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The Application of Teams Games Tournament (TGT) Type Cooperative Learning Model to Enhance Student’s Learning Activities Syahidah, Izzanatun Ulfa; Efendi, Agus; Tamrin, A G.
Journal of Informatics and Vocational Education Vol 1, No 1 (2018): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v1i1.35746

Abstract

The type of this research is Classroom Action Research was collaboratively conducted between computer system teacher with researcher in two cycles. Every cycles consist of four steps, which: planing, implementation, observation, and reflection. This Classroom Action Research aimed to improve Student Learning Activity on Academic Subjects of Computer System throught the implementation of Cooperative Learning Model Type Teams Games Tournament (TGT) with the help of Snakes and Ladders Game as the media. The subject of this research is the students of class X SMK N 6 Surakarta was numbered thirty two’s student. The data collection method in this research was used by participative observation, documentation, daily notes and interview. Analaysis of data used was descriptive data analysis of quantitative with percentage. This analysis was done by means of processing the score of Student Learning Activity, provides data, and conclusion.Based on the research results, it can be concluded that the implementation of Cooperative Learning Model Type Teams Games Tournament (TGT) on Academic Subjects of Computer System can improve Student Learning Activity in class X SMK N 6 Surakarta. The results of this show that there was an improvement in every indicators of Student Learning Activity from cycle I to cycle II. The increase number of score in average in the Student Learning Activity is amounted to 14,58% from the average score of Student Learning Activity cycle I amounting to 69,79% becomes 84,37% on cycle II. The percentage results in cycle II showed that score is already reached minimum criteria that was defined at the amount of 75%..
The Effectiveness of Using Kahoot in Basic Graphic Design Subject to Students’ Attention Levels and Learning Achievement anugerah, yope bintang; efendi, agus; maryono, dwi
Journal of Informatics and Vocational Education Vol 2, No 2 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i2.35766

Abstract

The research aims to (1) find out the differences on attention levels of students between using Kahoot and without using learning media in Basic Graphic Design subjects, (2) knowing the effectiveness of using Kahoot in Basic Graphic Design subjects compared to without using learning media in terms of student learning achievement, (3) knowing the level of students’ attention between using the Kahoot compared to without using learning media in Basic Graphic Design subjects. The population of this research were students of Multimedia class in SMK Negeri 3 Surakarta. The sample were from X MM 1, X MM 2, and XI MM 1. This type of research is quantitative research. This research uses the quasi-experimental design method, with pretest-posttest control design experiment. The sampling technique uses simple random sampling. Research data collection techniques use tests to determine student learning achievements before and after being given treatment, and questionnaires to determine the level of attention of students before and after being given treatment, other than that carried out observations and interviews as supporting data. The research data use test and questionnaires which were distributed to the experimental class and the control class consisted of 36 students for each class. Hypothesis testing uses an independent t-test to see the differences of attention levels between students who follow the learning process by using Kahoot and those who follow the learning process without using learning media. Then a normalized gain test was carried out to see the effectiveness of using Kahoot to improve student learning achievement. The result showed that: 1) there were differences in the attention levels between the experimental class and the control class as evidenced by the results of the t-test >Ttable 6.699 > 2.6479(70). 2) using Kahoot is effective to improve student learning achievement as evidenced by the results of the normalized gain test in experimental class which has a medium criterion of 0.60 compared to the control class which has a low criterion of 0.03.
Persepsi Guru Terhadap Implementasi Project-Based Blended Learning di Masa Pandemi Covid-19: Studi Kasus Di Smk Negeri 1 Sawit Basori, Basori; Efendi, Agus
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i1.62570

Abstract

Penyebaran covid-19 yang sulit dikendalikan, mengakibatkan masalah di berbagai bidang. Salah satunya adalah di bidang pendidikan. Proses pembelajaran dipaksa harus menggunakan daring. Banyak kelemahan dalam pelaksanaan pembelajaran daring ini. Project-based Blended Learning merupakan salah satu alternatif pembelajaran di SMK saat pandemi. Tujuan penelitian iniuntukmengetahui persepsi guru terhadap PjBBL dan implementasinya. Metode yang digunakan adalah pendekatan kualitatif. Pengumpulan data menggunakan metode wawancara, observasi, dan angket daring. Wawancara dilakukan dengan wakil bidang kurikulum dan Guru. Analisis data menggunakan model analisis interaktif dari Miles and Huberman. Hasil penelitian menunjukkan adanya persepsi yang baik dari guru terhadap model PjBBL. Indikatornya adalah adanya pengetahuan yang baik tentang model, penerimaan terhadap model, dan dan keinginan untuk melaksanakan model PjBBL dalam proses pembelajaran.
Application Model of Learning B-O-R-N With Moodle Basic For Improving Student Learning Result in Operating System Leonardo, Julio; Efendi, Agus; Sucipto, Taufik Lilo Adi
Journal of Informatics and Vocational Education Vol 1, No 1 (2018): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v1i1.35747

