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All Journal International Journal of Evaluation and Research in Education (IJERE) JPMS (Jurnal Pendidikan Matematika dan Sains) Pythagoras: Jurnal Matematika dan Pendidikan Matematika Jurnal Ilmu Perpustakaan Jurnal Sains dan Teknologi Jurnal Pendidikan Indonesia AKSIOMA Jurnal Pendidikan Matematika Dinamika Pendidikan Jurnal Teknik Elektro JURNAL DERIVAT: JURNAL MATEMATIKA DAN PENDIDIKAN MATEMATIKA Jurnal Karya Pendidikan Matematika Primary: Jurnal Pendidikan Guru Sekolah Dasar Jurnal Inovasi Teknologi Pendidikan Kontinu: Jurnal Penelitian Didaktik Matematika Jurnal Ilmiah Pendidikan Dasar AKSIOMA: Jurnal Program Studi Pendidikan Matematika Scientific Journal of Informatics JINOP (Jurnal Inovasi Pembelajaran) Jurnal KARISMATIKA PYTHAGORAS: Jurnal Program Studi Pendidikan Matematika Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Jurnal Informatika Upgris Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran JIPMat (Jurnal Ilmiah Pendidikan Matematika) AKSIOMA MALIH PEDDAS E-Dimas: Jurnal Pengabdian kepada Masyarakat Al-Jabar : Jurnal Pendidikan Matematika Sekolah Dasar: Kajian Teori dan Praktik Pendidikan Union: Jurnal Ilmiah Pendidikan Matematika AJIS : Academic Journal of Islamic Studies Indonesian Journal of Science and Mathematics Education MUST: Journal of Mathematics Education, Science and Technology RAUDHAH Journal of Dedicators Community JURNAL PENDIDIKAN TAMBUSAI Teorema: Teori dan Riset Matematika JURNAL MathEdu (Mathematic Education Journal) Journal on Education Comvice : Journal of community service Widya Balina :Jurnal Ilmu Pendidikan dan Ekonomi JP3M (Jurnal Penelitian Pendidikan dan Pengajaran Matematika) Jurnal Pendidikan dan Konseling Imajiner: Jurnal Matematika dan Pendidikan Matematika Jurnal Penelitian Pembelajaran Matematika Sekolah JURNAL RAUDHAH Bubungan Tinggi: Jurnal Pengabdian Masyarakat SOSIOEDUKASI : JURNAL ILMIAH ILMU PENDIDIKAN DAN SOSIAL Didaktik : Jurnal Ilmiah PGSD STKIP Subang Journal of Didactic Mathematics Journal of Innovation in Educational and Cultural Research Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika dan Statistika SUPERMAT (JURNAL PENDIDIKAN MATEMATIKA) Community Empowerment Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Aksioma Mosharafa: Jurnal Pendidikan Matematika Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) FARABI: Jurnal Matematika dan Pendidikan Matematika International Journal of Research in Education (IJRE) Muria Jurnal Layanan Masyarakat Indonesian Journal of Educational Development (IJED) Archive: Jurnal Pengabdian Kepada Masyarakat Jurnal Lingkar Mutu Pendidikan Journal of Advanced Sciences and Mathematics Education Journal of Educational Sciences Euclid As-Syifa Journal of Islamic Studies and History Jurnal Pendidikan Matematika JIPETIK:Jurnal Ilmiah Penelitian Teknologi Informasi & Komputer JRAMathEdu (Journal of Research and Advances in Mathematics Education) Profesi Pendidikan Dasar Scientific Journal of Informatics Gammath : Jurnal Ilmiah Program Studi Pendidikan Matematika Advance Sustainable Science, Engineering and Technology (ASSET) Schola Journal: Jurnal Ilmiah Pendidikan Dasar Edukasi dan Didatika: Jurnal Ilmiah Pendidikan Dasar Jurnal Pendidikan Guru Profesional AKSIOMA Proceeding International Conference on Digital Education and Social Science
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Pengembangan Mathematics Olympiad Digital Book (MODiB) Berdasarkan Strategi Pemecahan Masalah Polya untuk Meningkatkan Kreativitas dan Hasil Belajar Matematika Siswa Sekolah Dasar Krisetiawan, Krisetiawan; Buchori, Achmad; Handayani, Arri
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 17, No 2 (2023)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v17i2.15180

