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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.
Penerapan Aplikasi Thunkable untuk Mendukung Pembelajaran Berbasis Mobile di SMK Negeri 3 Sorong Melda Agnes Manuhutu; Adrian Adrian; Shady Shady; Michael Michael; Oktovina Oktovina; Serli Serli
Ekspresi : Publikasi Kegiatan Pengabdian Indonesia Vol. 2 No. 3 (2025): Publikasi Kegiatan Pengabdian Indonesia
Publisher : Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/ekspresi.v2i3.873

Abstract

This service program aims to provide mentoring to students of SMK Negeri 3 Sorong through the utilization of mobile learning technology using the Thunkable application. Thunkable is a drag-and-drop-based platform that allows users to design interactive mobile applications without complex programming. The mentoring program was designed to enhance students’ digital literacy, foster creativity, and strengthen their understanding of subject materials through the development of self-made interactive media. The method employed in this activity involved a participatory approach, including workshops, technical guidance, and learning outcome evaluations. The results showed that students were able to develop simple applications tailored to their learning needs and demonstrated increased motivation and independence in the learning process. Furthermore, students gained hands-on experience in designing and implementing technology in practical contexts. This approach has proven effective in bridging the gap between the school curriculum and the technological skills required in today’s workforce. Therefore, using Thunkable as a mobile learning tool presents an innovative alternative in vocational education and training.
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): July : 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; Reva
Aksi Nyata : Jurnal Pengabdian Sosial dan Kemanusiaan Vol. 2 No. 3 (2025): 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.
Pendampingan Pembelajaran Mobile Learning Kepada Organisasi Himpunan Masyarakat Mamberamo Tengah dengan Menggunakan Aplikasi Thunkable Melda Agnes Manuhutu; Jihan Jihan; Alex Karoba; Janet Janet
Harmoni Sosial : Jurnal Pengabdian dan Solidaritas Masyarakat Vol. 2 No. 3 (2025): Juli : Harmoni Sosial : Jurnal Pengabdian dan Solidaritas Masyarakat
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/harmoni.v2i3.1903

Abstract

Developments in the digital era require communities to have the ability to access, understand, and utilize technology as part of their preparedness for global change. However, not all community groups have equal access and digital skills, particularly regional communities such as the Central Mamberamo Community Association (HMMT) in Sorong City. This community service activity aims to empower members of this community through training in developing mobile learning-based digital teaching materials using the Thunkable application. The method used was a direct, participatory, project-based approach, allowing participants to be actively involved in every stage of the activity. The results of the activity showed an increase in participants' understanding of the concept of mobile learning, their ability to use the Thunkable platform, and the creation of simple teaching material prototypes relevant to the local context. The training also succeeded in increasing learning motivation and a sense of ownership of the developed digital products. These findings support the effectiveness of no-code and project-based learning approaches in improving digital literacy in non-technological communities. This activity serves as an initial model for inclusive and sustainable technology-based community empowerment. Furthermore, this activity also had a positive impact on strengthening collaboration among HMMT community members. By working together in teams, participants not only improved their technical skills but also developed more effective collaboration and communication skills. Using the no-code Thunkable app allows them to create digital learning materials without requiring a deep technical background, making them more accessible to a wide range of communities. The success of developing a prototype of learning materials tailored to local needs also opens up opportunities for the community to continue developing their digital products in the future, with the hope of expanding access to more equitable and quality education in the region.
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.
Penguatan Profil Pelajar Pancasila Melalui Pembelajaran Berbasis Aplikasi Thunkable di SMA Negeri 2 Kabupaten Sorong Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Martinus Martinus; Helena Helena; Delvi Delvi; Kartika Kartika; Titus Titus
Bumi : Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat Vol. 3 No. 3 (2025): Bumi : Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/bumi.v3i3.977

Abstract

This community service activity addresses the growing need for adaptive education in the digital era by focusing on strengthening the character and competence of students in line with rapid technological developments. The Pancasila Student Profile, which serves as the foundation of the Merdeka Curriculum, outlines six core dimensions: faith and piety, global diversity, cooperation, independence, critical reasoning, and creativity. Among these, creativity, independence, and critical thinking are crucial for preparing students to become innovators and problem-solvers in the digital world. However, schools in developing regions often face limitations in implementing these dimensions due to lack of resources and digital literacy. This program was implemented at SMA Negeri 2 Sorong Regency with the objective of strengthening the Pancasila Student Profile by providing training in the use of Thunkable, a visual programming platform for creating drag-and-drop mobile applications. The activity used a Project-Based Learning (PjBL) approach, enabling students to actively engage in designing simple educational applications that align with their learning context. The method encouraged hands-on exploration, teamwork, critical analysis, and creative thinking. Throughout the training, students not only learned how to navigate the Thunkable platform but also developed functional mobile apps addressing real-life learning challenges. The outcomes of the program showed a marked improvement in students’ digital literacy, problem-solving ability, innovation, and collaboration. Furthermore, students began to view themselves not just as consumers of technology but as producers of meaningful digital solutions. This initiative demonstrates that integrating digital technology with project-based learning can effectively support the implementation of the Pancasila Student Profile, even in remote or underdeveloped areas. It provides evidence that with the right approach and tools, students can be empowered to become digitally literate, creative, and socially responsible individuals who are ready to act as agents of change in the 21st century.
Expert System Quality Analysis: SORTING (Sorong Atasi Stunting) Using WebQual 4.0 Manuhutu, Melda Agnes; Uktolseja, Lulu Jola; Manurung, Tagor
JOIV : International Journal on Informatics Visualization Vol 9, No 4 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.4.3207

