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All Journal Jurnal Pendidikan Teknologi dan Kejuruan Voteteknika (Vocational Teknik Elektronika dan Informatika) INFORMAL: Informatics Journal Sinkron : Jurnal dan Penelitian Teknik Informatika Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Jurnal Pemberdayaan Masyarakat Madani (JPMM) JURNAL PENDIDIKAN TAMBUSAI Jurnal Cendekia : Jurnal Pendidikan Matematika Journal of Education Technology EDUKATIF : JURNAL ILMU PENDIDIKAN Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Jurnal Teknologi Informasi dan Pendidikan JOURNAL OF INFORMATION SYSTEM RESEARCH (JOSH) Journal of Computer System and Informatics (JoSYC) Suluah Bendang: Jurnal Ilmiah Pengabdian Kepada Masyarakat Jurnal Ecogen Journal of Innovation in Educational and Cultural Research GUYUB: Journal of Community Engagement Jurnal ABDIMAS (Pengabdian kepada Masyarakat) UBJ Lumbung Inovasi: Jurnal Pengabdian Kepada Masyarakat Jurnal Vokasi Informatika (JAVIT) Journal of Community Service CONSEN: Indonesian Journal of Community Services and Engagement Hexatech: Jurnal Ilmiah Teknik Journal of Artificial Intelligence and Digital Business J-CoSE: Journal of Community Service & Empowerment Jurnal Teknik Komputer dan Informatika (JTeKI) Journal of Hypermedia & Technology-Enhanced Learning Jurnal Informatika: Jurnal Pengembangan IT BATIK: Jurnal Pengembangan dan Pengabdian Masyarakat Multikultural Bigint Computing Journal Journal of Community Empowerment Jurnal Imiah Pengabdian Pada Masyarakat (JIPM) Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika Cermat : Jurnal Cendekiawan dan Riset Multidisiplin Akademik Terintegrasi
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Journal : Voteteknika (Vocational Teknik Elektronika dan Informatika)

RANCANG BANGUN MEDIA INTERAKTIF PADA MATA PELAJARAN TEKNIK DASAR LISTRIK DAN ELEKTRONIKA Febby Dwi Al Indra; Ika Parma Dewi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 2 (2019): Vol. 7 No. 2 Juni 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i2.104465

Abstract

Basic Electrical and Electronics Engineering (DLE) is a subject that has theory and practice, students are required to play an active role in learning so that they understand the material being taught, these subjects are the basis for students to understand and understand electronic components. SMK Negeri 1 Padang is one of the schools that has taken advantage of technological developments, such as the use of computers and Liquid Crystal Display or LCD projectors in the learning process. The purpose of this study is to improve student learning outcomes by using interactive media in the teaching and learning process. This research produces interactive learning media for basic electrical and electronic techniques. The media was then tested through computers and several people who understood interactive learning media and were revised based on suggestions and input from examiners, then tested their feasibility for use in the teaching and learning process. From the results of the trial it can be concluded that the media designed can run as it should and is suitable for use in the teaching and learning process at SMK Negeri 1 Padang.Keywords : Interactive Media, Adobe Flash CS6, Basic Electricity and Electronics.
PENGARUH MODEL ACTIVE LEARNING TIPE PRACTICE REHEARSAL PAIRS TERHADAP HASIL BELAJAR SISWA X TKJ DALAM MATA PELAJARAN SIMULASI DIGITAL DI SMK NEGERI 3 PARIAMAN Ayu Eka Putri; Edidas Edidas; Ika Parma Dewi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 6, No 1 (2018): Januari - Juni 2018
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v6i1.10413

