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All Journal Tekno : Jurnal Teknologi Elektro dan Kejuruan Teknologi dan Kejuruan: Jurnal teknologi, Kejuruan dan Pengajarannya Cakrawala Pendidikan JPTK: Jurnal Pendidikan Teknologi dan Kejuruan Jurnal Ilmu Komputer dan Informasi Jurnal Pendidikan Teknologi dan Kejuruan Bulletin of Electrical Engineering and Informatics Jurnal Inovasi Teknologi Pendidikan Jurnal Teknologi Informasi dan Ilmu Komputer ELKOMIKA: Jurnal Teknik Energi Elektrik, Teknik Telekomunikasi, & Teknik Elektronika Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Edu Komputika Journal Jurnal Manajemen Keuangan Publik Jurnal Kajian Bimbingan dan Konseling Jurnal Karinov BISECER (Business Economic Entrepreneurship) INTEGRITAS : Jurnal Pengabdian Abdimas Toddopuli: Jurnal Pengabdian Pada Masyarakat TRIDARMA: Pengabdian Kepada Masyarakat (PkM) Belantika Pendidikan Letters in Information Technology Education (LITE) Jurnal Graha Pengabdian Jurnal Abdimas Berdaya : Jurnal Pembelajaran, Pemberdayaan dan Pengabdian Masyarakat Jendela Pendidikan Bima Loka: Journal of Physical Education Jurnal Pengabdian kepada Masyarakat PESAGI (Jurnal Pendidikan dan Penelitian Sejarah) Journal of Engineering, Electrical and Informatics (JEEI) Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Jurnal Kajian Bimbingan dan Konseling Prosiding Seminar Nasional Pengabdian Kepada Masyarakat Jurnal Ilmiah Edutic : Pendidikan dan Informatika Jurnal Ekonomi, Bisnis dan Pendidikan (JEBP) Jurnal Inovasi Teknologi dan Edukasi Teknik Solo International Collaboration and Publication of Social Sciences and Humanities Kohesi: Jurnal Sains dan Teknologi Journal Of Chemical Process Engineering Prosiding Seminar Nasional Pengabdian kepada Masyarakat (SINAPMAS) Journal of Innovation and Teacher Professionalism Journal of Informatics and Interactive Technology (JIITE) Edu Komputika Journal
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Optimizing control structure and branching learning with flipbook-based e-module for software engineering students Febrianti, Ria; Tuwoso, Tuwoso; Hidayat, Wahyu Nur; Wardani, Yurike
Jurnal Pendidikan Teknologi Kejuruan Vol 8 No 1 (2025): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v8i1.41423

Abstract

This research highlights the significance of developing innovative learning media to enhance effective learning for class X Software Engineering (RPL) students at SMK Negeri 4 Malang. The study addresses the need to improve student engagement and deepen understanding of concepts, particularly in Control Structure and Branching material. The primary objective is to create an interactive and innovative Flipbook-based e-module as practicum media to support the learning process. Using the Research and Development (R&D) method with the ADDIE model (Analyze, Design, Develop, Implement, Evaluate), this research employs a systematic and structured approach in developing learning products. The Flipbook-based e-module achieved a feasibility score of 90% from material experts and 97.5% from media experts, indicating its high validity and feasibility. During the trial phase, the e-module obtained feasibility score of 89% from a small group and 90% from a large group, resulting in an average feasibility score of 89.5%. These findings demonstrate that the Flipbook-based e-module is highly suitable for implementation in the Vocational Basics subject for class X RPL students at SMK Negeri 4 Malang. Additionally, the small group test showed a student learning motivation score of 85.4%, while the large group test yielded 87%, with an average of 86.2%. This indicates that the developed product significantly supports students’ learning motivation, proving its high validity in improving engagement and understanding. These results affirm the Flipbook-based e-module is potential as an effective learning tool for vocational education.
Smart Office Application With IoT-Based Light Monitoring And Controlling Features Achmad Hamdan; Bagus Aditama; Muladi Muladi; Wahyu Nur Hidayat
Journal of Engineering, Electrical and Informatics Vol. 4 No. 2 (2024): JUNI : Journal of Engineering, Electrical and Informatics
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jeei.v4i2.3033