Abstract

This research is Classroom Action Research (CAR) by using B-O-R-N model based on moodle Each cycle consists of planning stage, action implementation stage, observation stage, and reflection phase. Subjects in this classroom action research were class X students RPL A SMK Negeri 2 Karanganyar academic year 2016/2017 with the number of learners 36 learners. Data collection was done by using documentation techniques, interview techniques, online test techniques and group discussion results. The observed aspects consist of cognitive, affective and psychomotor aspects. Data analysis technique used is descriptive comparative. Compare students' work results by using percentage figures. The results obtained as follows: 1) achievement of cognitive aspects on precycle 38.89% in the first cycle increased 52.79% and again increased in the second cycle of 77.78%. 2) achievement of affective aspect on precycle = 19,44%, cycle I = 61,11%, and cycle II = 86,11%. 3) psychomotor aspect achievement on precycle = 41.67%, cycle I = 69.44%, cycle II = 83.33%. Based on the result of the research, it can be concluded that the learning model of B-O-R-N assisted by moodle media is effective in improving learners' learning outcomes in the subject matter of administration of open source operating system class X RPL A SMK Negeri 2 Karanganyar periode 2016/2017.
The Effectiveness Of The Use Of Blended Learning Model Based On Video Tutorial Reviewed From Students' Understanding In The Basic Graphic Learning In Banyudono State Vocational School Hamas, Abu; Maryono, Dwi; Efendi, Agus
Journal of Informatics and Vocational Education Vol 2, No 2 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i2.37972

Abstract

This study aims to determine (1) Is there a difference in students' cognitive understanding of the blended learning model based on video tutorials and conventional learning; (2) Is the use of video tutorial based blended learning models more effective than conventional learning on basic graphic design subjects. This study uses a quasi-experimental design method with a pretest-posttest control group design model. The population in this study were students of class X TKJ 1 and X TKJ 2 SMK Negeri 1 Banyudono. The sample used was 71 people. The sampling technique used is non-probability sampling. Data collection techniques using pretest-posttest and observation sheets. Data analysis techniques used are the balance test, normality test, homogeneity test, and hypothesis testing using an independent sample t-test. The results of the study are as follows. First, First, there are differences in students' cognitive understanding of video tutorial based blended learning models with conventional learning. secondly, the blended learning model based on video tutorials has a higher effectiveness compared to conventional learning on the learning understanding of class X TKJ students in SMK Negeri 1 Banyudono
EFEKTIVITAS PENGGUNAAN MEDIA SOFTWARE ROBOMIND PADA PEMBELAJARAN PEMROGRAMAN DASAR KELAS X PAKET KEAHLIAN MULTIMEDIA DI SMK NEGERI 7 SURAKARTASMK NEGERI 1 BANYUDONO Amrina, Ismi; Maf'ulah, Maf'ulah; Efendi, Agus; Basori, Basori
Journal of Informatics and Vocational Education Vol 2, No 3 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i3.38042