Abstract

The problem in this study is the low learning outcomes of students on Digital Simulation subjects in SMK N 3 Pariaman. This study aims to determine the effect of learning outcomes by using Active Learning model Practice Rehearsal Pairs type with direct learning models on subjects Digital Simulation class X TKJ odd semester SMK N 3 Pariaman Year Teaching 2017/2018. This type of research uses the Quasi Eksperimental design. Sampling using Probability Sampling technique, The sample of research is class X TKJ B as experiment class using Active Learning model of Practice Rehearsal Pairs type and class X TKJ A as control class using direct learning model. Data collection technique from post-test in experiment and control class, then analyzed for homogeneity test, normality test and hypothesis test. From the experimental class research results obtained an average value of 86.88, while the control class gets an average value of 78.28. Result of hypothesis calculation at significant level α = 0,05 got titung> ttable that is 3,780> 1,678, because big tcount of ttable, hil n hypothesis (H0) rejected and alternative hypothesis (Ha) accepted. Can be concluded mean at the real level, this research shows that, there is influence of student learning outcomes between the use of Active Learning model of Practice Rehearsal Pairs type with direct learning model on Digital Simulation subjects of class X TKJ in SMK N 3 Pariaman. The use of Practice Rehearsal Pairs model has a significant influence on the improvement of Digital Simulation learning outcomes.Keywords: Active Learning, Practice Rehearsal Pairs, Learning Outcomes, Digital Simulation
Analisis Tingkat Kelayakan Media Pembelajaran Berbasis Android Dasar Listrik dan Elektronika Dwi Elvina; Ika Parma Dewi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 8, No 3 (2020): Vol. 8 No. 3 September 2020
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v8i3.109462

Abstract

Penelitian ini bertujuan  untuk mengetahui analisis tingkat kelayakan media pembelajaran berbasis android mata pelajaran dasar listrik dan elektronika Kelas X  jurusan teknik audio video di SMKN 1 Padang. Kelayakan teoritis dari media dapat dilihat dari aspek kelayakan materi dan kelayakan media. Kelayakan materi  meliputi aspek kelayakan materi/isi sedangkan kelayakan media meliputi aspek  konstruk/sajian, kelayakan bahasa, dan kelayakan kegrafikan. Teknik pengumpulan data adalah dilakukan dengan menggunakan kuesioner dengan jenis pilihan. Analisis  data menggunakan data kuantitatif. Subjek dari ahli peneliti adalah ahli materi dan ahli media. Dalam penelitian ini  validasi ahli meteri diuji oleh dua ahli materi dan validasi ahli media diuji oleh dua orang ahli materi.  Hasil  penelitian yang diperoleh berupa aplikasi android mendapat penilaian dari ahli materi memperoleh rata-rata keseluruhan 8 sehingga masuk dalam kategori Baik atau Layak secara teoritis. Sedangkan penilaian dari ahli media didapatkan rata-rata keseluruhan 8.8 sehingga masuk dalam kategori Sangat Baik atau Sangat Layak secara teoritis. Dari nilai rata-rata keseluruhan kelayakan materi dan media yang tinggi,menunjukkan bahwa media pembelajaran berbasis android dasar listrik dan elektronika sebagai media pembelajaran layak digunakan.Kata kunci : Media Pembelajaran, Android, Dasar Listrik dan Elektronika, Analisis Kelayakan
RANCANG BANGUN SISTEM INFORMASI PENGOLAHAN DATA STOK AIR MINUM DALAM KEMASAN PADA PT. AMIA BATUSANGKAR Dodis Saufitro; Ahmaddul Hadi; Ika Parma Dewi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 6, No 2 (2018): Juli - Desember 2018
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v6i2.102158

Abstract

Kontribusi Minat Belajar dan Sarana Prasarana Dimasa Pandemi Covid-19 Terhadap Hasil Belajar Degi Andani Syaffutra; Ika Parma Dewi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 9, No 2 (2021): Vol. 9, No 2, Juni 2021
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v9i2.111750