Abstract

The activity of using office facilities such as turning on lights is usually carried out manually by human physical effort. Unbeknownst, this activity reduces the effectiveness of office users' performance and raises concerns about excessive electricity usage due to not knowing whether the lights are still on or have been turned off. Therefore, a smart office application based on the Internet of Things is needed to control the lighting conditions and monitor electricity usage. In this study, the device is developed using several sensors including Pzem-004T, RTC, LDR, and Firebase database. The research results in (1) light control can be done through an Android application utilizing the Firebase database divided into two modes: automatic and manual; (2) by utilizing serial communication from Esp32 with PZEM004T, the smartphone application can display real-time data and usage history to facilitate users in controlling and monitoring the lights; (3) light sensors (LDR) and Ultrasonic Sensors (HC_SR 04) function well to adjust the range of values as considerations for when the lights should turn on and off; (4) with PZEM004T-V3.0, the application can monitor energy usage, even up to the total cost of usage.
Studi Relevansi Kurikulum S1 Pendidikan Teknik Informatika Universitas Negeri Malang dengan Kompetensi Kerja di Sekolah Kejuruan dan Dunia Industri Asfani, Khoirudin; Hidayat, Wahyu Nur; Idrus, Shofiyah Al
Jurnal Ilmiah Jendela Pendidikan Vol 9 No 2 (2020): Jendela Pendidikan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan - Universitas Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55129/jp.v9i2.996

Abstract

Penelitian ini bertujuan untuk mengetahui tingkat relevansi kurikulum Program Studi S1 Pendidikan Teknik Informatika (PTI) Universitas Negeri Malang, khususnya matakuliah Pemrograman Website, dengan kebutuhan kompetensi dalam mengajar mahasiswa sebagai guru KPL matapelajaran pemrograman website pada Sekolah Menengah Kejuruan di Malang, serta kompetensi yang dibutuhkan untuk menyelesaikan proyek pengembangan website di Dunia Usaha/Dunia Industri (DUDI) pada saat melaksanakan kegiatan Praktik Industri (PI). Metode penelitian yang dilakukan adalah deskriptif kualitatif. Hasil penelitian menunjukkan Kurikulum Program Studi S1 PTI 2014, khususnya matakuliah Pemrograman Website, sangat relevan (85% dan 94%) dengan kompetensi yang dibutuhkan saat melaksanakan KPL dan PI 2019.
Pengembangan Media Pembelajaran E-modul Interaktif pada Mata Pelajaran Orientasi Dasar PPLG Materi Flowchart Kusumawati, Frenti Indra; Hidayat, Wahyu Nur; Riaji, Dhanang Fitra
Journal of Innovation and Teacher Professionalism Vol. 2 No. 2 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um084v2i22024p124-131

Abstract

Media Pembelajaran adalah alat bagi pendidik untuk membantu dalam memberikan materi kepada peserta didik agar mereka dapat menerima atau memahami pembelajaran lebih mudah. Media pembelajaran selain sebagai alat juga memberikan pengalaman kepada peserta didik agar mendapat pengalaman belajar yang menyenangkan, bermakna, menarik, dan interaktif. Media pembelajaran yag interaktif membantu peserta didik dalam memvisualisasikan materi yang abstrak atau kompleks sehingga dapat diilustrasikan dengan lebih jelas, mudah dipahami, dan mudah diingat. Dalam menyampaikan materi flowchart pendidik perlu menggambarkan dan menjelaskan symbol – symbol serta kegunaan dari tiap symbol yang dihubungkan oleh sebuah garis alir. Flowchart merupakan gambaran yang berbentuk suatu grafik disertai denga langkah dan urutan suatu prosedur dari suatu program, flowchart memiliki beberapa symbol yang harus dipahami dalam penggambaran alur agar analis dapat memahami aliran kegiatan dan dokumentasi pada suatu program. Adanya e-modul interaktif berbasis PjBL ini diharapkan peserta didik dapat memvisualisasikan materi flowchart lebih mudah dan bermakna. Pengembangan e-modul ini menggunakan metode ADDIE yang memiliki 5 tahap yaitu: 1) Analisis, 2) Design, 3) Development, 4) Implementation, 5) Evaluation. Hasil dari pengembangan produk berupa e modul interaktif, di mana peserta didik dapat membaca, menjawab soal, menonton materi yang disediakan, mencoba mempraktikkan apa yang dipelajari, dan merefleksi materi dari modul tersebut. Kata kunci: media pembelajaran; flowchart; e-modul interaktif Development of Interactive E-module Learning Media in PPLG Basic Orientation Subject Flowchart Material Learning Media is a tool for educators to assist in providing material to students so that they can receive or understand learning more easily. In addition to being a tool, Learning Media also provides learners with an experience that is fun, meaningful, interesting, and interactive. Interactive learning media helps learners visualize abstract or complex material so that it can be illustrated more clearly, easily understood, and easily remembered. In the delivery of flowchart material, educators must describe and explain the symbols and their respective functions, as well as how they are connected by a flowline. A flowchart is a visual representation of a program's steps and sequence, accompanied by the relevant symbols and graphs. These symbols serve to illustrate the flow of activities and documentation within a program and thus must be understood by analysts to comprehend the program's functionality. The development of this PjBL-based interactive e-module is expected to facilitate the visualization of flowchart material by students in a more accessible and meaningful manner. This e-module development utilizes the ADDIE method, which comprises five stages: 1) Analysis, 2) Design, 3) Development, 4) Implementation, 5) Evaluation. The outcome of the product development process is the creation of interactive e-modules, which provide students with the opportunity to read, answer questions, view the material provided, practice what they have learned, and reflect on the material presented in the module. Keyword: learning media; flowchart; interactive e-module
Pengembangan Media Pembelajaran Mobile Learning Berbasis Android Berbantuan Thunkable dengan Model Project Based Learning pada Materi CSS Kelas X Program Keahlian PPLG Febriyanti, Krismon Nuvi; Hidayat, Wahyu Nur
Journal of Innovation and Teacher Professionalism Vol. 2 No. 2 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um084v2i22024p184-194

