This Author published in this journals
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
Claim Missing Document
Check
Articles

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).
Rancang Bangun Media Moblie Learning Mata KuliahTeknologi Multimedia Dan Internet Lativa Mursyida; Resmi Darni; Ika Parma Dewi
INFORMAL: Informatics Journal Vol 6 No 1 (2021): Informatics Journal (INFORMAL)
Publisher : Faculty of Computer Science, University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/isj.v6i1.21041

Abstract

Projections of modern technology as one of the implementations of the industrial revolution 4.0. in the world of education, it can be used as a supporter of the concept of learning, thinking, and developing creative and innovative innovations from students, to make the Pencerah become the Golden Indonesia Generation 2045 who is superior and able to compete at the global level. The current situation in the midst of the Covid-19 outbreak, Industrial Revolution Education 4.0 adapts the new curriculum. The curriculum must be able to open a window to the world through digital information, for example: utilizing a smartphone / android in the midst of the Covid-19 outbreak. Educators with a lot of exploring learning techniques and lots of references will be able to implement learning activities effectively even though they are currently in the midst of Covid-19, but all of this is not free from challenges in its implementation, especially educators. Making mobile learning media applications aims to produce learning media that makes it easier for students to learn multimedia and internet courses wherever they are. The development of this application uses the Prototyping development method with Android-based Java programming with Android Studio application software (version 3.3) with Gradle 4.4. This research produces an Android-based mobile learning media application, the features in this interactive module application are RPS, learning materials, videos, and exercises that are in accordance with the Electronic Engineering curriculum learning material, Faculty of Engineering, UNP.
Aplikasi Expert system Pengembangan Karir Menggunakan Inventory Kepribadian Entrepreneurship Resmi Darni; Dony Novaliendry; Ika Parma Dewi
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 4 No 1 (2020): Februari 2020
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1032.043 KB) | DOI: 10.29207/resti.v4i1.1626

Abstract

This study aims to describe the process of designing expert system applications in career development using entrepreneurship personality inventory. The reason for conducting this research is a) the limited number of instruments that are able to measure the entrepreneurship personality of vocational students, b) the high costs incurred in conducting personality tests in career development of vocational students, c) The need for an application that is able to speed up the process of identifying personality and provide recommendations careers for vocational students. The research methodology used is Research and Development. There are four stages that must be carried out: Define, Design, Develop and Disseminate. The instrument used to measure entrepreneurial personality is inventory (non-test) with four indicators of entrepreneurship personality, namely Extroverted, Leader, Moderate Risk Taker, Ambisious, and tested fit using Confirmatory Factor Analysis. The research sample was 30 vocational high school students in the field of Information Technology and Computers. Bayes Method is used for the process of transferring knowledge from experts to the system and decision making, after Based on the results of data analysis, it was found that a) Career development applications based on Entrepreneurship Personality are valid with a percentage (0.887) and very practical (91.11), the results of product effectiveness are 82.47 (effective). Therefore this application is declared valid, practical and effective in measuring the personality of vocational student entrepreneurship.
Studi Teoretis Model Pembelajaran: 21st Century Learning dan TVET Agariadne Dwinggo Samala; Ambiyar Ambiyar; Nizwardi Jalinus; Ika Parma Dewi; Yose Indarta
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 4, No 2 (2022): April Pages 1601- 3200
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v4i2.2535

Abstract

Proses belajar adalah suatu aktivitas mental atau psikis dalam interaksi aktif dengan lingkungan yang menghasilkan perubahan dalam pengetahuan pemahaman, keterampilan dan nilai sikap. Model pembelajaran adalah salah satu komponen penting yang menunjang keberhasilan dari proses belajar. Ketepatan dalam memilih model pembelajaran akan berdampak pada keberhasilan belajar serta tercapainya tujuan pembelajaran yang tergambar pada perubahan perilaku positif tertentu. Penelitian ini akan mengkaji mengenai model pembelajaran secara teoritis dan model pembelajaran apa yang paling ideal untuk pendidikan kejuruan atau TVET di abad 21. Penelitian ini menggunakan metode deskriptif dengan pendekatan kualitatif melalui studi kepustakaan atau library research. Penelitian ini membahas secara konseptual mengenai model pembelajaran lalu dirangkum secara utuh dan lengkap, sehingga dapat dijadikan suatu acuan dalam menimbang pemilihan suatu model pembelajaran yang ideal.
Efektifitas E-LKPD berbasis Pendekatan Investigasi terhadap Kemampuan Berfikir Kritis Siswa Sekolah Dasar Vivi Puspita; Ika Parma Dewi
Jurnal Cendekia : Jurnal Pendidikan Matematika Vol 5 No 1 (2021): Jurnal Cendekia: Jurnal Pendidikan Matematika Volume 5 Nomor 1 Tahun 2021
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cendekia.v5i1.456