Abstract

Penelitian ini bertujuan untuk mengetahui (1) perbedaan kemampuan kognitif siswa yang mengikuti pembelajaran dengan menggunakan media software RoboMind dibandingkan dengan yang mengikuti pembelajaran tanpa menggunakan media software RoboMind pada mata pelajaran Pemrograman Dasar, (2) penggunaan media software RoboMind pada pembelajaran Pemrograman Dasar lebih efektif dibandingkan dengan tanpa menggunakan media software RoboMind untuk meningkatkan kemampuan kognitif siswa kelas X. Penelitian ini menggunakan metode eksperimen semu dengan desain penelitian yaitu Pretest Posttest Control Group Design. Penelitian ini dilakukan di SMK Negeri 7 Surakarta. Populasi penelitian ini adalah semua siswa kelas X Multimedia SMK Negeri 7 Surakarta. Berdasarkan hasil penelitian dapat disimpulkan: (1) Terdapat perbedaan kemampuan kognitif siswa yang mengikuti pembelajaran dengan menggunakan media software RoboMind dan yang mengikuti pembelajaran tanpa menggunakan media software  RoboMind pada mata pelajaran Pemrograman Dasar (thitung: 2,085 > ttabel: 1,99962). (2) Penggunaan media software RoboMind pada pembelajaran Pemrograman Dasar lebih efektif dibandingkan dengan tanpa menggunakan media software RoboMind untuk   meningkatkan kemampuan kognitif siswa kelas X paket keahlian Multimedia di SMK Negeri 7 Surakarta (thitung: 3,517 > ttabel: 1,99962).Kata kunci : efektivitas, media pembelajaran, RoboMind, Pemrograman Dasar, kemampuan kognitif, gain ternormalisasi
The Influence of Student Learning Motivation and Understanding Diagrams Using Microsoft Office Visio On Cognitive Learning Outcomes in Lessons of Software Modeling Setianti, Suci Rhamadani; Efendi, Agus; Liantoni, Febri
Journal of Informatics and Vocational Education Vol 4, No 2 (2021): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v4i2.49646

Abstract

The purpose of this study was to determine whether there is an effect of motivation and understanding of student diagrams through the use of Microsoft Visio on cognitive learning outcomes of XI RPL class students in Software Modeling subjects at SMKN 2 Surakarta. This research is an ex post facto quantitative research and the subjects in this study were 32 students of class XI RPL SMKN 2 Surakarta in one class. Data were collected using questionnaires, tests, and documentation. Test the validity of the research instrument using Product Moment correlation, and reliability testing using Cronbach's Alpha. The prerequisite analysis consisted of a normality test, a linearity test, and a multicollinearity test. Hypothesis testing consists of simple regression and multiple regression. The results showed that: 1) there was a positive and significant influence of Learning Motivation on Cognitive Learning Outcomes with rx1y = 0.455; r2x1y = 0.207; and tcount (2.282)> t table (2.093) at the 5% significance level. 2) there is a positive and significant influence of Diagram Understanding on Cognitive Learning Outcomes with rx2y = 0.669; r2x2y = 0.447; and tcount (4.020)> ttable (2.093) at the 5% significance level. 3) there is a positive and significant influence on Learning Motivation and Understanding of the Diagrams together on Cognitive Learning Outcomes with Ry (1,2) = 0.716; R2y (1,2) = 0.513; and the value of Fcount (9.990)> Ftable (3.49) at the 5% significance level.
Application of the Kumon Learning Model with Active Learning Strategies to Improve Learning Outcomes in Simulation and Digital Communication Nurdin, Alla’ Junia; Efendi, Agus; Wihidayat, Endar Supri
Journal of Informatics and Vocational Education Vol 2, No 2 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i2.37973

Abstract

The application of the Kumon learning model with Active Learning Strategy aims to improve learning outcomes for students of class X AXIOO SMK N 5 Surakarta on simulation and digital communication. The research began because some students experienced difficulties in learning. This research took place in two cycles, data collection techniques which consisted of tests, observations, interviews, and documentation. Data validity test techniques which used data source triangulation techniques and triangulation methods. Quantitative descriptive analysis model was used to analyse the data.  The improvement can be proven by the values of cognitive, affective and psychomotor aspects in each cycle. In the first cycle, the cognitive value of students reached 75% completeness, the completeness of students in the psychology value was 60.71%, while affective value reached 72% completeness, and final score 75 could be categorized as good. In the second cycle, the cognitive value increased 82.14% of completeness, while the psychomotor completeness was 85.71% and the affective value increased to 84% completeness and final score 90 can be categorized very well.Keywords: active learning, classroom action research, kumon, learning outcomes, simulation and digital communication
The Implementation of Online Project-Based Learning Model With A Combination of Collaborative Learning to Improve The Learning Result of Digital Photo Composition Susanti, Anita Dian; Basori, Basori; Efendi, Agus
Journal of Informatics and Vocational Education Vol 1, No 1 (2018): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v1i1.35743