Abstract

Penggunaan smartphone di kalangan siswa sebagian besar untuk mengakses jejaring sosial, namun pemanfaatannya untuk tujuan pembelajaran masih terbatas. Oleh karena itu, penelitian ini bertujuan untuk merancang media Mobile Learning berbasis Android untuk materi CSS (Cascading Style Sheets). Metode Research and Development (R&D) digunakan dalam pengembangan ini, yang terdiri dari tahap define, design, dan develop. Subjek penelitian adalah siswa kelas 10 RPL di SMKN 4 Malang. Penelitian menghasilkan produk mobile learning dengan skor validasi 0,89 untuk aspek materi dan 0,84 untuk aspek media, yang memenuhi kriteria sangat valid. Selain itu, pengujian kepraktisan oleh siswa menghasilkan skor 83,22, yang dikategorikan sangat praktis. Dengan demikian, aplikasi mobile learning CSS World yang dikembangkan memenuhi kriteria sangat valid dan praktis untuk digunakan dalam pendidikan. Rekomendasi berdasarkan temuan ini meliputi promosi adopsi lebih lanjut dari mobile learning di lingkungan sekolah. Pelatihan dan sosialisasi tentang manfaat dan penggunaan mobile learning harus dilakukan untuk guru dan siswa. Selanjutnya, aplikasi ini dapat dikembangkan lebih lanjut dengan menambahkan fitur interaktif atau menyesuaikan konten untuk mengakomodasi berbagai tingkat keterampilan dan gaya belajar siswa. Kehadiran aplikasi mobile learning yang inovatif dan praktis seperti CSS World diharapkan dapat meningkatkan minat dan efektivitas pembelajaran, serta memperluas aksesibilitas pendidikan di era digital ini. Kata kunci: mobile learning, Project Based Learning, CSS (Cascading Style Sheets) The Development of Android-Based Mobile Learning Media with the Assistance of Thunkable with the Project Based Learning Model on CSS Material for Class X PPLG Expertise Program The use of smartphones among students is predominantly for accessing social networks, yet the utilization for learning purposes remains limited. Hence, this research aims to design Mobile Learning media based on Android for CSS (Cascading Style Sheets) material. The Research and Development (R&D) method was employed in the development, comprising define, design, and develop stages. The research subjects were 10th-grade students of RPL at SMKN 4 Malang. The research yielded a mobile learning product with a validation score of 0.89 for material aspects and 0.84 for media aspects, meeting the criteria for being highly valid. Additionally, practicality testing by students resulted in a score of 83.22, categorizing it as highly practical. Thus, the developed CSS World mobile learning application fulfills the criteria of being highly valid and practical for educational use. Recommendations based on the findings include promoting further adoption of mobile learning in school settings. Training and socialization on the benefits and usage of mobile learning should be conducted for both teachers and students. Furthermore, the application can be further developed by adding interactive features or customizing content to accommodate various skill levels and learning styles of students. The presence of innovative and practical mobile learning applications like CSS World is expected to enhance learning interest and effectiveness, as well as broaden accessibility to education in this digital era. Keywords: mobile learning, Project Based Learning, CSS (Cascading Style Sheets)
Implementation of the Madrasah Assistance Program in Facing Higher Education Entrance Selection at Madrasah Aliyah Negeri 1 Surakarta Wahyu Nur Hidayat; Rustam Ibrahim; Indah Nurhidayati
Solo International Collaboration and Publication of Social Sciences and Humanities Vol. 3 No. 02 (2025): Main Theme: Revitalizing Local Wisdom and Cultural Identity in Strengthening G
Publisher : Walidem Institute and Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61455/sicopus.v3i02.342