Abstract

Permasalahan dalam penelitian ini berawal dari rendahnya kemampuan berpikir kritis siswa pada mata pelajaran Matematika kelas V, diantaranya rendahnya kemampuan siswa dalam memfokuskan pada permasalahan, menentukan startegi penyelesaian dan memilih argument yang tepat dalam penyelesaiannya. Penelitian membahas pengaruh berpikir kritis siswa dengan menggunakan E-LKPD berbasis pendekatan investigasi matematika. Jenis penelitian ini adalah quasi eksperimen. Populasi penelitian ini adalah 140 siswa sekolah dasar kelas V. Sampel penelitian adalah 68 siswa. Penelitian ini dilakukan pada tahun 2019 Pengumpulan data dalam penelitian ini menggunakan tes hasil belajar berupa soal uraian sebanyak 5 butir. Data yang diperoleh diuji normalitas dan homogenitasnya kemudian dianalisis menggunakan uji-t. Pada kelas eksperimen nilai tertinggi 85, nilai terendah 40, rata-rata 70,37, dengan standar deviasi 9,36. Pada kelas kontrol nilai tertinggi 48,8, nilai terendah 5, rata-rata 20,1, dengan standar deviasi 8,94. Dalam prosesnya, siswa di kelas eksperimen menunjukkan keterampilan berfikir kritis lebih baik dari siswa kelas kontrol. Dari hasil penelitian ini dapat diketahui bahwa nilai t_hitung = 41,12> tabel = 1,6687, maka hipotesis atau H1 diterima, dengan demikian penggunaan E-LKPD berbasis pendekatan investigasi matematis berpengaruh terhadap keterampilan berpikir kritis.
Studi Literatur : Peranan Model-Model Pembelajaran Inovatif Bidang Pendidikan Teknologi Kejuruan Yose Indarta; Ambiyar Ambiyar; Fahmi Rizal; Fadhli Ranuharja; Agariadne Dwinggo Samala; Ika Parma Dewi
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 4, No 4 (2022): August Pages 5501-6400
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v4i4.2721

Abstract

Penelitian studi pustaka ini bertujuan untuk mencari tahu: menganalisa peranan model-model pembelajaran inovatif student-centered pada bidang Pendidikan Teknologi Kejuruan di Era New Normal. Analisa yang dilakukan terhadap model-model pembelajaran dan implementasinya di dalam kelas yang telah dikondisikan. Metode yang digunakan untuk penelitian ini adalah kualitatif deskriptif. Penelitian ini menggunakan desain penelitian kualitatif dimana data dianalisis dengan menggunakan metode deep argumentasi dan analisis disajikan secara deskriptif. Data yang dibutuhkan dikumpulkan melalui studi kasus berbagai referensi yang ada melalui jurnal-jurnal nasional dan internasional. Data yang terkumpul dianalisis secara analitis yang komprehensif untuk mendapatkan temuan. Temuan dari penelitian ini menunjukkan beberapa model model pembelajaran inovatif dapat digunakan dan cocok digunakan untk pembelajaran pasca pandemic atau new normal . Model pengajaran yang dipilih didasarkan pada saat ini pendekatan bahasa yang dikembangkan. Observasi kelas menunjukkan bahwa model pengajaran sudah cukup efektif dalam meningkatkan kompetensi siswa. Penggunaan model pengajaran yang tepat untuk meningkatkan kompetensi siswa mereka.  
Penerapan Extreme Programming Dalam Perancangan Sistem Informasi Praktik Industri Berbasis Website Ika Parma Dewi; Rizkayeni Marta; Daniel Rinaldi; Afif Rahman Riyanda; Yose Indarta
Journal of Information System Research (JOSH) Vol 4 No 1 (2022): October 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (549.627 KB) | DOI: 10.47065/josh.v4i1.2328