Abstract

Mathematics Olympiad is a prestigious competition that is growing and has many enthusiasts in Indonesia. Thus the need for math olympiad teaching media is getting higher. The purpose of this research is to develop a digital book that is 1) valid, 2) practical and 3) effective for improving learning outcomes and mathematical creativity of elementary school students, which is named MODiB (Mathematics Olympiad Digital Book). MODiB contains Elementary Mathematics Olympiad material according to the OSN syllabus and in solving problems using the Polya Problem Solving Strategy. MODiB development applies the 5 steps of ADDIE (Analysis, Design, Development, Implementation, Evaluation). The subjects of this study were SD DCS Semarang students who had passed the selection for OSN guidance. Starting with analyzing the condition of coaching mathematics Olympiads at SD DCS Semarang and recording the needs needed to foster the OSN team, designing and developing MODiB accompanied by validators who are material experts and media experts, and then implementing MODiB at SD DCS Semarang. Evaluation is carried out at each stage and after implementation is complete. From the research results, data were obtained: 1) the feasibility results of the material on MODiB were 89.09% which were included in the feasible category to be tested on students, and the feasibility results of learning media were 88.57% in the feasible category to be tested on students, 2) practical results MODiB according to students is 80.48% which is included in the practical category, 3) the results of the analysis of increasing learning outcomes with the gain test obtained a score 0,244 that is included in the low category based on the Gain score category according to Hake, and 4) the value of mathematical creativity of 16 respondents (53.3 %) increased, 4 respondents (13.3%) remained and 10 respondents (33.3%) decreased. Overall, the average increase in the value of mathematical.
Analisis Perkembangan Sosial Emosional Anak Usia Dini pada Permainan Tradisional Congklak di Kelompok B TK Al Ikhlas 01 Sambong Batang Sugiyanti, Sugiyanti; Buchori, Achmad; Sulianto, Joko
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 17, No 2 (2023)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v17i2.15181

Abstract

Early childhood education at the age of 0-6 years is known as the Golden Age period. This period that only lasts once in each individual's lifetime can have an influence on the next stage of growth and development. So it is necessary to provide appropriate stimulation, one of which is to stimulate social emotional development. Social emotional development can be improved by playing traditional congklak games. In this study, it aims to provide an overview of traditional games in early childhood and determine the increase in social emotional development in early childhood through playing traditional congklak games and knowing the factors that influence early childhood social-emotional development when doing traditional congklak games. The method in this study is included in the type of field research (field research) and in terms of the type of data collected is included in qualitative approach research. The study was conducted in a natural setting in group B of TK Al-Ikhlas 01 Sambong Batang. Data mining is carried out using three main methods, namely in-depth observation, , interviews and documentation. Early childhood social emotional development in group B of TK Al Ikhlas 01 Sambong Batang before going through the traditional game of congklak there were 7 children who were not yet developed (BB), 15 children began to develop (MB), 3 children developed as expected (BSH). However, after going through the traditional game of congklak began to be seen and improved, there were 6 children starting to develop (MB), there were 14 children developing as expected and 5 children developing very well (BSB). The effectiveness of learning using traditional congklak games in early childhood social-emotional development in group B of TK Al Ikhlas 01 Sambong Batang is very effective to use. When playing congklak, students hone patience, train confidence in making decisions, be responsible in carrying out tasks, train children to be more independent and not dependent on others and train self-management behavior in children. Factors that influence the social emotional development of early childhood in traditional congklak games are general factors that are divided into maturity factors which are classified as heredity factors and learning environment.
Pengembangan Media KIncir Pintar dengan Metode Demonstrasi dan Bermain untuk meningkatkan kemampuan Bahasa Ekspresif dan keaksaraan Anak Usia 5-6 Tahun di TK Negeri Pembina Batang Herowati, Eny; Dwijayanti, Ida; Buchori, Achmad
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 17, No 2 (2023)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v17i2.15214