Abstract

Penelitian ini bertujuan untuk mengetahui kontribusi minat belajar dan sarana prasarana terhadap hasil belajar dasar listrik elektronika pada siswa X Teknik Audio Video SMK Negeri 1 Linggo Sari Baganti. Populasi penelitian adalah 65 siswa. Jenis penelitian ini menggunakan metode ex-post facto untuk analisis kuantitatif. Dalam penelitian ini digunakan teknik sampling jenuh, dengan jumlah total 65 siswa. Data hasil belajar siswa berasal dari jawaban soal yang diberikan kepada siswa kelas X Teknik Audio Video SMK Negeri 1 Linggo Sari Baganti. Sedangkan data minat belajar dan sarana prasarana dikumpulkan melalui angket dengan menggunakan skala likert yang telah diuji validitas dan reliabilitasnya. Hasil analisis data menunjukkan: (1) minat belajar memberikan kontribusi sebesar 35,6% terhadap hasil belajar siswa. (2) sarana prasarana memberikan kontribusi sebesar 0,9% terhadap hasil belajar. (3) minat belajar dan sarana prasarana secara bersama-sama memberikan kontribusi 37,1% terhadap hasil belajar siswa, oleh karena itu dapat disimpulkan bahwa minat belajar dan sarana prasarana berkontribusi terhadap hasil belajar di SMK Negeri 1 Linggo Sari Baganti.Kata kunci :kontribusi, minat belajar, sarana prasarana, hasil belajar. This study aims to determine the contribution of an interest in learning and infrastructure to the basic learning outcomes of electronic electricity in students of X Audio Video Engineering SMK Negeri 1 Linggo Sari Baganti. The study population was 65 students. This type of research uses the ex-post facto method for quantitative analysis. In this study, a saturated sampling technique was used, with a total of 65 students. Student learning outcomes data comes from the answers to questions given to class X Audio Video Engineering students of SMK Negeri 1 Linggo Sari Baganti. Meanwhile, the data on learning interest and infrastructure were collected through a questionnaire using a Likert scale which had been tested for validity and reliability. The results of data analysis showed: (1) interest in learning contributed 35.6% to student learning outcomes. (2) infrastructure contributed 0.9% to learning outcomes. (3) interest in learning and infrastructure together contributed 37.1% to student learning outcomes, therefore it can be concluded that interest in learning and infrastructure contributed to learning outcomes at SMK Negeri 1 Linggo Sari Baganti. Keywords: contribution, interest in learning, infrastructure, learning outcomes.
PENGARUH MODEL PEMBELAJARAN STUDENT FACILITATOR AND EXPLAINING TERHADAP HASIL BELAJAR SIMULASI DIGITAL Putri Irma Delianti; Elfi Tasrif; Ika Parma Dewi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 6, No 1 (2018): Januari - Juni 2018
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v6i1.10424

Abstract

This research aimed to analyze the difference of learning outcomes by using Student Facilitator and Explaining model and direct learning model on Digital Simulation subject at class X TKJ SMKN 1 Tilatang Kamang. The problem in this study was the student learning result which were still under KKM on Digital Simulation subjects at SMKN 1 Tilatang Kamang. Type of this research was Quasi Experiment. The sample was taken through Probability Sampling technique. The research samples were class X TKJ A  and class X TKJ B. Class X TKJ A as sample for experiment class using Student Facilitator and Explaining  model and class X TKJ B as sample for control class using direct learning model. Data analyzed based on post-test experiment class and control class, then analyzed for normality test, homogeneity test and hypothesis test. From the experimental class, the research results obtained an average of 82.47, while the control class was averaged of 76.94. Result of hypothesis calculation at significant level α = 0,05 found tcount> ttable that is 1,78> 1,699, because tcount was bigger than ttable, so null hypothesis (H0) was rejected and alternative hypothesis (Ha) was accepted. It can be concluded at the real level that this study showed that Student Facilitator and Explainingmodel gave significant effect on students learning results of Digital Simulation at class X TKJ in SMKN 1 Tilatang Kamang. Therefore, the Student Facilitator and Explaining model is better than the direct learning model.Keywords: Student Facilitator and Explaining Model,Direct Learning Model, Learning outcomes, Experiment Class, Control Class.
PERANCANGAN SISTEM INFORMASI PEMESANAN WEDDING ORGANIZER DI KOTA PADANG Dwika Permata; Elfi Tasrif; Ika Parma Dewi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 6, No 1 (2018): Januari - Juni 2018
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v6i1.10415

Abstract

Wedding Organizer is a service that works personally to help bride and groom in planning and supervision of the implementation of the wedding party in accordance with schedule and bugdet that have been set. Wedding organizer information system created using web-based information technology, with the aim to expand the area of promotion and sale of wedding packages and simplify the ordering process. System Design Information Ordering Wedding Organizer is UML modeling visualization (Unified Modeling Language) by using some object-oriented visualization diagram. The programming language used is the PHP programming language (PHP Hypertext Preprocessor) based on the Laravel framework as well as Javascript, with MySQL as the Database Management System (DBMS), and Atom as an editor. Wedding organizer information system is very helpful for people who do not want to bother with their wedding planning issues. With the development of technology today, wedding Organizer has begun to move from the manual process into the online process of wedding information system-based organizer web.Keywords: Information System, booking Wedding Organizer, web, Laravel
PENGARUH PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TWO STAY TWO STRAY TERHADAP HASIL BELAJAR DASAR LISTRIK DAN ELEKTRONIKA KELAS X TEKNIK ELEKTRONIKA SMK NEGERI 1 BUKITTINGGI Siti Maisyarah Arza; Nelda Azhar; Ika Parma Dewi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 6, No 1 (2018): Januari - Juni 2018
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v6i1.10429