Abstract

The development of information technology makes all activities that used to run offline become online. The purpose of this study is to (1) Design and build a website-based Industrial Practice information system in the Information Technology Education Study Program, (2) Help students to find out information before or after Industrial Practice, (3) Assist admins in providing information, and lecturers in terms of assessment and guidance in the implementation of Industrial Practices. The development of this research uses the Extreme Programming method which has several stages, namely Requirements, Planning, Design, Coding, and Testing. The tests used in this study were internal testing, external testing and user acceptance test (UAT) testing. Internal testing uses browser testing and functionality testing, external testing uses blackbox testing and user acceptance test (UAT) testing uses iteration testing with the aim of testing the functionality of the menus in the application that are running well. The results of this study conclude that a website has been successfully built that can help study programs, both lecturers and students by 75%, (2) Assist study programs in managing student data in terms of registration of Industrial Practices and assessment of Industrial Practices, (3) The system can provide information related to the place of practice, practice scores, guidance information, and the overall average score of students who have done industrial practice.
Peningkatan Pemanfaatan Internet dan Media Multimedia Interaktif Berbasis Articulate Storyline Pembelajaran Tematik Terpadu pada Masa Covid-19 Nur Azmi Alwi; Irwandi Irwandi; Ika Parma Dewi; Yosi Fimala
Jurnal Pendidikan Tambusai Vol. 6 No. 2 (2022): Agustus 2022
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (827.305 KB)

Abstract

Tujuan kegiatan yang ingin dicapai adalah: meningkatkan pengetahuan, pemahaman, dan ketrampilan Guruguru KKG SDIT IPHI kota Payakumbuh dalam memahami dan membuat perangkat pembelajaran dan Media Multimedia Interaktif Berbasis Articulate Storyline sehingga dapat meningkatkan pengetahuan, dapat meningkat motivasi dan hasil belajar siswa SDIT IPHI kota Payakumbuh. Kegitan PKM yang dilaksanakan di SDIT IPHI kota Payakumbuh dengan jumlah peserta 44 orang Guru-guru KKG SDIT IPHI kota Payakumbuh. Kegiatan pelatihan Program Kemitraan Masyarakat (PKM) dilaksanakan selama 4 Kali Pertemuan yaitu tanggal 23-24 Juli 2021 secara luring/tatap muka dan Tanggal 4 dan 5 September 2021 secara daring dengan flatfrom ZOOM. Hasil yang diperoleh melalui kegiatan PKM ini dapat dikemukakan sebagai berikut: Pertama, peserta pelatihan 85 % bisa mencari video, materi, gambar, audio dan jurnal pendidikan (teori dan praktek). Kedua, peserta dapat menggunakan aplikasi yang sudah diberikan yaitu Powton dan Articulate Storyline, bisa merancang dan mendesain media pembelajaran berdasarkan mata pelajaran yang mereka ampu.
Entrepreneurial Intentions for Engineering Students: Does Entrepreneurship Education and Family Environment Matter? Agariadne Dwinggo Samala; Ganefri Ganefri; Asmar Yulastri; Yose Indarta; Fadhli Ranuharja; Ika Parma Dewi
Journal of Innovation in Educational and Cultural Research Vol 3, No 4 (2022)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (858.87 KB) | DOI: 10.46843/jiecr.v3i4.300

Abstract

This research aims to analyze the influence of entrepreneurship education and family environment on engineering students' entrepreneurial intentions within higher education. This examination method used was associative causal research. The research methodology is based on statistics using multiple regression analysis. This research was conducted on undergraduate students (S1) in the 2020 entry year at the Faculty of Engineering, Universitas Negeri Padang, which consists of 10 different undergraduate study programs. The total population for this research was 654 students. The total sample of this research was 200 students using the purposive sampling technique with the Slovin formula. This study's conclusions revealed that entrepreneurship education and family environment have a practical and remarkable impact on engineering students’ entrepreneurial intentions. Partially, the variables of entrepreneurship education and family environment have a positive and significant impact on engineering students’ entrepreneurial intentions. In conclusion, the results of the hypothesis testing show that entrepreneurship education and family environments have a significant positive effect on engineering students’ entrepreneurial intentions.
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
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