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Implementasi CALL melalui Penggunaan Quizizz sebagai Media Pembelajaran Telling the Time di Kelas VII-B SMP Emeyodere Berbasis Pesantren (SBP) Kota Sorong Uktolseja, Lulu Jola; Boekorsyom, Claudia D.; Manuhutu, Melda Agnes; Manurung, Tagor; Maer, Selviana; Salay, Vira S.; Manutmasa, Magdalena F.
Jurnal Pengabdian Masyarakat Bhinneka Vol. 3 No. 4 (2025): Bulan Juli
Publisher : Bhinneka Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58266/jpmb.v3i4.280

Abstract

Perkembangan teknologi telah memberikan dampak yang signifikan terhadap bidang pendidikan, khususnya dalam proses belajar mengajar. Kegiatan Pengabdian Kepada Masyarakat (PKM) ini bertujuan untuk memperkenalkan dan mengimplementasikan penggunaan media digital, khususnya Quizizz, sebagai alat evaluasi pembelajaran bagi siswa SMP. Dalam sesi tersebut, siswa diajarkan topik “Telling the Time: Analog & Digital Clock”, yang menekankan pentingnya membaca jam sekaligus memperkaya kosa kata bahasa Inggris terkait dengan time-telling. Pemahaman siswa dinilai secara berkelompok menggunakan Quizizz, sebuah platform digital yang interaktif. Hasil PKM menunjukkan bahwa siswa Kelas VII-B SMP Negeri 1 Emeyodere menunjukkan antusiasme yang tinggi dan partisipasi aktif selama proses evaluasi. Berdasarkan hasil Quizizz, keempat kelompok memperoleh tingkat akurasi sebesar 71%, dengan rata-rata 7 jawaban benar dari 10 pertanyaan. Nilai berkisar antara 6220 hingga 6530, yang menunjukkan tingkat pemahaman yang konsisten di seluruh kelompok. Selain itu, data tersebut mengungkap sedikit variasi pada item yang tidak dijawab dan tidak dinilai, yang menunjukkan adanya ruang untuk perbaikan dalam manajemen waktu atau pemahaman teknis. Aktivitas ini menyoroti potensi platform digital seperti Quizizz untuk menciptakan pengalaman belajar yang menyenangkan, modern, dan efektif dan diharapkan sekolah akan terdorong untuk mengadopsi perangkat teknologi tersebut guna.
Penerapan Metode Rapid Application Development Pada Sistem Informasi Sipani Store Manuhutu, Melda; Manuhutu, Abraham; Manuhutu, Meldi; Manurung, Tagor; Uktolseja, Lulu Jola
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 1 (2025): Februari - April
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i1.364

Abstract

Perkembangan teknologi informasi yang pesat telah mendorong transformasi di berbagai sektor, termasuk sektor usaha mikro, kecil, dan menengah (UMKM). Sipani Store, sebuah UMKM yang bergerak di bidang penjualan buah segar di Kabupaten Sorong, Papua Barat Daya, masih mengandalkan sistem manual dalam operasionalnya, sehingga menyebabkan kurangnya efisiensi dan keterbatasan dalam penyampaian informasi kepada pelanggan. Penelitian ini bertujuan untuk merancang dan menerapkan sistem informasi berbasis website menggunakan metode Rapid Application Development (RAD) guna meningkatkan efisiensi operasional dan daya saing usaha. Metode RAD dipilih karena memungkinkan pengembangan sistem yang cepat dan responsif terhadap kebutuhan pengguna melalui pendekatan iteratif dan pembuatan prototipe. Hasil yang diharapkan dari pengembangan sistem ini adalah kemudahan pengelolaan data penjualan, stok produk, serta promosi, sekaligus memberikan akses informasi yang lebih cepat dan luas kepada pelanggan. Penerapan sistem informasi ini juga mendukung program digitalisasi UMKM sebagai bagian dari strategi penguatan ekonomi nasional. Dengan demikian, penelitian ini memberikan kontribusi nyata dalam penerapan teknologi informasi pada UMKM di wilayah timur Indonesia, khususnya di Kabupaten Sorong.
Digitalisasi Usaha Berbasis Iman : Bimtek E-Commerce dalam Perspektif Sosiologi Agama di Papua Melda Agnes Manuhutu; Natasya Virginia Leuwol; Ferdinan Ferdinan; Salomo Salomo; Arjuna Arjuna; Maria Maria; Wilfrida Wilfrida; Lulu Jola Uktolseja
Pelayanan Unggulan : Jurnal Pengabdian Masyarakat Terapan Vol. 2 No. 2 (2025): Mei : Pelayanan Unggulan : Jurnal Pengabdian Masyarakat Terapan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/unggulan.v2i2.1893