Abstract

Objective: Analyze the implementation of the Madrasah Service and Assistance Program in facing university entrance selection at MAN 1 Surakarta, as well as identify its supporting and inhibiting factors. Theoretical framework: Refers to the theory of educational services, career guidance, and educational management to understand the role of institutions in preparing students for higher education. Literature review: This may include a study of educational service strategies, the role of madrasas in academic and career guidance, and effective practices in college selection preparation. Method: A descriptive qualitative approach with interview, observation, and documentation techniques. Data analysis is carried out through stages: collection, reduction, presentation, and conclusion. Results: The program runs effectively through three main aspects: information services, academic mentoring, and administrative assistance. Supporting factors: commitment of management, BK teachers, and parents. Inhibiting factors: limited time and academic load. The program increases student readiness and confidence, as evidenced by the increasing number of students admitted to college.  Implications: This program can be a model for other madrassas in increasing the readiness and competitiveness of graduates in college selection. Novelty: Offers a systematic integrated madrasah service model, combining information, academics, and administration in supporting the success of students entering college.
PENGEMBANGAN E-COMMERCE BERBASIS WEBSITE UNTUK PERLUASAN PEMASARAN PRODUK PADA USAHA BATIK TULIS TOGURAN SAMPANG Suswanto, Hary; Hamdan, Achmad; Hidayat, Wahyu Nur; Ramadhan, Mochammad Rizal
INTEGRITAS : Jurnal Pengabdian Vol 9 No 1 (2025): JANUARI - JULI
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat - Universitas Abdurachman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/integritas.v9i1.6187

Abstract

Usaha Batik Tulis Toguran di Dusun Toguran, Sampang, merupakan penggerak utama ekonomi kerakyatan setempat. Namun, pemasaran produk masih dilakukan secara manual dan terbatas pada area lokal, hal tersebut menghambat potensi pertumbuhan usaha. Kurangnya pemanfaatan teknologi informasi menjadi kendala utama dalam perluasan jangkauan pasar. Kegiatan pengabdian ini bertujuan untuk mengembangkan e-commerce berbasis website sebagai solusi untuk mengatasi masalah tersebut. Metode yang digunakan meliputi identifikasi kebutuhan, perancangan sistem, implementasi website e-commerce, pelatihan penggunaan, dan evaluasi. Hasil dari kegiatan ini adalah website e-commerce untuk Usaha Batik Tulis Toguran yang mencakup fitur katalog produk, pemesanan online, pembayaran, dan informasi pengiriman. Hasil evaluasi menunjukkan respon positif terkait kemudahan penggunaan, efisiensi pengelolaan pesanan, visibilitas produk dan jangkauan pemasaran. Implementasi website e-commerce ini diharapkan pada akhirnya meningkatkan penjualan serta pendapatan usaha Batik Tulis Toguran.
Analisis Sentimen Ulasan Google Universitas Amikom Purwokerto Muhammad Daffa' Al Haque; Wahyu Nur Hidayat; Ilfi Atavia; Nuaf Praditya; Irfan Dwi Sabana; Jaka Pandita Wahyu
Journal of Informatics and Interactive Technology Vol. 2 No. 1 (2025): April
Publisher : ACSIT