Abstract

The background of this research is the conditions in the Batang Pembina Batang State Kindergarten, Kalisalak Village, Batang. Researchers also found problems learning expressive language skills and expressive language literacy and low literacy reaching 75%. The approach used in this research is the type of research carried out is the ADDIE development research method including: Analysis, Design, Development or Production, Implementationor Delivery and Evaluations. The ADDIE model was developed by Dick and Carry in 1996 to design learning systems (Mulyaningsih, 2016). This model can be used for various forms of product development in learning activities such as models, learning strategies, learning methods, media and teaching materials. The results of this study are 1. Results of the Smart Wheel (Kintar) media validation using demonstration and play methods to improve expressive language skills and literacy of children aged 5-6 years with very valid criteria. 2. Practicality The validation of the Smart Wheel (Kintar) media with the demonstration and playing method developed can improve expressive language skills and early childhood literacy in kindergarten based on the results of teacher and student response questionnaires. 3. Being able to improve the expressive language skills and literacy of children aged 5-6 years in Kindergarten. The effectiveness of learning using the Smart Wheel (Kintar) media with demonstration and play methods can be seen through the effectiveness test with the result that the Smart Wheel (Kintar) media with Demonstration and play methods can improve expressive language skills and motor literacy in early childhood in kindergarten, this is shown by the average score of students' learning ability assessment of 4.00. it can be concluded that the effectiveness of the Smart Wheel (Kintar) media with demonstration and play methods to improve expressive language skills and early childhood literacy falls within the very good criteria.
Pengembangan Media Pembelajaran Blended Learning Berbasis TPACK untuk Meningkatkan Kemampuan Hots Anak Usia 5-6 Tahun Harsanti, Cita Nugraeni; Rasiman, Rasiman; Buchori, Achmad
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 17, No 2 (2023)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v17i2.15367

Abstract

This research aims to determine children's HOTS abilities through TPACK-based balanced learning media for children aged 5-6 at TK Lestari Krengseng. The approach used in this research. The type of research carried out is the development research method or ADDIE (Analysis, design, development, implementation, evaluation. Sugiyono (2015:407) states that research and development methods are methods used to produce certain products, and test effectiveness of the product. To be able to produce a particular product, research is used in the nature of needs analysis and to test the effectiveness of the product so that it can function in the wider community, research is needed to test the effectiveness of the product. The results of this research are 1) Validation results of Blended Learning based learning media TPACK to improve HOTS abilities of early childhood in kindergarten with very valid criteria. 2) The practicality of the TPACK-based Blended Learning media developed can improve early childhood media in kindergartens based on the results of teacher and student response questionnaires, 3) The effectiveness of learning using TPACK-based Blended Learning media can be seen through effectiveness tests with results namely learning media TPACK-based Blended Learning is able to improve HOTS abilities of early childhood in kindergarten, this is shown by the average score of student learning ability assessment of 90. It can be concluded that the effectiveness of TPACK-based Blended Learning media in improving HOTS abilities and interest in learning in early childhood in very good criteria.
Eksplorasi kemampuan penalaran visual siswa pada materi perbandingan trigonometri ditintau dari gender Prasetyo, Muhammad Ponco; Buchori, Achmad
Journal of Didactic Mathematics Vol 5, No 1 (2024): April
Publisher : Mahesa Research Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34007/jdm.v5i1.2114

Abstract

The aim of this research is to analyze the visual reasoning abilities of high school students based on gender using trigonometry comparison material. The subject consists of two students with the provisions of one male student and one female student. Data was collected by administering a visual reasoning test to 10 10th grade students, then the selected subjects were interviewed. The data validation used is the triangulation method. Data analysis techniques use data reduction, data presentation and conclusion drawing. The results of the research showed that male students in the trigonometry comparison material were able to identify side sides, slanted sides, front sides, and were able to determine the use of the cos and tan formulas to solve problems with correct calculations. Meanwhile, female students in the trigonometry comparison material were able to identify side sides, slanted sides, front sides, were able to determine the use of the cos and tan formulas, but were less precise in determining the value of cos 30°, and less precise in making the final decision because they did not convert it into units. the same thing, namely meters.
DESAIN MOBILE EDUKASI PEMBELAJARAN MATEMATIKA SMP/MTs UNTUK MENINGKATKAN BERPIKIR KREATIF SISWA Buchori, Achmad; Kiranasari, Asy-Syifa Puspa; Wulandari, Dewi
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 13, No 3 (2024)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v13i3.10794

