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GEOMETRIC CONCEPTS IN JAMBI BATIK: DEVELOPING A HYPOTHETICAL LEARNING TRAJECTORY FOR REFLECTION MATERIAL Zalsi, Rona Naila; Pasaribu, Feri Tiona; Gustiningsi, Tria
Pedagogy: Jurnal Pendidikan Matematika Vol. 10 No. 4 (2025): Pedagogy : Jurnal Pendidikan Matematika
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/pedagogy.v10i4.7398

Abstract

Learning geometric transformations often presents challenges for students due to their abstract nature and limited connection to real-world contexts. Reflection is one of the most difficult concepts for students to understand. This study aims to design a Hypothetical Learning Trajectory (HLT) for geometric reflection using the PMRI approach through the context of Batik Jambi. This research employed a design research approach in the preliminary design phase, with data co llected through teacher interviews and literature studies. The result is a five-stage HLT design that utilizes the Bungo Melati motif as a symmetry context, guiding students from concrete experiences toward formal understanding through progressive mathematization. The findings indicate that incorporating the Batik Jambi context can enhance students’ comprehension of reflection while also connecting mathematics learning with local cultural values. This HLT design has the potential to serve as a foundation for developing a Local Instructional Theory (LIT) for more meaningful and contextualized geometry learning.
PENGEMBANGAN E-MODUL FLIPBOOK BERBASIS PROBLEM BASED LEARNING BERBANTUAN AUGMENTED REALITY PADA MATERI BANGUN RUANG SISI DATAR Eriadyahningrum, Alief; Pasaribu, Feri Tiona; Gustiningsi, Tria
Pedagogy: Jurnal Pendidikan Matematika Vol. 10 No. 4 (2025): Pedagogy : Jurnal Pendidikan Matematika
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/pedagogy.v10i4.7460

Abstract

Penelitian ini bertujuan untuk menghasilkan media pembelajaran berupa e-modul yang disajikan dalam bentuk flipbook berbasis Problem Based Learning (PBL) berbantuan augmented reality pada materi bangun ruang sisi datar dan terintegreasi dengan wesbite/aplikasi seperti nearpod, assemblr edu dan youtube serta disajikan online kepada peserta didik melalui tautan. Jenis penelitian yang digunakan yakni Design Research tipe Development Studies melalui tahap preliminary dan tahap prototyping menggunakan alur formative evaluation, serta assessment phase. Subjek penelitian ini adalah peserta didik kelas IX SMP Negeri 22 Kota Jambi. Data penelitian diperoleh melalui hasil angket validitas, praktikalitas, dan efektifitas. Hasil peneilitian yang didapatkan menunjukkan e-modul dinyatakan sangat valid berdasarkan hasil validasi tim ahli dengan presentase sebesar 88,57% untuk aspek materi, dan 89% untuk aspek desain. Selain itu tingkat kepraktisan e-modul dinilai cukup praktis oleh guru dengan presentase 80%, dan oleh siswa sebesar 85,56% dengan kategori sangat praktis. Selanjutnya tingkat keefektifan e-modul didapatkan hasil angket efektifitas sebesar 90,15%. Sehingga dapat disimpulkan bahwa e-modul yang telah dikembangkan terbukti efektif digunakan dalam proses pembelajaran khususnya pada materi bangun ruang sisi datar.
DESAIN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS VISUAL NOVEL UNTUK MENINGKATKAN KEMAMPUAN PENALARAN MATEMATIS SISWA MATERI PELUANG Billy Surya Muhammad; Sri Winarni; Feri Tiona Pasaribu
EDU-MAT: Jurnal Pendidikan Matematika Vol 12, No 1 (2024)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/edumat.v12i1.17300