Abstract

This technical guidance (bimtek) activity was held with the primary objective of improving the digital capacity of Micro, Small, and Medium Enterprises (MSMEs) members of the Papua Gallery in Sorong City. The approach used was quite unique because it combined information technology, specifically the e-commerce platform Odoo, with a sociological perspective of religion. This approach places the values of faith, community ethics, and local culture as the main foundation in the digital transformation process being carried out. This activity was carried out by a team of lecturers from Victory University Sorong from the Information Systems and Sociology of Religion Study Program, and involved students as part of community service. The implementation process included several stages: an assessment of MSMEs' digital needs, technical training on using Odoo, direct assistance in implementing the dare store, evaluation of results, and ongoing follow-up. The results of the activity showed a significant increase in digital literacy among MSMEs, success in creating and managing online stores independently, and a growing awareness that business digitization is not only an economic necessity, but also part of spiritual and social responsibility. In addition, this activity also helped strengthen the branding and presence of local Papuan culture through digital media. This faith- and cultural-based training model has proven effective and relevant for replication in other MSME communities in different regions, especially those with strong local cultural and religious potential.
Pendampingan Pembuatan Bahan Ajar Interaktif Berbasis Thunkable sebagai Inovasi Pembelajaran Digital Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Wa Ode; Iluminata Iluminata; Antonius Antonius
Masyarakat Mandiri : Jurnal Pengabdian dan Pembangunan Lokal Vol. 2 No. 3 (2025): Juli : Masyarakat Mandiri : Jurnal Pengabdian dan Pembangunan Lokal
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/masyarakatmandiri.v2i3.1904

Abstract

This service activity aims to improve the digital literacy of students and teachers through training in making interactive teaching materials based on the Thunkable application. The activity was carried out in Malibela Complex, Klawalu Village, Sorong City, Southwest Papua Province, with a participatory and hands-on approach. The training was carried out in three stages, namely introduction to the concept of mobile learning and Thunkable application, assistance in the practice of making digital teaching materials, as well as presentation of results and evaluation. The results showed that all participants, both students and teachers, were able to understand and implement the main features of Thunkable, and successfully create prototypes of interactive teaching materials, such as local history applications, junior high school quizzes, and Indonesian teaching materials. In addition to improving technology skills, this activity also encouraged creativity, collaboration and confidence in utilizing digital media for learning. Technical challenges such as limited devices and internet networks were successfully overcome through cooperation between participants. This program proves that no-code-based technology training such as Thunkable can be an effective strategy to encourage digital education transformation, especially in areas with limited access to technology. This program is recommended to be replicated in similar contexts to expand the impact and shape a more adaptive and inclusive learning ecosystem.
Penerapan Platform Thunkable untuk Pengembangan Aplikasi Edukasi Tokoh Politik dalam Pembelajaran PKN di SMA Ampera Kota Sorong Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Irwan Soulisa; Rindaldy Rindaldy; Fransina Fransina; Christine Christine; Akbar Akbar
Kesejahteraan Bersama : Jurnal Pengabdian dan Keberlanjutan Masyarakat Vol. 2 No. 3 (2025): Juli : Kesejahteraan Bersama : Jurnal Pengabdian dan Keberlanjutan Masyarakat
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/bersama.v2i3.1923