Abstract

Kemampuan berpikir kreatif menjadi tantangan bagi banyak siswa karena sangat penting untuk diterapkan pada konsep-konsep matematika secara inovatif, tetapi matematika sering dianggap sebagai pelajaran yang sulit untuk dipahami. Penelitian ini bertujuan untuk mengembangkan aplikasi mobile edukasi pada mata pelajaran matematika yang valid, praktis, dan efektif yang akan membantu siswa meningkatkan kemampuan berpikir kreatif mereka. Penelitian ini menggunakan metode desain dan pengembangan juga dikenal sebagai Design and Development (D&D) dengan menggunakan model ADDIE, yaitu analisis, desain, pengembangan, implementasi, dan evaluasi. Intrumen yang digunakan yaitu lembar validasi dan angket. Penelitian ini dimulai dengan menganalisis silabus untuk mengidentifikasi komponen utama dan materi pokok pembelajaran.Tahap desain melibatkan membuat desain menu dan tampilan aplikasi menggunakan Canva. Setelah itu, aplikasi dikembangkan menggunakan MIT App Inventor, yang divalidasi oleh tiga validator, terdiri dari dua dosen dan satu guru. Aplikasi diuji pada guru dan siswa sekolah selama implementasi. Sementara itu, evaluasi mencakup pengumpulan angket dan tanggapan pengguna untuk mengevaluasi seberapa efektif dan efisien aplikasi. Hasil penelitian menunjukkan bahwa aplikasi mobile edukasi berbasis ponsel sangat valid, dengan persentase 87% dari hasil validasi media. Aplikasi ini juga dianggap praktis oleh siswa 81,15% dan guru 85%, menunjukkan peningkatan kemampuan berpikir kreatif siswa, dengan persentase ketuntasan klasik sebesar 87,87% dan hasil belajar yang lebih baik di kelas eksperimen dibandingkan kelas kontrol.Creative thinking skills are a challenge for many students because they are essential to apply mathematical concepts innovatively, but mathematics is often considered a difficult subject to understand. This study aims to develop a valid, practical, and effective educational mobile application on mathematics subjects that will help students improve their creative thinking skills. This study uses a design and development method also known as Design and Development (D&D) using the ADDIE model, namely analysis, design, development, implementation, and evaluation. The instruments used are validation sheets and questionnaires. This study began by analyzing the syllabus to identify the main components and main learning materials. The design stage involves creating a menu design and application display using Canva. After that, the application was developed using MIT App Inventor, which was validated by three validators, consisting of two lecturers and one teacher. The application was tested on school teachers and students during implementation. Meanwhile, the evaluation includes collecting questionnaires and user responses to evaluate how effective and efficient the application is. The results of the study showed that the mobile phone-based educational mobile application was very valid, with a percentage of 87% of the media validation results. This application was also considered practical by 81.15% of students and 85% of teachers, indicating an increase in students' creative thinking abilities, with a classical completion percentage of 87.87% and better learning outcomes in the experimental class compared to the control class. 
Development of virtual reality math media in the junior high school Indonesia-Malaysia with group investigation model Buchori, Achmad; Osman, Sharifah
JRAMathEdu (Journal of Research and Advances in Mathematics Education) Volume 8 Issue 1 January 2023
Publisher : Lembaga Pengembangan Publikasi Ilmiah dan Buku Ajar, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jramathedu.v8i1.1547