Abstract

Stunting is a public health issue that frequently occurs in Indonesia, particularly in Southwest Papua, where it is exacerbated by inadequate maternal nutrition and low parental education. The SORTING's web-based platform was developed to bridge this gap by providing real-time, easily accessible information to pregnant and breastfeeding mothers to improve baby health outcomes. This study assesses the platform's usability quality, information quality, interaction quality, and user satisfaction to increase its effectiveness in underserved areas. The researchers used an explanatory quantitative approach. The structural model formulates that Y = 0.380 X1 + 0.262 X2 + 0.309 X3. The results show the significant positive impacts of these three variables X1 (usability), X2 (information), and X3 (interaction), on variable Y (satisfaction). The p-values are 0.014, 0.034, and 0.043, all below 0.05, indicating statistical significance. The key finding shows that SORTING as an expert system provides good usability, reliable information, and interactive features to enhance user satisfaction. The accessibility of SORTING allows users to assess the risk of stunting in neonates and take necessary preventive measures. The contribution from the research results is that SORTING, which has been built, implemented, and evaluated for quality, can significantly enhance stunting awareness education. This study demonstrates SORTING's ability to improve stunting awareness education in remote locations by increasing user engagement and providing actionable information. Future research should further explore user experiences using a qualitative approach.
Co-Authors Abdi Abdi Abraham Manuhutu Abraham Manuhutu Abraham Manuhutu Abraham Manuhutu Adika Adika Adrian Adrian Advelma Sabono Agnes Agnes Agustina Agustina Akbar Akbar Al Ikhlas Alex Karoba Alfa Alfa amel amel Amsa, Helfany Andianus Andianus Andy Rachman Anggriani Br. Marbun Annisa Nurul Sucianingsih Palisoa Antonius Antonius Antonius Rino Vanchapo Anwar Sodik, Anwar Apriando Apriando Arik Novitaningsih Arjuna Arjuna Arysespajayadi Ayu Nyoman , I Dewa Ayu Nyoman Utari, I Dewa Bobii, Permenas Boekorsyom, Claudia D. Boyke Boyke Brian Brian Brian Sebastian Salim Christen Christen Christine Christine Cindy Sandra Lumingkewas citra citra, Citra Cynthya A.K. Maradesa Darma, Darma Delfin Delfin Delvi Delvi Deny Deny Desi Desi Destri Wahyuningsih Dewi Dewi Diki Diki ELISABETH ELISABETH Etha Etha Ferdinan Ferdinan Ferdinandus, Wiesje Ferdynand Ferdynand Flasao, Yulianti Foni Foni Fransina Fransina Gaspersz, Sherly Gilber Gilber Giovani Giovani Hariana, Maman Helena Helena Hetharia, Charliany Iluminata Iluminata Imanuel Imanuel Indra Gunawan Iriene Surya Rajagukguk Irwan Soulisa Ismail Ismail Jalmijn , Jalmijn Jalmijn Tindage Jalmijn Tindage Janet Janet Jefri Jefri Jihan Jihan Julia Julia Juni Iswanto Junius Junius Kartika Kartika Kelvin Kelvin Korneles Korneles Kristin , Kristin Kusumawardhani, Trisnawati Lazarus Lazarus Leonardo Parabang Leuwol, Natasya V. Liklikwatil, Chesye Lilian Lilian Lulu J. Uktolseja Lulu Jola Uktolseja Maer, Selviana Manuhutu, Abraham Manuhutu, Meldi Manurung, Tagor Manurung, Tagor Manutmasa, Magdalena F. Marcello Marcello Maria Maria Mariam Mariam, Mariam Marsanda Marsanda Marsya Marsya Martinus Martinus Meiana Harfika Meilinda Ade Prastiwi Meldi Manuhutu Meldi Manuhutu Michael Michael Muhammad Z. Sirajuddin natasya leuwol Natasya V. Leuwol Natasya Virginia Leuwol Natasya Virginia Leuwol Natasya Virginia Leuwol Nining Huriati Nisa Miftachurohmah Noel, Noel Nurhastuti, Devi Nurwijayanti Oktovina Oktovina Otniel, O Panggabean, Hanna Maria Paulinus Paulinus Prayogi, Budi Pricilia Pricilia Rafael, Rafael Rahma Rahma Rahmat Rahmat Ratna Rosmauli Pakpahan Reiner Reiner Reva Rindaldy Rindaldy Rosina Rosina Rudi Rudi Rukhmini Patinggi Sakarias Sakarias Salay, Vira S. Salomo Salomo Samuel Samuel Samuel Warella Sari, Mike Nurmalia Sarsa F. Sitaniapessy Sefanya, Sefanya Selpius Selpius Serli Serli Serly Serly Shady Shady Sherly Franchisca Sherly Gaspersz Sherly Gaspersz Sintia Sintia Sirajuddin, Muhammad Z. Sony Sony Tabasi, Yosafat Tabita Tabita Tindage, Jalmijn Titus Titus Trisna Rukhmana Utari Sastrani, I Dewa Ayu Nyoman Wa Ode Wasty Wasty Wattimena, Juneth Widya, Putu Anggreyani Wilfrida Wilfrida Windy Wonmaly Yahya Yahya Yerrynaldo Loppies yohana yohana Yoland Yoland Yulianti Yulianti Yulven Yulven Zeth, Zeth