABLE LEARNING RESOURCES AT STATE SENIOR HIGH SCHOOL 1 DRIYOREJO, GRESIK Gunawan, Wawan; Atiqoh, Atiqoh; Fatirul, Achmad Noor; Rahmawati, Retno Danu; Sabariah, Sabariah; Rufii, Rufii; Sitompul, Nurmida Catherine; Kurniawan, Andri
MAJU : Indonesian Journal of Community Empowerment Vol. 1 No. 6 (2024): MAJU : Indonesian Journal of Community Empowerment, November 2024
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/997qq254

Abstract

This community service activity aims to provide Hypercontent Development Training for Rich and Renewable Learning Resources. at SMA Negeri 1 Driyorejo, Gresik as a good researcher for teachers. Specifically, this activity aims to Bind Interaction in Learning at SMA Negeri 1 Driyorejo, Gresik smoothly and in accordance with the even semester period of the 2023-2024 academic year. The methods used in this PPM activity include lectures or counseling containing the delivery of information for general and theoretical materials, in this case the material (1) Application of Hypercontent Development Training for Rich and Renewable Learning Resources, (2) Excavation Hypercontent Development Training for Rich and Renewable Learning Resources. The PPM activities that have been implemented have run smoothly in accordance with the expected goals of this program, and have obtained good results. The lecturers who presented received knowledge sharing on how to practice Hypercontent Development Training for Rich and Renewable Learning Resources at SMA Negeri 1 Driyorejo, Gresik. The high school teachers received additional knowledge about Hypercontent Development Training for Learning Resources. The Hypercontent Development Training Program for Learning Resources in addition to receiving positive responses from teachers of SMA Negeri 1 Driyorejo, Gresik, also received responses from supervisors in the Driyorejo District Education Office Branch, Gresik Regency. The training participants hope that the Hypercontent Development Training for Learning Resources can be continued in the future considering the benefits of this program. Furthermore, the institutional cooperation that has been well established between UNIPA Postgraduate School, especially the Department of Educational Technology with the Driyorejo District Education Office Branch, Gresik Regency is expected to continue in the future as part of the Tri Dharma of Higher Education.
Co-Authors Achmad Noor Fatirul Agung Pramujiono Ahmad Zaini Ahmadi, Maftakhur Rizqi ANDRI KURNIAWAN Anggita Tyas Riyanningrum Anggun Purnomo Arbi Anidah Binti Robani Anik anifah Anita Dianasari Aris Sulistiyanto Asdiansyah Asdiansyah Atiqoh, Atiqoh Bagus Nanda Mahardika Bandono, Adi Catur Rahmawati, Yuli Chusnul Chotimah Dewi Sukma Handriyati Dimas Bagus Dwi Setyawan Dwi Supriyantoro Dyahmumpuni, Fenny Ekawati Fauziah, Laela Fibrina Aquatika Finne Arroyan Firdaus Budhi Armanto Fitriatien, Sri Rahmawati Friny Napasti Hadiwiyono, Syamsul Hariyanto Hartono Hartono Hartono Hartono Hendra Wahyu Riyanto Heni Wijayanti Heri Wahyu Rejeki Hutama, Rudy Prasetya I Nyoman Sudana Degeng I Nyoman Sudana Degeng Ibnu Rusid Iman Subekti Isah Duapadang Ismail Noor Hassan J. Priyanto Widodo Johan Tanama Johana Manubey, Johana Kartini Kartini Khairil Anam, Khairil Krisna Murti Anugraha Krisna Murti Anugraha Leksono, Ibut Priono Linda Bustan Linda Susanti Maftakhur Rizqi Ahmadi Mardiyah Mardiyah Meini Sondang Meini Sondang Sumbawati Muhammad Ainul Fudo&#039;il Murniatiningtyas, Diana MUSTAJI Mustaji Mustaji Mustaji Mustaji Nasaruddin Rahmat nFn Sugito Niken Yuniarti Ninik Suhartini Novita Nirmala Nunung Nurjati Nunung Nurjati Nurjati, Nunung Nyoman Sudana Degeng Nyoman Sudana Degeng, I Pangestika, Erika Dea Prassita Sari, Yuneva Dwi Pratomo, Hari Rahmawati, Retno Danu Rejeki, Heri Wahyu Rina Rachmawati Riyanto, Hendra Wahyu Rudy Prasetya Hutama Rufi'i Rufi'i Rufii Ruse Rahmawati Wulandari Rusid, Ibnu Rusmawati, Retno Danu Sabariah Sabariah Sabariah Satianingsih, Rarasaning Siti Munawaroh Siti Muzaiyanah Sokip Sonia, Putri Nur Aziza Sri Rahmawati Fitriatien Subandowo, Marianus Sugito Sugito Suhari Suhud . Sunu Catur Budiyono Suryani Suryani Taufik Shigit Noveriyanto Taufiqurrahman H. Salengke Tina Agustin Uun Undarti Septiani Wahyu Widianto Wawan Gunawan Widya Dwi Cahyani wilyam Wulandari, Tanti Yoso Wiyarno YUSUF, FAUZIAH WAHYUNI