Abstract

   This study aims to determine the influence of cooperative learning model two stay two stray learning outcomes in electrical and electronics elementary subjects of x class students majoring in electronics engineering at SMK Negeri 1 Bukittinggi. This type of research is an experimental with intact group comparison design.The research sample is class X TE 2A as experiment class using cooperative learning model Two Stay Two Stray and class X TE 2B as control class using Problem Based Learning model. Technique of collecting data from post-test every meeting in experiment class and control class, then analyzed for homogeneity test, normality test and hypothesis test. From the experimental class research results obtained an average value of 81,13 while the control class get an average value of 74,06. The result of hypothesis calculation at significant level α = 0,05 got tcount> ttable that is 2,996> 1,697, because big tcount of ttable, null hypothesis (H0) rejected and alternative hypothesis (Ha) accepted. Can be concluded means at the real level, this study shows that, there is influence of positive learning outcomes between the use of cooperative learning model type Two Stay Two Stray with the model of Problem Based Learning in Electrical and Electronics Elementary students X class students majoring in electronics  engineering at SMK Negeri 1 Bukittinggi. So the results of student learning Two Stay Two Stray  can increase the learning outcomes of students and made student more active on study.Keywords: Learning Outcomes , Two Stay Two Stray (TSTS), Poblem Based Learning (PBL).
Pengaruh Game-Based Learning Menggunakan Aplikasi Quizizz Terhadap Hasil Belajar Sonali Arta Ully; Ika Parma Dewi
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 10, No 4 (2022): Vol. 10, No 4, Desember 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v10i4.120039

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh metode game-based learning dengan menggunakan. Quiziz pada mata pelajaran dasar-dasar teknik elektronika. Penelitian ini merupakan jenis penelitian eksperimen semu (Quasi Experimental Research). Populasi dalam penelitian ini siswa kelas x teknik elektronika SMK Negeri 5 Padang. Teknik penarikan sampel dalam penelitian ini menggunakan teknik nonprobability sampling dengan sampling purposive, diperoleh sampel kelas kontrol dan kelas eksperimen, masing masing berjumlah 34 siswa. Penelitian ini dilaksanakan pada tanggal 9 september sampai 25 oktober 2022. Pengumpulan data menggunakan 15 pertanyaan objektif dari tes hasil belajar. informasi yang diperoleh dianalisis secara manual untuk uji normalitas, uji homogenitas, dan uji hipotesis. Hasil tes penelitian nilai rata-rata siswa yang menggunakan Pembelajaran Game-Based Learning yaitu 81,32 sementara siswa yang menggunakan pembelajaran konvensional  memiliki rata-rata 74,63. Hasil hipotesis penelitian didapatkan hasil thitung3,279 > ttabel1,668, sehingga hipotesis alternative (Ha) diterima atau menolak hipotesis nihil (Ho). Dapat disimpulkan pada metode pembelajaran Game-Based Learning hasil belajar rata-rata siswa lebih baik dibandingkan dengan hasil belajar rata-rata siswa model pembelajaran konvensional.Kata kunci: Game-Based Learning, Quizizz, Hasil Belajar.  This study aims to determine the effect of game-based learning methods by using. Quiziz on the subject of the basics of electronic engineering. This research is a type of quasi-experimental research (Quasi Experimental Research). The population in this study was students of class X electronics engineering at SMK Negeri 5 Padang. The sampling technique in this study used a nonprobability sampling technique with purposive sampling. The control class and experimental class samples were obtained, each consisting of 34 students. This research was conducted from September 9 to October 25, 2022. Data collection used 15 objective questions from the learning outcomes test. the information obtained was analyzed manually for the normality test, homogeneity test, and hypothesis testing. The results of the research test showed that the average score of students who used Game-Based Learning was 81.32 while students who used conventional learning had an average of 74.63. The results of the research hypothesis obtained tcount 3.279 > ttable 1.668, so that the alternative hypothesis (Ha) is accepted or rejects the null hypothesis (Ho). It can be concluded that in the Game-Based Learning learning method, the average student learning outcomes are better than the average student learning outcomes of conventional learning models.Keywords: Game-Based Learning, Quizziz, Learning Outcomes
Pengembangan E-Modul Berbantuan Android Pada Materi Instalasi Sistem Operasi Rizkayeni Marta; Ika Parma Dewi; Daniel Rinaldi; Anggi Aprianto; Resti Rahmi Khairati Costa
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 10, No 3 (2022): Vol. 10, No 3, September 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v10i3.119258