Abstract

Conventional mathematics learning is felt to be less interesting and boring for students. Students need innovative learning and make students active in learning. To improve students' understanding of learning mathematics, innovation is needed in innovative learning media. This study aims to produce a product in the form of virtual reality media in mathematics learning based on the group investigation model. This study uses the ADDIE research method with analysis, design, development, implementation, and evaluation stages. Before being tested, the media was validated by a media expert validator with a result of 86% in the "Very Good" category and a material expert with an assessment result of 94% in the "Very Good" category so that "VR Math" was declared valid. The results of the VR Math learning media trial showed that (1) the results of calculating the percentage of students' learning completeness in the experimental class were 90%, (2) the average learning outcomes of the experimental class were better than the control class, (3) there was an increase indicated by a score of N -0.76 gain in the “High” category. Based on the results of the trial, the VR Math learning media was effective for group investigation-based mathematics learning based on the effectiveness indicator, namely achieving 90% classical learning mastery, the experimental class learning outcomes were better than the control class, and there was an increase
Interactive Learning Media With Augmented Reality (AR) Geogebra for Teaching Geometry in Elementary School Buchori, Achmad; Sulianto, Joko; Osman, Sharifah
Profesi Pendidikan Dasar Vol. 10, No. 3, December 2023
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ppd.v10i3.4469

Abstract

In Semarang's elementary maths education, augmented reality (AR) and three-dimensional tech are underused in geometry instruction. These technologies promise an engaging and interactive presentation of three-dimensional objects. Presently, educators are confined to traditional tools like PowerPoint, providing a less immersive learning experience. This study addresses this gap with AR Geogebra, a tailored interactive tool for geometry instruction. Developed using the ADDIE model, the study involved fifty fifth-semester university students. Notably, material and media validation scored 90%, deeming it "extremely valid." Practicability, assessed by the experimental class and subject teacher, reached 90%, indicating high practicability. Post-test results showed an N-gain of 0.39 for the exposed group, surpassing the control group's 0.02. In conclusion, AR Geogebra proves an effective pedagogical approach for geometry instruction in elementary maths education.
Information System for Managing Village-Owned Enterprises (BUMDes) in Bogoharjo Village with DevOps Method Buchori, Achmad; Muthoharoh, Nurul Afifah; Wijayanto
Scientific Journal of Informatics Vol. 11 No. 3: August 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v11i3.6627

Abstract

Purpose: The purpose of this research is to build a Bogoharjo Village-Owned Enterprises (BUMDes) Business Unit Management Information System to facilitate BUMDes managers in managing business units and providing available services to the community online. Methods: The method used in this research is the DevOps method with the stages of plan, code, build, test, release, deploy, operate, and monitor. System design uses UML (Unifed Modeling Language), namely flowchart, use case diagram, activity diagram, class diagram, and sequence diagram. System development using the Laravel framework. Results: The results showed that expert validation with an average percentage by content expert validation of 89% and media expert validation of 84% so that the BUMDes Management Information System (Village-Owned Enterprises) in Bogoharjo Village with the DevOps Method was very feasible to use. While the results of the practicality trial using 25 respondents produced an average percentage of 89% with a very practical category. Thus, the BUMDes Management Information System (Village-Owned Enterprises) in Bogoharjo Village with the DevOps Method is very practical to use. Novelty: The novelty of this research is used to assist BUMDes managers in managing data or providing information related to the BUMDes itself. In addition, BUMDes management becomes more organized and structured so that services to the community become more effective and well managed.
PENGEMBANGAN ELECTRONIC BOOK BERBASIS STEM UNTUK MENINGKATKAN LITERASI SAINS MATERI ENERGI DAN PERUBAHANNYA PADA SISWA KELAS IV SEKOLAH DASAR Rustono; Sumarno; Achmad Buchori
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 3 (2023): Volume 09 No. 03 Juli 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i3.1546