Abstract

The advancement of digital technology has driven significant transformation in the field of education, particularly in the innovation of learning media that is interactive and easily accessible to students. The subject of Pancasila and Civic Education (PPKn), as a crucial component of character education, must adapt to these developments to ensure that the material remains relevant and engaging for today’s digital generation. This community service activity aimed to enhance students' learning motivation by conducting a training program on creating educational applications using the no-code platform Thunkable. The focus of the training was on the topic of national political figures, which is part of the core competencies in the PPKn curriculum. The activity was held at SMA Ampera in Sorong City, involving 11th-grade students as active participants. A participatory and project-based learning (PjBL) approach was employed, in which students were guided to design, create, and test their own educational applications based on their ideas and creativity. The program was carried out in three stages: preparation (developing modules, training materials, and technical setup), training and practice (introduction to the Thunkable platform, interface design, and basic programming), and testing and evaluation (application trials by other students and effectiveness assessment). The results of the activity showed a significant increase in students' learning motivation, basic digital skills, and active engagement in the learning process. The participants successfully created educational application prototypes featuring visual content, brief narratives, and interactive quizzes about national political figures. Moreover, students demonstrated collaborative attitudes, innovation, and confidence when presenting their work. This activity demonstrates that a project-based learning approach supported by Thunkable technology can be an effective alternative for creating meaningful, contextual, and empowering learning experiences. It is especially beneficial for schools with limited access to digital technology. By integrating creativity and digital tools into civic education, students are encouraged to become not only technologically literate but also more engaged in understanding national identity and political history in a modern, accessible way.
Transformasi Sosial melalui Digitalisasi Usaha: Pelatihan E-Commerce Bagi Pelaku Usaha Keripik Keladi Kartika Melda Agnes Manuhutu; Natasya Virginia Leuwol; Agustina Agustina; Elisabeth Elisabeth; Boyke Boyke; Ferdynand Ferdynand; Sakarias Sakarias; Lulu Jola Uktolseja
Masyarakat Berkarya : Jurnal Pengabdian dan Perubahan Sosial Vol. 2 No. 3 (2025): Agustus : Masyarakat Berkarya : Jurnal Pengabdian dan Perubahan Sosial
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/karya.v2i3.1874

Abstract

The social transformation that has occurred in the digital era has encouraged Micro, Small, and Medium Enterprises (MSMEs) to adapt to developments in information technology to increase competitiveness and expand market reach. One form of this adaptation is the use of e-commerce platforms as a means of marketing and managing their businesses online. This community service activity aims to empower the Kartika Taro Chips MSME through the introduction and implementation of an e-commerce platform based on Odoo.com, an integrated Enterprise Resource Planning (ERP) system. This activity was carried out by students of the Information Systems Study Program, Faculty of Computer Science, Victory University Sorong, with the assistance of lecturers from the Information Systems and Sociology fields. The training method includes several stages, namely: the stage of material preparation and analysis of participant needs, the implementation of a workshop that includes the installation and configuration of Odoo.com, and the post-training mentoring stage to ensure the sustainability and independence of participants in managing their online stores. The results of the training showed that participants were not only able to build and manage online stores independently, but also understood the basic concepts of ERP systems and experienced a significant increase in digital literacy. From a sociological perspective, this activity reflects a technology-driven social transformation process, where MSMEs are actively expanding their social networks through digital spaces and increasing their involvement in the digital economy. This demonstrates that integrating technological and social approaches can be a relevant MSME empowerment model in local contexts. Overall, this training has had a positive impact on strengthening MSMEs' digital capacity and opening up new opportunities for sustainable business development in the era of digital transformation.
Penguatan Karakter Siswa Melalui Pelatihan Pembuatan Aplikasi Berbasis Mobile di SD Moria Kota Sorong Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Irwan Soulisa; Deny Deny; Adika Adika; Wasty Wasty
Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat Vol. 3 No. 3 (2025): Juli : Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/pandawa.v3i3.2331