Abstract

Perkembangan teknologi saat ini telah memberikan pengaruh yang besar terhadap dunia pendidikan, khususnya pada proses pembelajaran. Dengan menggunakan teknologi tersebut, pengajar dapat lebih mudah membuat media pembelajaran yang dapat membantu meningkatkan kemampuan matematis siswa, khususnya kemampuan penalaran matematis yang sulit dikembangkan dengan menggunakan metode konvensional. Maka dari itu akan didesain sebuah media pembelajaran bersifat interaktif yang dapat melatih kemampuan penalaran matematis siswa saat belajar. Untuk menarik minat dan memotivasi siswa untuk belajar, media akan dikembangkan dengan basis visual novel. Penelitian ini bertujuan untuk mendeskripsikan dan menghasilkan media pembelajaran berbasis visual novel untuk meningkatkan kemampuan penalaran matematis pada materi peluang. Penelitian ini merupakan penelitian dan pengembangan dengan menggunakan model ADDIE yang meliputi Analisis masalah, dan pelajar, identifikasi calon pengguna, sumber daya, dan sistem penyampaian potensial, Desain flowchart, storyboard, dan prototype, Validasi ahli materi, desain, dan praktisi, uji coba dan revisi produk, Implementasi, serta Evaluasi. Hasil penelitian menunjukkan kualitas kepraktisan media dari ahli validasi yang valid, kepraktisan oleh ahli praktisi sebesar 93,33%, kepraktisan siswa 92,14%, keefektifan media pembelajaran dari hasil respon siswa mencapai 90%, serta media masuk dalam kriteria cukup efektif dalam peningkatan kemampuan penalaran matematis, sehingga media pembelajaran yang dihasilkan masuk dalam kategori sangat baik dan layak digunakan.  Kata kunci: Interaktif, Visual Novel, Penalaran, Peluang. Abstract: The current advancement in technology has had a significant impact on education, particularly in the learning process. With the use of technology, educators can more easily create learning media that can help improve students' mathematical abilities, especially mathematical reasoning skills that are difficult to develop using conventional methods. Therefore, an interactive learning media will be designed to train students' mathematical reasoning skills during learning. To attract interest and motivate students to learn, the media will be developed based on visual novels. This research aims to describe and produce visual novel-based learning media to enhance mathematical reasoning abilities in probability topics. This research is a research and development using the ADDIE model, which includes problem and learner analysis, identification of potential users, resources, and potential delivery systems, Flowchart, storyboard, and prototype design, Validation by content experts, design experts, and practitioners, testing and product revision, Implementation, and Evaluation. The research results show the practicality of the media as validated by experts, with a practicality score of 93.33% by practitioner experts, 92.14% by students, and an effectiveness score of 90% based on student responses. The learning media is considered moderately effective in improving mathematical reasoning abilities, thus falling into the category of very good and suitable for use. Keywords: Interactive, Visual Novel, Reasoning, Probability.
STEM-PBL Based E-Module with Jambi Context: Development Research to Improve Students’ 4C Skills Pasaribu, Feri Tiona; Gustiningsi, Tria; Isnania, Isnania; Concepcion, Leizel P. Ariem
Mosharafa: Jurnal Pendidikan Matematika Vol. 15 No. 1 (2026): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v15i1.3529