Abstract

Advances in science and technology encourage education for students to care about and be responsive to issues that develop in society, to have in-depth knowledge and understanding to be applied in solving problems through scientific literacy. Meanwhile, students' scientific literacy skills are still low. So that the use of technology in teaching materials in the form of science learning e-books with the integration of the STEM approach can be a solution to train students' scientific literacy abilities. The aims of this study were 1) to determine the validity of the results of STEM-based e-book development, 2) to determine the practicality of using STEM-based e-books, 3) to determine the effectiveness of STEM-based e-books in increasing students' reading literacy. The type of research used is development research using the ADDIE design. The subjects in this study were 30 students of grade IV SDN Lebo 01. Data collection methods used in this study are interviews, questionnaires, and tests. The data analysis used was quantitative descriptive analysis through requirements testing and hypothesis testing using the Paired Sample T-Test. The results showed that the STEM-based science learning e-book was declared valid by media experts with very good criteria (94%) and subject matter experts with very good criteria (86%). The practicality of the STEM-based science learning e-book was obtained from the average teacher response score of 42 in the very high category and the average score of student responses was 42.8 in the very high category. The results of the effectiveness test showed an average pretest score of 67.83 < an average posttest result of 86.27 and it can be said that STEM-based e-books in science learning are effective in increasing students' scientific literacy.
Co-Authors Aan Burhanuddin ABDUL AZIZ, MUHAMMAD Ade Ricky Rozzaqi Adhi Kusmantoro Adi Saputro, Bagus Afrilya Herianty Agnita Siska Pramasdyahsari, Agnita Siska Agung Handayanto Agustina, Mela Ali Shodiqin Alifia Shabrina Alika, Ornella Amalia, Dhea Amanati Rochmah Ana Muslihatun Anam, Muhammad Amirul Andrinugroho, Aryo Anggraeny, Bella Putri Dias Anggraina, Nabila Anjarweni, Bondhaningtyas Annajmuts Tsaaqib Anwar Fauzi Anwar Maulana, Ahmad Nurul Arif Wibisono Ariyanti, Mei Riska Dwi Arri Handayani Arso Widyasmoro Aryani, Desy Dwi Aryo Andri Nugroho Asrofah Asrofah Aurora Nur Aini Aurora Nur Aini Azizah Azizah Bagus Ardi Saputro Bakti, Siti Maisyaroh Baldemor, Milagros Bambang Setiawan Bhihikmah Bhihikmah Budi Lazarusli Budi Lazarusli, Budi Budiana, Mutiara Budiawan, Raden Yusuf Sidiq Carson Carsoni Cintang, Nyai Cintang, Nyai Damayanti, Safrida Dwi Destiana Putri Cahyani Devega, Lidya Devega, Lidya Septia Devita Rahmania Dewi Wulandari Dhea Amalia Dhian Endahwuri, Dhian Dian Ayu Azhari Dimas Abdul Aziz Dina Ahsanti Albar Dina Prasetyowati Djoko Sri Bimo Dr. Masrukan, Dr. Dwi Astuti Dwi Kusuma, Ressa Laurencya ekinengsih, ekinengsih EKO YULIANTO Elyasari, Siti Elyasari, Siti Ernawati, Isnaeni Eva Muzdalifah Evi Kholisoh F.X. Didik Purwosetiyono Fafa Nurdyansyah Fahmi, M Ali Musthofa Farida Nursyahidah Febrian Murti Dewanto Fredi Ganda Putra Fuad Abdullah Fuad Fuad, Fuad Abdullah Gunarti Krisnaningsih Handayani, Sri