Abstract

This community service activity aims to strengthen the character development of elementary school students through training in creating digital applications using the Thunkable platform. In the midst of the digital era and the challenges of the Industrial Revolution 4.0, character education is an essential aspect that must be instilled from an early age, alongside cognitive competence. Elementary schools, as the foundation of education, play a strategic role in shaping children’s personalities, including embedding positive character values. This activity was conducted at SD Moria in Sorong City and involved 24 students from grades 5 and 6, selected based on their interest and readiness. The training used a Project-Based Learning approach, where students were actively engaged in creating simple application projects. Throughout the process, students not only learned basic programming skills using Thunkable but also developed key values such as teamwork, responsibility, independence, creativity, and curiosity. Despite facing challenges such as limited devices and internet access, the students demonstrated remarkable enthusiasm. Thunkable proved to be an effective tool for interactive and enjoyable learning. Students were able to directly develop their creative ideas through designing user interfaces and application functions. This provided a meaningful learning experience that motivated students to continue exploring and trying new things. The activity showed that technology-based learning can serve as a strategic means to holistically shape students' character. Overall, this initiative demonstrated that digital application development training can serve as a character education model based on technology that is highly relevant for elementary education. This program is expected to serve as an educational innovation example that encourages the integration of digital literacy and character education in Indonesian elementary schools.
Transformasi Pembelajaran Digital melalui Platform Thunkable bagi Siswa di SMA Negeri 2 Kota Sorong Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Irwan Soulisa; Christen Christen; Giovani Giovani; Foni Foni
Transformasi Masyarakat : Jurnal Inovasi Sosial dan Pengabdian Vol. 2 No. 3 (2025): Juli: Transformasi Masyarakat : Jurnal Inovasi Sosial dan Pengabdian
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/transformasi.v2i3.1905

Abstract

The transformation of education in the digital era demands inclusive, creative, and relevant learning innovations in line with technological developments. To address these challenges, utilizing digital platforms is a strategic step in driving the digitalization of education. One innovative solution that is becoming widely used is no-code platforms like Thunkable, which enable users, including students, to create applications without having to master complex programming. This article reviews the results of a community service activity conducted at SMA Negeri 2 Sorong City, focusing on improving digital literacy and strengthening 21st-century skills through training in creating educational applications based on Thunkable. This activity utilized experiential learning and project-based learning approaches, implemented through hands-on training, interactive demonstrations, independent practice, and participatory evaluation. This training not only targeted students as the primary participants but also involved teachers as facilitators who accompanied the learning process and encouraged the application of training outcomes in classroom activities. Evaluation results showed a significant increase in student enthusiasm, critical thinking skills, and creativity in designing simple educational applications tailored to learning needs and local contexts. Despite obstacles such as limited digital devices and uneven internet access, this activity still succeeded in creating an innovative and transformative learning space. Furthermore, this training makes a significant contribution to supporting the implementation of the Pancasila Student Profile, particularly in the areas of digital literacy, independence, mutual cooperation, and creativity. It also serves as an effective means to instill the value of digital responsibility and foster a learning culture that is adaptive to technological change. The success of this program demonstrates that a simple yet applicable technology-based approach like Thunkable can be replicated in other schools, particularly in the 3T (disadvantaged, frontier, and outermost) regions, with the support of structured and collaborative training.
Pelatihan Pengembangan Aplikasi berbasis Thunkable pada Anak Remaja di GKI Kasih Perumnas Kota Sorong Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Citra Citra; Reva Reva
Aksi Nyata : Jurnal Pengabdian Sosial dan Kemanusiaan Vol. 2 No. 3 (2025): Juli: Aksi Nyata : Jurnal Pengabdian Sosial dan Kemanusiaan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/aksinyata.v2i3.1901