Abstract

Hasil analisis penelitian pendahuluan yang peneliti lakukan di SMK Negeri 2 Padang menyatakan bahwa mata pelajaran komputer dan jaringan dasar pada materi Instalasi Sistem Operasi kesulitan memahami materi dikarenakan materi yang diberikan bersifat abstrak dan monoton. Sehingga sebanyak 92% siswa membutuhkan bahan ajar yang praktis dan menarik. Pendidik dapat memanfaatkan sarana media pembelajaran yang sanggup memberikan pemahaman bagi siswa pada sesuatu materi yang dipelajari. Salah satu media pembelajaran yang mengkombinasikan teknologi biasanya dipakai merupakan e- modul. Tujuan dari penelitian adalah menghasilkan produk berupa e-modul instalasi sistem operasi yang valid, dan praktis sebagai bahan ajar untuk guru dan sumber belajar untuk siswa kelas X teknik komputer jaringan. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model 4-D. Model 4-D merupakan model pengembangan dengan tahapan define (pendefinisian masalah), design (perancangan), development (pengembangan) dan dessiminate (penyebaran).. Hasil penelitian menyimpulkan bahwa: e-modul berbasis android yang dikembangkan memenuhi standar valid dan layak digunakan dengan rata-rata sebesar 83% dengan kategori sangat valid. Nilai praktikalitas e-modul dilihat dari respon guru dan siswa, dimana didapatkan nilai praktikalitas e-modul berbasis android sebesar 86,57% dengant kategori praktis. Selanjutnya uji pratkikalitas dilakukan terhadap siswa didapat hasil sebesar 86,23% yang apabila diinterpretasikan dengan taraf kepraktisan, maka dapat dikatakan media ini sangat praktis.Kata kunci: Android, E-Modul, Instalasi Sistem Operasi, Research and Development The results of the analysis of the preliminary research conducted by the researchers at SMK Negeri 2 Padang stated that the basic computer and network subjects in the Operating System Installation material had difficulty understanding the material because the material provided was abstract and monotonous. So that as many as 92% of students need practical and interesting teaching materials. Educators can take advantage of learning media facilities that can provide students with an understanding of the material being studied. One of the learning media that combines technology is usually used is an e-module. The purpose of the research is to produce a product in the form of an operating system installation e-module that is valid, and practical as a teaching material for teachers and a learning resource for students of class X computer network engineering. This research is a development research using a 4-D model. The 4-D model is a development model with the stages of define, design, development  and dessiminate. The results of the study conclude that: the android-based e-module developed meets valid standards and is suitable for use with an average of 83% with a very valid category. The practicality value of e-modules is seen from the responses of teachers and students, where the practical value of an Android-based e-module is 86.57% with a practical category. Furthermore, the practicality test was carried out on students, the results were 86.23% which, if interpreted with the level of practicality, it can be said that this media is very practical.Keywords: Android, E-Modul, Operating System Installation, Research and Development 