Abstract

Penelitian ini bertujuan untuk merancang dan mengevaluasi modul e-learning berbasis STEM-PBL yang terintegrasi dengan konteks budaya Jambi guna meningkatkan keterampilan 4C siswa. Penelitian ini menggunakan jenis penelitian research and development (R&D) dengan model ADDIE. Peserta penelitian terdiri dari 26 siswa dan 1 guru matematika dari kelas VII.1 MTs N 3 Batang Hari. Alat penelitian meliputi tes keterampilan 4C, lembar validasi ahli, kuesioner tanggapan guru dan siswa, serta lembar observasi. Validasi materi dan desain oleh ahli menghasilkan skor 92% dan 94%, masing-masing, dengan skor validitas keseluruhan 93%, menunjukkan bahwa e-module memenuhi standar kualitas akademik dan pedagogis. Dalam hal kepraktisan, uji coba individu memperoleh skor 92%, sementara uji coba kelompok kecil mendapatkan 89%, dengan skor kepraktisan rata-rata 90,5%, menunjukkan bahwa e-modul mudah digunakan dan mendukung pembelajaran yang efektif. Pengamatan di kelas menunjukkan skor 88,6%, menunjukkan bahwa implementasi e-modul sesuai dengan sintaks pembelajaran STEM-PBL. Selain itu, siswa mencapai skor n-gain rata-rata 0,78 pada tes keterampilan 4C. Secara keseluruhan, hasil penelitian menunjukkan bahwa e-module yang dikembangkan valid dan praktis sebagai sumber belajar. Integrasi STEM-PBL dengan pedagogi yang relevan secara budaya dalam konteks pendidikan Indonesia menawarkan pendekatan yang menjanjikan untuk meningkatkan keterampilan 4C siswa. This study aimed to design and evaluate a STEM-PBL-based e-module integrated with the cultural context of Jambi to improve students’ 4C skills. The study employed a research and development (R&D) approach using the ADDIE model. The participants consisted of 26 students and 1 mathematics teachers from class VII.1 MTs N 3 Batang Hari. The research instruments included a 4C skills test, expert validation sheets, teacher and student response questionnaire, and observation sheets. The material and design expert validations yielded scores of 92% and 94%, respectively, resulting in an overall validity score of 93%, indicating that the e-module meets academic and pedagogical quality standards. In terms of practicality, the individual trial achieved a score of 92%, while the small-group trial obtained 89%, with an average practicality score of 90.5%, suggesting that the e-module is easy to use and supports effective learning. Classroom observations showed a score of 88.6%, indicating that the implementation of the e-module aligns well with the STEM-PBL learning syntax. Furthermore, students achieved an average n-gain score of 0.78 on the 4C skills test. Overall, the findings indicate that the developed e-module is valid and practical as a learning resource. Integrating STEM-PBL with culturally relevant pedagogy in the Indonesian educational context offers a promising approach to enhancing students’ 4C skills.
Designing JUMPISA: A PISA-Based Jumping Task to Support Students’ Statistical Literacy using Jambi Context Duano Sapta Nusantara; Florante P. Ibarra; Feri Tiona Pasaribu; Uci Lusinda
Journal of Instructional Mathematics Vol. 6 No. 2 (2025): Innovative Approaches to Mathematical Understanding and Literacy
Publisher : Pendidikan Matematika STKIP Kusuma Negara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37640/jim.v6i2.2518

Abstract

Statistical literacy is a critical competence for 21st-century students, yet many struggle to apply statistical concepts in authentic contexts. This study reports the development of JUMPISA, a PISA-based Jumping Task contextualized for secondary students in Jambi Province, designed to enhance students’ abilities to interpret, represent, and reason with data. Employing a design research approach with iterative development, the study included preliminary and formative evaluations to assess task validity and feasibility. The JUMPISA tasks integrate content on uncertainty, work-related contexts, and varying reasoning levels in line with PISA’s framework. Results indicate that students demonstrated notable improvement in engaging with authentic statistical problems. Beyond practical effectiveness, this study advances the theoretical understanding of context-sensitive PISA Task design, showing how locally contextualized, inquiry-driven tasks can be systematically developed and validated for international assessment. JUMPISA exemplifies a model for aligning global assessment frameworks with local educational contexts, offering guidance for both researchers and practitioners in designing assessment-informed instructional activities.
DEVELOPMENT OF ANIMATED VIDEO LEARNING MEDIA USE APPLICATION CANVA STEAM BASED FOR IMPROVING LEARNING OUTCOMES STUDENTS Ulfah, Nadia; Feri Tiona Pasaribu; Yelli Ramalisa
EMTEKA: Jurnal Pendidikan Matematika Vol. 7 No. 1 (2026)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v7i1.9232