Hastuti Retno Hanung Unggul Prastawa Harsanti, Cita Nugraeni Hartoyo, Agus HARYUDA, LAKSANA Herianty, Afrilya Hermawan, Jody Setya Herowati, Eny I Made Sudana I Nyoman Adi Putra Ida Dwijayanti Ika Menariati Indah Purwanti Indriati Wardani, Theodora Intan Indiati Intan Indiati Irawati, Nurul Ismartoyo Ismartoyo Isna Asyaroh, Suryani Istiyaningsih, Rumiyatun Istiyaningsih, Rumiyatun Joko Siswanto Joko Sulianto . . Juwitaningrum, Juwitaningrum Kartinah Kartinah, Kartinah Kartono , Khilya Ulfa Kiranasari, Asy-Syifa Puspa Krisetiawan, Krisetiawan Krishna Huda Bagus Pambudi Krisnaningsih, Gunarti Kristia Setyaningsih Kusumantoro, Adhi Lailatul Lutfiyah Laily Sa'diyah, Nur Larasati, Rima Yulia Lestari, Ichsan Budi Lia Lalita Giovanti Lidya Devega Lilik Ariyanto Lina Riyanti Listya Endang Artiani Listyaningrum, Asri Linda Lusi Rachmiazasi Masduki Lusi Rachmiazasi Masduki, Lusi M. Anas Dzakiy Ma&#039;rifatul Mukaromah Mahmud Yunus Maryanto Masrukan Masrukan Mega Novita Meyyolis, Richa Mida Astarina Muhammad Prayito Muhammad Saifuddin Zuhri Muhdi Mujiono Muliawati, Hana Muna, Shofiyatul Muniroh, Lisa Murgiwati, Murgiwati Muthoharoh, Nurul Afifah Ngatmini Ngatmini Nida, izza Khoirin Ningsih, Tri Rahayu Niswatun Hasanah Nizaruddin Nizaruddin Noviana Dini Rahmawati Noviana Dini Rahmawati, Noviana Dini Novita Wulandari Nur Aini Nur Cholifah Nur Khoiri Nur Khoiri Nur Widyanti, Aprilia Nurfarida, Akhdian Dwi Nuza Heri Setyani Nyai Cintang Ornella Alika Osman, Sharifah Prasetio Zidan Cahya Prasetyo, Muhammad Ponco Prihastuti, Anggraini Purwosetiyono, F.X. Didik Purwosetiyono, FX Didik Putri, Febriana Mulyana Qristin violinda Rahartiningsih, Yashinta Arum Surya Rahmadhani, Tarisa Ahwalia Rasiman . Rasiman Rasiman Rina Dwi Setyawati Rina Dwi Setyawati Rohim, Nur Muhammad Rosalina Ginting Rozzaky, Ade Ricky Rustono Saptana, Della Ayu Saputra, Bagus Ardi Sari, Ane Armitha Permata sari, Asysyifa puspa Selviana, Mina Tika Senowarsito, Senowarsito Setiawan, Agus Setyani, Nuza Heri Setyaningsih, Kristia Sharifah Osman Sharifah Osman Shatila, Asti Gimma Shofiyatul Muna Sigit Ristanto Sigit Wibowo Sinta Mutiara Siti Elyasari Siti Kholifah Siti Maisyaroh Bakti Pertiwi Siti Maisyaroh Bakti Pertiwi Sitiaeti Sitiaeti Soedjono Soedjono Soedjono Sriyatun Sriyatun Sudargo Sugiarto S Sugiharti, Asih Sugiyanti Sugiyanti Sulianto, Joko Sumarno Sumarno . Sumarno Sumarno Sunan Baedowi Supandi Sutriyatiningsih, Sutriyatiningsih Suwarno Widodo Suyatmi, Erma Syahru Romadhon Theodora Indriati Wardani Theodora Indriati Wardani Tri Wahyu Hari Murtiningsih Triyono Triyono Triyono Triyono Turmudli Turmudli, Turmudli Tyas, Dinda Ari Margahayuning Universitas PGRI Semarang, Velma Nindita Arsitektur, Utami, Namira Putri Utvi Hinda Zahnnisa Uyun, Fina Ismatul Wahyu Puji Lestari, Wahyu Puji Wardani, Th. Indriati Wardani, Theodora Indriati Warto - Waty, Citra Kumala Wibisana, Muh Isna Nurdin Wibowo, Alam Wicaksono Widya Kusumaningsih Widyanti, Aprilia Nur Wijayanto wijayanto wijayanto WIJAYANTO WIJAYANTO Winaryanti, Aloysia Sri Wulandari Wulandari Yanti, Yenni Asma Yanuar Hery Murtianto Yanuar Hery Murtianto Yulianti Yulianti Yundari, Yundari Yuris Setyoadi Zuhri, Muhammad Saifudin Zulianto, Zulianto Zunika Agung Rahayu Zunika Agung Rahayu