Abstract

This training activity on application development using the Thunkable platform was designed to enhance digital literacy, logical thinking skills, and strengthen the character of adolescents through a Project-Based Learning (PjBL) approach. In today’s digital age, digital literacy is an essential competency, and equipping young people with the ability to create meaningful technology empowers them to be not just users but also creators of impactful digital solutions. The training took place on May 17, 2025, at a member’s house from the GKI Kasih congregation in Perumnas, Sorong. It was attended by 20 participants aged between 12 and 17 years. The choice of a familiar and friendly setting was intended to create a comfortable and collaborative learning environment. The training materials were structured step-by-step, starting with an introduction to the Thunkable platform, user interface (UI) design, navigation logic development using visual block programming, and culminating in group presentations and reflections on the final projects. The project theme chosen for the training was "Prophets as Role Models," aimed at integrating spiritual values and character development into an educational digital application. Through this project, participants not only gained technical skills but also reflected on the moral and inspirational values of prophetic figures in the Christian faith. Evaluation results showed that the training had a significant positive impact. Participants demonstrated increased understanding of app development concepts, were able to explain their project workflows and features, and showed high levels of enthusiasm and creativity throughout the process. Furthermore, character values such as teamwork, responsibility, and a strong learning spirit were fostered. This initiative serves as a concrete example of how technology-based education can be effectively combined with character formation. It also provides a replicable training model for other communities, particularly for church-based youth development programs that aim to nurture digitally literate and morally grounded future generations.
Peningkatan Akses Pembelajaran Melalui Aplikasi Mobile Learning Berbasis Thunkable bagi Siswa SMP Kelurahan Klawalu Kota Sorong Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Imanuel Imanuel; Rosina Rosina; Selpius Selpius; Junius Junius; Rudi Rudi; Korneles Korneles; Rahma Rahma
Indonesia Bergerak : Jurnal Hasil Kegiatan Pengabdian Masyarakat Vol. 3 No. 3 (2025): Juli : Indonesia Bergerak : Jurnal Hasil Kegiatan Pengabdian Masyarakat
Publisher : Asosiasi Riset Ilmu Teknik Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/inber.v3i3.996