Abstract

This research is motivated by the lack of technology integration in learning which results in students having difficulty understanding the material, and leads to low learning outcomes. An innovation is needed to support the learning process which is expected to improve student learning outcomes. Therefore, the purpose of this study is to develop and assess the quality of learning media in the form of animated videos using the STEAM-based Canva application to improve student learning outcomes in the Enumeration Rules material. This research is a type of R&D development research with the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The research subjects included one mathematics teacher and 35 students of class XI F1 of SMA Negeri 8 Muaro Jambi. The results showed that the developed media met the criteria of validity, practicality, and effectiveness. In terms of validation, the percentage of material feasibility reached 91.7% and the design reached 87.5%, which is classified as very valid. Meanwhile, the practicality of implementation , the teacher gave an assessment of 92% and students 90.9% which is also included in the very practical category. Meanwhile, the implementation of media effectiveness is seen from the student response questionnaire , which obtained a score of 88.42% in the very effective category. The results of the average difference test of student learning outcomes showed that the posttest score was better than the pretest score . The comparison results of the average N-Gain score of 0.65 with a percentage of 65% which is included in the fairly effective category. Thus, the STEAM-based animated video learning media using Canva is declared suitable for use in the learning process on the Enumeration Rules material for grade XI SMA because it meets the criteria of validity, practicality, and effectiveness. Penelitian ini dilatarbelakangi oleh kurangnya integrasi teknologi dalam pembelajaran, yang menyebabkan siswa kesulitan memahami materi dan mengakibatkan prestasi belajar rendah. Diperlukan inovasi untuk mendukung proses pembelajaran yang diharapkan dapat meningkatkan hasil belajar siswa. Oleh karena itu, tujuan dari penelitian ini adalah untuk mengembangkan dan menilai kualitas media pembelajaran berupa video animasi menggunakan aplikasi Canva berbasis pendekatan STEAM untuk meningkatkan hasil belajar siswa dengan topik Aturan Penghitungan. Penelitian ini merupakan jenis studi Penelitian dan Pengembangan (R&D) menggunakan model ADDIE, yang terdiri dari lima tahap: analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian antara lain seorang guru matematika dan 35 siswa dari Kelas XI F1 SMA Negeri 8 Muaro Jambi. Hasil penelitian menunjukkan bahwa media yang dikembangkan memenuhi kriteria validitas, praktis, dan efektif. Dari segi validasi, persentase kelayakan material mencapai 91,7% dan desainnya mencapai 87,5%, keduanya tergolong sangat valid. Mengenai kepraktisan, guru memberikan peringkat 92% dan siswa memberikan 90,9%, keduanya termasuk dalam kategori sangat praktis. Sementara itu, efektivitas media, berdasarkan kuesioner respon siswa, memperoleh skor sebesar 88,42%, dikategorikan sangat efektif. Hasil uji coba sampel independen hasil belajar siswa menunjukkan bahwa nilai pasca tes lebih baik daripada nilai pra-tes. Perbandingan rata-rata skor N-Gain adalah 0,65, setara dengan 65%, yang dikategorikan sebagai cukup efektif. Dengan demikian, media pembelajaran video animasi berbasis STEAM yang dikembangkan menggunakan Canva dianggap layak untuk digunakan dalam pengajaran topik Aturan Penghitungan untuk siswa SMA Kelas XI karena memenuhi kriteria validitas, kepraktisan, dan efektivitas
From Answers to Thinking: Students’ Critical Thinking Skills in Solving Problems on Nets of Solid Figures Riska Amelia; Feri Tiona Pasaribu; Duano Sapta Nusantara
Journal of General Education and Humanities Vol. 5 No. 1 (2026): February
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/gehu.v5i1.759

Abstract

This study aims to describe students' critical thinking skills in solving mathematical problems, particularly in geometry. The indicators used refer to Facione’s framework, which includes interpreting, analyzing, applying, evaluating, and concluding. This research employs a qualitative descriptive method with ninth-grade students as the research subjects. Data were obtained from students’ written test results and supported by interviews to explore their reasoning processes. The findings reveal that students’ critical thinking skills remain relatively low, especially in evaluation and conclusion. Most students can interpret and apply concepts but have difficulty analyzing problems deeply or verifying their solutions. These results indicate the need to develop innovative teaching materials and learning strategies to enhance students’ critical thinking skills.
Investigating students’ mathematical literacy: How students solve PISA-like problems in the Jambi context Tria Gustiningsi; Feri Tiona Pasaribu; Ranisa Junita; Zaleha Ismail
Jurnal Elemen Vol 12 No 2 (2026): April
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jel.v12i2.34156