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63547/jiite.v2i1.54

Abstract

Analisis sentimen ulasan Google adalah proses untuk memunculkandan mengklasifikasikan opini atau perasaan pengguna terhadap suatuentitas, dalam hal ini Universitas Amikom Purwokerto. Penelitian inibertujuan untuk menganalisis sentimen dari ulasan yang diberikanoleh pengguna di Google mengenai Universitas Amikom Purwokerto.Dengan menggunakan metode pengumpulan data melalui webcrawling, penelitian ini mengumpulkan ulasan yang mencakup teksdan rating dari pengguna. Proses preprocessing dilakukan untukmembersihkan dan mempersiapkan data, termasuk tokenisasi,penghapusan stopwords, serta lemmatization dan stemming.Selanjutnya, analisis sentimen diterapkan menggunakan pendekatanberbasis kata kunci, di mana ulasan diberi label positif atau negatifberdasarkan kata-kata yang terkandung di dalamnya. Selain itu,pustaka TextBlob digunakan untuk mengklasifikasikan sentimenmenjadi tiga kategori: positif, netral, dan negatif. Hasil analisismenunjukkan persepsi masyarakat terhadap Universitas AmikomPurwokerto, yang divisualisasikan dalam bentuk grafik untukmemudahkan pemahaman. Temuan dari penelitian ini diharapkandapat memberikan wawasan berharga bagi pihak universitas dalammeningkatkan kualitas layanan dan fasilitas yang ada, serta sebagaireferensi untuk penelitian lebih lanjut di bidang analisis sentimen.
Upaya meningkatkan hasil belajar gerak dasar dengan permainan karapan evakuasi berbasis culturally responsive teaching Widad, Sofwul; Ayuningtyas, Sindy Tri; Hutomo, Wahyu Rinto; Suprapto; Putra, Sultan Maulana Ragil; Hidayat, Wahyu Nur; Phassha, Syakhdan Khemal; Pudjijuniarto; Aidin, Luthfi
Bima Loka: Journal of Physical Education Vol 5 No 1 (2024): November
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/bimaloka.v5i1.39906

Abstract

Penelitian ini bertujuan untuk meningkatkan hasil belajar siswa melalui permainan Karapan Evakuasi dengan pendekatan Culturally Responsive Teaching (CRT) pada siswa kelas 3C SDN Airlangga 1/198 Surabaya. Metode yang digunakan adalah Penelitian Tindakan Kelas (PTK) dilaksanakan dengan presiklus untuk mengetahui data awal, kemudian dilakukan pembelajaran sebanyak 2 siklus dengan perlakuan berupa pendekatan Culturally Responsive Teaching  dengan permainan karapan evakuasi pada setiap siklusnya. Subjek penelitian berjumlah 24 siswa yang hadir pada setiap pertemuan (pre-siklus, siklus 1, siklus 2) dan bukan siswa inklusi, dari 29 siswa kelas 3C dengan laki-laki 15 dan perempuan 9, berusia 8-10 tahun. Teknik pengumpulan data dilakukan melalui tes tertulis untuk aspek pengetahuan dan tes permainan sirkuit dengan empat lintasan untuk aspek keterampilan. Analisis data menggunakan statistik deskriptif dan repeated measurement anova. Post-hoc LSD menunjukkan bahwa terjadi peningkatan hasil belajar siswa dari siklus ke presiklus, 1, dan 2 baik pada hasil belajar aspek pengetahuan (siklus pre-1 p= 0,000, siklus 1-2 p= 0,001, dan siklus pre-2 p= 0,000) dengan nilai pada presiklus 84,17 kemudian meningkat di siklus 1 sebesar 92,08 dan meningkat lagi di siklus 2 sebesar 95,83,  maupun hasil belajar aspek keterampilan (siklus pre-1 p= 0,000, siklus 1-2 p= 0,083, dan siklus pre-2 p= 0,000) dengan rata rata nilai pada presiklus 84,17 kemudian meningkat di siklus 1 sebesar 92,08 dan meningkat lagi di siklus 2 sebesar 95,83. Dapat disimpulkan pendekatan Culturally Responsive Teaching melalui permainan Karapan Evakuasi dapat meningkatkan hasil belajar gerak dasar. Diharapkan untuk peneliti selanjutnya dapat menerapkan permainan Karapan Evakuasi pada materi PJOK lain yang berhubungan.
Gamified Web-Based Learning in Teaching Principles and Assessment Courses to Improve Learning Evaluation Skills of PPG Students Hidayat, Wahyu Nur; Widiyanti, Widiyanti; Ichwanto, Muhammad Aris; Prasetya, Didik Dwi; Akbar, Asna Isyarotul; Prihandicha, Adiftya Bayu; Cakir, Gulsun Kurubacak
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 3 (2025): September (On Process)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i3.79270