Abstract

The integration of digital technology in education serves as a strategic solution to enhance learning access, particularly for students in regions with limited educational infrastructure, such as Sorong City, Southwest Papua. This community service program was designed to introduce and provide training to junior high school students in the use of the Thunkable application as a tool for mobile-based learning media. Thunkable is a visual drag-and-drop platform that enables users to design functional mobile applications without the need for prior programming knowledge. The method employed in this activity is based on the Research and Development (R&D) approach using the 4D model, which consists of four stages: Define, Design, Develop, and Disseminate. In the Define stage, the needs and digital readiness of the target group were assessed. The Design and Develop stages involved creating a training module and conducting hands-on workshops where students were guided step-by-step to create simple educational apps. In the final Disseminate stage, the outcomes were evaluated and shared for broader use. The results of this initiative revealed high levels of enthusiasm among the participants. Students were actively engaged and demonstrated the ability to independently design simple learning applications by the end of the training. This indicates that the use of Thunkable not only increases students' digital literacy but also enhances their self-directed learning, creativity, and technological confidence. Overall, this activity illustrates the potential of mobile learning tools to support inclusive and adaptive education in remote communities. By equipping students with practical digital skills, it lays the foundation for long-term educational innovation and empowerment. Therefore, the use of Thunkable can be considered an effective and accessible alternative to foster meaningful learning experiences across diverse educational contexts.
Co-Authors Abraham Manuhutu Adika Adika Agnes Agnes Agung Agus Rofi’i Agustina Agustina Akbar Akbar Alfa Alfa Alfaris Mambrasar Alusius amel amel Ananda, Zhafran Fatih Andianus Andianus Antonius Antonius Apriando Apriando Arik Novitaningsih Arjuna Arjuna Azhariah Rachman Beatrik Boekorsyom, Claudia D. Boyke Boyke Christen Christen Christin Christina Christina Christine Christine Cindy Citra Citra Citra Citra Darma Darma Darma Darma Delfin Delfin Delfin Delfin Delvi Delvi Deny Deny Desi Desi Desi Desi Dewi Dewi Dewi Siagian Diki Diki Dirly Donal Donal Dwi Syukriady ELISABETH ELISABETH Elshaday Elshaday Etha Etha Etha Etha Faril Faril febi febi Febriani Febriani Ferdinan Ferdinan Ferdinando Solissa Ferdinandus, Wiesje Ferdynand Ferdynand Flasao, Yulianti Foni Foni frans frans Fransina Fransina Fries Pileman Soa'e Sigilipu Gaspersz, Sherly Gede Gede Gerynando Gerynando Gilber Gilber Gilber Gilber Giovani Giovani Hamim Sujaja Hector Helena Helena Herman Herman Herman Herman Hetharia, Charliany I Dewa Ayu Nyoman I Dewa Ayu Nyoman Utari Sastrani I Dewa Ayu Nyoman Utari Sastrani I Dewa Ayu Nyoman Utari Sastrani Iluminata Iluminata Imanuel Imanuel Immanuel Immanuel Indri Irwan Soulisa Jalmijn Tindage Jalmijn Tindage Jefri Jefri Julia Julia Julia Julia julian julian Junius Junius Kartika Kartika Kelvin Kelvin Kelvin Kelvin Korneles Korneles Kristin Kristin Lazarus Lazarus Lazarus Lazarus Lea Lea Leonardo Parabang Liklikwatil, Chesye Lilian Lilian Linda Fitriyanti Maer, Selviana Malvino Malvino Manuhuttu, Melda A. Manuhutu, Meldi Manurung, Tagor Manurung, Tagor Manutmasa, Magdalena F. Marcello Marcello Margaretha Margaretha Maria Maria Mariam Mariam Mariam Mariam Mario Fridolin Matinahoru Marissa Swanda Tupamahu Marsya Marsya Marsya Marsya Martinus Martinus Matinahoru, Mario Fridolin Meladina Melda A. Manuhuttu Melda A. Manuhutu Melda A. Manuhutu Melda Agnes Melda Agnes Melda Agnes Manuhutu Meldi Manuhutu Mike Nurmalia Sari Mohammad Iskandar Dzulkurnain Mudinillah, Adam Nanda Pambudi Natasya Leuwol Natasya Leuwwo Natasya Leuwwol Natasya V. Leuwol Natasya Virginia Leuwol Natasya Virginia Leuwol Natasya Virginia Leuwol Ni Putu Wulantari Noel Noel Norce nurfitri Pahar Kurniadi Pricilia Pricilia Puspita Devi Rafael, Rafael Rahma Rahma Rasmita Rasmita Rasmita Rasmita Ratna Rosmauli Pakpahan Reiner Reiner Reva Reva Rian Rian Rindaldy Rindaldy Rita Room, Rusdi Rosina Rosina Roximelsen Suripatty Rudi Rudi Sahidin Sakarias Sakarias Salay, Vira S. Salomo Salomo Samuel Samuel Samuel Warella Sari, Mike Nurmalia Sefanya Sefanya Selpius Selpius Serly Serly Sherly Gaspersz Sherly Gaspersz Sherly Gaspersz Sintia Sintia Sony Sony Sony Sugeng Irianto Sujaja, Hamim Tabita Tabita Tindage, Jalmijn Tindagel, Jalmijn Titus Titus Tri Tupamahu, Marissa Swanda Virginia Leuwol, Natasya Wa Ode Waode Waode Wasty Wasty Widya, Putu Anggreyani Wilfrida Wilfrida Windy Wonmally Windy Wonmaly Wira Jaya Hartono Yermina Yerrynaldo Loppies yohana yohana Yohana Yohana Yoland Yoland