Abstract

Mathematical literacy is essential for preparing students to solve real-world problems, yet the cognitive processes underlying context-based problem solving remain insufficiently understood. In the PISA framework, mathematical literacy involves the ability to formulate, employ, and interpret mathematics in meaningful contexts. Previous studies have focused primarily on outcomes rather than the processes involved, particularly within local cultural settings such as Jambi. Given the persistent underperformance of Indonesian students in PISA, examining mathematical literacy in a local context is important. This study aimed to analyze students’ mathematical literacy processes using Jambi-based contextual tasks. A qualitative descriptive design was employed involving 24 seventh-grade students selected through purposive sampling to represent high, moderate, and low ability levels. Data were collected through PISA-like written tests and semi-structured interviews and analyzed based on the processes of formulate, employ, and interpret/evaluate. The results showed that 68.06% of students were able to formulate problems, 52.78% successfully employed appropriate mathematical procedures, and only 34.72% correctly interpreted and evaluated solutions. These findings indicate that students experience the greatest difficulty in connecting mathematical results to real-life situations. The research process-oriented assessment and culturally contextualized tasks strengthen students’ interpretative and evaluative competencies in mathematical literacy.
STEM-PBL Based E-Module with Jambi Context: Development Research to Improve Students’ 4C Skills Feri Tiona Pasaribu; Tria Gustiningsi; Isnania Isnania; Leizel P. Ariem Concepcion
Mosharafa: Jurnal Pendidikan Matematika Vol. 15 No. 1 (2026): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v15i1.3529

Abstract

Penelitian ini bertujuan untuk merancang dan mengevaluasi modul e-learning berbasis STEM-PBL yang terintegrasi dengan konteks budaya Jambi guna meningkatkan keterampilan 4C siswa. Penelitian ini menggunakan jenis penelitian research and development (R&D) dengan model ADDIE. Peserta penelitian terdiri dari 26 siswa dan 1 guru matematika dari kelas VII.1 MTs N 3 Batang Hari. Alat penelitian meliputi tes keterampilan 4C, lembar validasi ahli, kuesioner tanggapan guru dan siswa, serta lembar observasi. Validasi materi dan desain oleh ahli menghasilkan skor 92% dan 94%, masing-masing, dengan skor validitas keseluruhan 93%, menunjukkan bahwa e-module memenuhi standar kualitas akademik dan pedagogis. Dalam hal kepraktisan, uji coba individu memperoleh skor 92%, sementara uji coba kelompok kecil mendapatkan 89%, dengan skor kepraktisan rata-rata 90,5%, menunjukkan bahwa e-modul mudah digunakan dan mendukung pembelajaran yang efektif. Pengamatan di kelas menunjukkan skor 88,6%, menunjukkan bahwa implementasi e-modul sesuai dengan sintaks pembelajaran STEM-PBL. Selain itu, siswa mencapai skor n-gain rata-rata 0,78 pada tes keterampilan 4C. Secara keseluruhan, hasil penelitian menunjukkan bahwa e-module yang dikembangkan valid dan praktis sebagai sumber belajar. Integrasi STEM-PBL dengan pedagogi yang relevan secara budaya dalam konteks pendidikan Indonesia menawarkan pendekatan yang menjanjikan untuk meningkatkan keterampilan 4C siswa. This study aimed to design and evaluate a STEM-PBL-based e-module integrated with the cultural context of Jambi to improve students’ 4C skills. The study employed a research and development (R&D) approach using the ADDIE model. The participants consisted of 26 students and 1 mathematics teachers from class VII.1 MTs N 3 Batang Hari. The research instruments included a 4C skills test, expert validation sheets, teacher and student response questionnaire, and observation sheets. The material and design expert validations yielded scores of 92% and 94%, respectively, resulting in an overall validity score of 93%, indicating that the e-module meets academic and pedagogical quality standards. In terms of practicality, the individual trial achieved a score of 92%, while the small-group trial obtained 89%, with an average practicality score of 90.5%, suggesting that the e-module is easy to use and supports effective learning. Classroom observations showed a score of 88.6%, indicating that the implementation of the e-module aligns well with the STEM-PBL learning syntax. Furthermore, students achieved an average n-gain score of 0.78 on the 4C skills test. Overall, the findings indicate that the developed e-module is valid and practical as a learning resource. Integrating STEM-PBL with culturally relevant pedagogy in the Indonesian educational context offers a promising approach to enhancing students’ 4C skills.
Development of a Module with a RME Approach on the Topic Systems of Linear Equations in Two Variables Leni Agustina Daulay; Bettri Yustinaningrum; Feri Tiona Pasaribu; Sri Lestari Manurung; Elika Putri
AT-TA'LIM Vol 32, No 2 (2025)
Publisher : Institut Agama Islam Negeri Imam Bonjol Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15548/jt.v32i2.986