Co-Authors -, Efrizon Abdullah, MT, Dr. Rijal Adrian Adrian Afif Rahman Riyanda Agariadne Dwinggo Samala Agustia, Putri Lestari Ahmaddul Hadi, Ahmaddul Akrom, Akrom Al-Adwan, Ahmad Samed Alfadly, Israd Muhammad Alghifari, Muhammad Dzaki Alimun, Fadhlya Hidayattul Ambiyar, Ambiyar Amelia Zahra Aminuyati An 'Amna Hafizhah Analismi, Wenti Julia Anggi Aprianto Anori, Sartika Anwar, Artesia Aprilianda, Olga Aresta, Meysella Khanza Armiati Arrahman, Mufhadil Asmar Yulastri Asmara, Delvi asril, Nurul Pratiwi Asril Ayu Eka Putri Aza Afrilia Azmi, Arafil Azzahra, Fatma Basriadi , Ali BL, Asbendri Budayawan, Khairi Castro, Richelle C. Ceria, Putri Rio Daineko, Yevgeniya Dalifa, Mikola Dedy Irfan Degi Andani Syaffutra Delsina Faiza Dessi Susanti Devega, Army Trilidia Dinda Puspita Nilamsari Dodis Saufitro Dona, Fikhrenia Rima Dony Novaliendry Dwi Elvina Dwika Permata Edidas , Edidas Efrizon Efrizon Efrizon Elfi Tasrif Erine, Yoan Fadhila Fadhila, Dian Fadhli Ranuharja Fadilla, Reva Fahira, Silvani Ilhani Fahmi Rizal Febby Dwi Al Indra Fikri, Ryan Firdaus, Tommy Arjuna Firza, Fahira Utami Florence Johan Ganefri . Habi Akbar Hadi Kurnia Saputra Hafifah, Nabila Hana Sarlia Daulay Hanafi, Hafizul Fahri Hanesman Hanesman Hanesman Hanifa, Raisa Hardiani, Elsa Putri Hasali, Ivan Hasan Maksum Hayatunnufus Hayatunnufus Hendra Sahputra Batubara Hidayati Armi Huda, Asrul Hutabarat, Dini Hidayah Hutagalung, Juli Elprida Ihsan, Muhammad Al Ilham Dhani Joleanda Indarta, Yose Irwandi Ismail, Mazeni Kamil, Fadhil Muhammad Kautsar, Muhamad Al-Kautsar Al- Kurnia Sari Lativa Mursyida Lativa Mursyida Lubis, Arina Luthfini Luthfillah, Dita Mahyeandra, Musdalipa Mailando, Sandi Azima Marta, Rizkayeni Melinda, Sari Mentari Ritonga Mir Atun Shalihah Mitra Lusiana Mubai, Akrimullah Muhammad Adri Muhammad Adri Murni Astuti Mursyida, Lativa Muslimah, Farhatun Nadila, Lativa Naufal, Kms Muhammad Nelda Azhar Nenny Mahyuddin Nita Sofia Nizwadi Jalinus Nizwardi Jalinus Nofelia, Nofrianti Nopita, Levi Novi Hendri Adi Nur Azmi Alwi Nurcahyati Oktoria Oktoria Putra Jaya Putra Ramadoni Sukma Putri Irma Delianti Putri, Monica Rahma Rahma Rahma, Yulia Azika Rahmayami, Maurah Tria RAHMI, ELVI Rahmiati Rahmiati Rahmiati Rara Cantika Refdinal, Refdinal Resmi Darni Resmidarni, Resmidarni Resti Rahmi Khairati Costa Rinaldi, Daniel Rizkayeni Marta Rose Rahmidani Ryan Fikri Ryan Fikri Ryan Fikri Salsabila, Atira Balqis Sandra, Randi Proska Sari, Adha Kurnia Silvina Arifah Sisi, Mardiana Putri Siti Maisyarah Arza Sitompul, Dina Lestari Sofya, Rani Sonali Arta Ully Sri Arita Sukardi Sukardi Sukardi, Sukardi Suriani, Ari Susanto, Risko Agus Syahrul Syahrul Teza Agustina Titin Sriwahyuni Tuazmi, Noferli Vera Irma Delianti Vivi Puspita Wahdi, Yera Wahda Wakhinuddin Wakhinuddin, Wakhinuddin Waskito Waskito Waskito, Waskito Winda Agustiarmi Yandra, Sidik Rama Yanita, Merita Yeka Hendriyani Yeni, Dhea Berliana Rahma Yeni, Nia Febrima Yera Wahda Wahdi Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yose Indarta Yosi Fimala Yovi, Arsil Yuliana Yuliana Yulti, Aatifah Yuni Yuni Meinastria Yustiani Perbina Br Sitepu Zakhrifa Husna Zuhro, Kyranty Putri