Abstract

Education is a key pillar in the development of individuals and society. In this digital era, technology has revolutionized learning by expanding access and improving the quality of the learning process. One of the recent innovations is the use of web-based learning (WBL), which although flexible, often lacks interaction elements thus reducing user engagement. To address this, this research proposes a platform "Meja Guru Academy" platform that integrates gamification elements in WBL to improve the learning evaluation skills of Teacher Professional Education (PPG) students. This research utilizes the Design Thinking approach which involves the stages of empathy, problem definition, idea development, prototyping, and evaluation. The data collection method through questionnaires produced quantitative and qualitative data for system validation. Content experts rated the platform's educational material at 85,33%, indicating exceptional alignment with learning objectives, while media experts provided a score of 89.60%, highlighting effective usability. User testing with PPG students yielded a strong System Usability Scale (SUS) score of 79, suggesting the platform is highly user-friendly. Additionally, the User Experience Questionnaire (UEQ) results indicated positive user perceptions across multiple aspects, with high ratings in pragmatic quality attributes such as perspicuity and efficiency, and hedonic qualities including stimulation and novelty. Overall, Meja Guru Academy presents an innovative and effective solution for advancing PPG students' evaluation competencies, fostering engagement and self-directed learning through gamified WBL.
Co-Authors Abd Kadir Mahamad Achmad Hamdan Achmad Miftachul 'Ilmi Achmad Miftahul Ilmi Achmad Syahrudin Fakhri Admaja Dwi Herlambang, Admaja Dwi Ahmad Hamdan AIDIN, LUTHFI Akbar, Asna Isyarotul Amiruzzaki Taslim Anabelie V Valdez Anabelie V. Valdez Andrian Rachmat Arie Muazib Arsyillah, Nazhiroh Tahta Asfani, Khoirudin Asih Setiani Ayu, Pitaloka Dharma Ayuningtyas, Sindy Tri Azhar Ahmad Smaragdina Bagus Aditama Bramastya, Rista Cakir, Gulsun Kurubacak Didik Dwi Prasetya Dila Umnia Soraya Dwi Ardiana Setyawardhani Eddy Sutadji Edi Purwanta Eka Handriani Eka Mistakim Ellvina Pramitadewi Wahyunigtyas Fauziyatur Rohmah Febrianto Alqodri Febriyanti, Krismon Nuvi Firdaus, Azmi Fachriza Firmansyah, Muhammad Ferdian Fitra Riaji, Dhanang Fuad Indra Kusuma Hakkun Elmunsyah Hary Suswanto Hermanto, Yon Ade Lose Hutomo, Wahyu Rinto Ilfi Atavia Ilmam, Thirafi Ilmi, Achmad Miftahul Indah Nurhidayati Indraswari, Martha Devi Irfan Dwi Sabana Jaka Pandita Wahyu Joumil Aidil Saifuddin Junaidi Syarif Kania Sawitri Kartika Candra Kirana Kartikasari, Chrismon Dwi Indah Krisma Anuarin Hidayat Kurniawan, Rivan Adi Kusumawati, Frenti Indra Langlang Gumilar M. Alfian Mizar Mahfud Jiono Mas Nurul Achmadiah Mas’udah, Ajeng Ramadhani Lailul Mochammad Rizal Ramadhan Mohammad Luqman Muhammad Afnan Habibi Muhammad Aqshal Muhammad Aris Ichwanto Muhammad Basri Muhammad Daffa' Al Haque Muhammad Rizal Andriansyah Muis Muhtadi Muladi Muslihati Naurah Septi Anggraini Naurah Septi Anggraini Nidhom, Ahmad Mursyidun Nuaf Praditya Nur Asma Azizah NUR KHOLIFAH Nur Mega Aris Saputra Nur Sofiana, Mahera Nurul Hidayati Patmanthara, Patmanthara Phassha, Syakhdan Khemal Prasetyo, Wiji Dwi Pratama, Paskalis Edvin Aldo Krisrama Priambodo, Aln Pujo Prihandicha, Adiftya Bayu PUDJIJUNIARTO Putra, Sultan Maulana Ragil Rachmawati Rachmawati Raffi Taufik Gushardana Rahajeng Kartika Sari Resti Pranata Putri Ria Febrianti Riaji, Dhanang Fitra Rina Rifqie Mariana Rokhimatul Wakhidah Rustam Ibrahim RUSTAMAJI RUSTAMAJI Sari, Rahajeng Kartika Setiadi Cahyono Putro Sharifah Saon Shofiyah Al Idrus Sias, Quota Alief Slamet Wibawanto Suparman Arif SUPRAPTO Syaad Patmanthara Titi Mutiara Kiranawati Tri Atmadji Sutikno Tuwoso Utomo Pujianto Valdez, Anabelie V. Wahyuningtyas, Ellvina Pramitadewi Wardani, Yurike Warsono Warsono Widad, Sofwul Widiyanti Widiyanti, Widiyanti Yuliati Holifah Yunita Merlin Tamara Yusuf Sobri, Ahmad