Abstract

This research seeks to create legitimate and practical teaching materials in the form of a module utilizing a realistic mathematics education approach focused on the topic of systems of linear equations in two variables. This study utilizes the research and development (RD) approach, specifically the Thiagarajan 4-D model, which consists of four stages: (1) definition, (2) design, (3) development, and (4) dissemination. We conducted the research at MTsN 1 Central Aceh. Two classes, each with high and moderate abilities, participated in the research. The trial analysis yielded the following findings: (1) Validity, as two experts validated the teaching materials; (2) Practicality, as demonstrated by an average implementation of the learning syntax exceeding 75%, an average student activity exceeding 75%, extremely positive student and teacher responses to the module, and a classification of the developed module as practical. According to the results of the students' learning tests, 15 students completed the requirements out of 19 students in the high-ability class, and 14 students completed the requirements out of 19 students in the medium-ability class. Consequently, we categorize the percentage of students who have met the requirements as excellent. The module created utilizing a realistic mathematics education technique for the topic of systems of linear equations in two variables for eighth grade is deemed viable, indicating it is both valid and practical.
Co-Authors . Apriansyah Ade Kumalasari Agustinawati, Putri Lovia Ainun Mardia Annisa Al-Hafizha Ariefah, Hana Arif Desramaza Asiani, Rosi Widia Azzikra Febrianti Bela Triska Putri Bettri Yustinaningrum Billy Surya Muhammad Concepcion, Leizel P. Ariem Corry Sormin CUT MULTAHADAH Deska, Salsabila Putri Dewi Iriani Diah Kumalasari Dita Nur Syaharani Duano Sapta Nusantara Elika Putri Eriadyahningrum, Alief Febrianti, Azzikra Fiki Alghadari Florante P. Ibarra Frisky Rapika Dwi Frisky Rapika Dwi Geni Puspita Gurstiningsi, Tria HAFIZAH, UMI Ilham Falani Ira Iswari Isnania Isnania Isnania Isnania Jefri Marzal Jumariah, Erma Junita, Ranisa Kgaladi Maphutha Leizel P. Ariem Concepcion Leni Agustina Daulay Leony Margaretha Leony Margaretha Lusiana Mayang Alsya Putri Mulianingtias , Retno Multahadah, Cut Mutia, Rada Irma Nadila Safitri Nazwa Khairunnisa Maharani Nisaul Afifah Novi Rahmayanti Perdana, Yogi Pratama, Nasya Aprina Putri Lovia Agustinawati Putri, Nadya Grasella Rachma Kiraam Rasyid, Milla Rodhiana Ratna Apriyani Riska Amelia Rohati Rohati Roseli Theis Roseli Theis Rosi Widia Asiani Sainuddin, Syamsir Saputra, Wandi Saputri, Sindi Eka Saskia Febriana Satria Bayu Herlambang Selyna Ayuni Silvia Fitriani Simatupang, Gugun M Siswadi Siswadi Sofnidar - Sri Lestari Manurung Sri Winarni Sufri Sufri Sufri Sufri Sufri Sufri Sufri Sufry Supian Sutrimo Sutrimo, Sutrimo Tassa Gustika Taufik Kurniawan Tri Gita Yuliana Tria Gustiningsi Uci Lusinda Ulfah, Nadia Wandi Saputra Wardi Syafmen Wilenthino, M. Farel Yelli Ramalisa Zaleha Ismail Zalsi, Rona Naila