Abstract

The purpose of this research was to improve the learning results of Digital Photo Composition through the implementation of Online Project Based Learning model with a combination of Collaborative Learning on Multimedia students of SMK Negeri Takeran. This research was Classroom Action Research (CAR) with the cycle model of collaboration between researcher dan teacher. This survey was conducted in two cycles with each cycle consisting of planning, acting, observing, and reflecting. These subjects were students of Multimedia eleventh grade of SMK Negeri Takeran, which consisted of 22 students. The data collection technique was a test, observation, interview, and documentation. The data validity tests of the research were a triangulation of source and triangulation of method. The data analyzed technique was quantitative-descriptive analysis technique. Based on the result of this survey, it could conclude that implementation of Online Project Based Learning model with a combination of Collaborative Learning can improve learning result at Multimedia eleventh grade of SMK Negeri Takeran. It proved by the increase of average scores in the cognitive test for each cycle. The average value of pra-cycle was 69,82 with the completeness of 22,73% or 5 of 22 students. While on the cycle I was 77,5 with the completeness of 63,64% or 14 of 22 students. The average score of cycle II was 83,95 with the integrity of  81,82% or 18 of 22 students.
PENERAPAN SIMULATOR CISCO PACKET TRACER DENGAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT UNTUK MENINGKATKAN HASIL BELAJAR DAN KEAKTIFAN JARINGAN DASAR KELAS X TKJ SMK NEGERI 1 BANYUDONO Ardi, Isnaini Anisa; Efendi, Agus; Tamrin, A.G
Journal of Informatics and Vocational Education Vol 2, No 3 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i3.38044

Abstract

Penelitian ini bertujuan untuk mengetahui apakah (1) penerapan simulator Cisco Packet Tracer dengan model pembelajaran TGT dalam mata pelajaran Jaringan Dasar dapat meningkatkan hasil belajar siswa, (2) penerapan simulator Cisco Packet Tracer dengan model pembelajaran TGT dalam mata pelajaran Jaringan Dasar dapat meningkatkan keaktifan siswa. Jenis penelitian ini adalah Penelitian Tindakan Kelas. Penelitian ini terdiri dari 2 siklus, dengan masing-masing siklus terdiri dari beberapa tahap yakni perencanaan, pelaksanaan tindakan, observasi, dan refleksi yang dimulai dari bulan April sampai Mei 2016. Subjek penelitian ini adalah siswa kelas X TKJ 1 Sekolah Menengah Kejuruan Negeri 1 Banyudono tahun ajaran 2015/2016 yang berjumlah 33 siswa. Teknik pengumpulan data meliputi observasi, tes, wawancara dan dokumentasi. Validasi data dilakukan dengan cara triangulasi. Analisis data kualitatif dilakukan dengan teknik analisis kritis yang terdiri dari reduksi, penyajian, verifikasi, penarikan kesimpulan, sedangkan data kuantitatif dianalisis dengan teknik statistik deskriptif komparatif. Hasil penelitian menunjukkan bahwa penerapan simulator Cisco Packet Tracer dengan model pembelajaran TGT dalam mata pelajaran Jaringan Dasar dapat meningkatkan hasil belajar siswa. Peningkatan persentase ketuntasan hasil belajar siswa ranah kognitif dari pra tindakan 24,24%, siklus I 60,61%, dan siklus II 75,76%. Peningkatan persentase ketuntasan hasil belajar siswa ranah afektif dari pra tindakan 51,52%, siklus I 75,76%, dan siklus II 87,88%. Peningkatan persentase ketuntasan hasil belajar siswa ranah psikomotorik dari pra tindakan 24,24%, siklus I 72,73%, dan siklus II 84,85%. Penerapan simulator Cisco Packet Tracer dengan model pembelajaran TGT dalam mata pelajaran Jaringan Dasar dapat meningkatkan keaktifan siswa. Peningkatan persentase keaktifan kelas dari pra tindakan 33,94%, siklus I 68,48%, dan siklus II 77,58%. Berdasarkan hasil penelitian, dapat disimpulkan bahwa penerapan simulator Cisco Packet Tracer dengan model pembelajaran TGT dalam mata pelajaran Jaringan Dasar dapat meningkatkan hasil belajar dan keaktifan siswa kelas X TKJ 1 SMK Negeri 1 Banyudono tahun ajaran 2015/2016. Kata Kunci: Teams Games Tournament, hasil belajar kognitif, hasil belajar afektif, hasil belajar psikomotorik, keaktifan  
Co-Authors A.G Tamrin A.G Tamrin, A G Abidin*, Zainul Ahoen, Bahori Akhmad Arif Musadad Al Anshori, Ahmad Zakariya Alfi Sahri Amrina, Ismi Andrik Purwasito Anggoro Pudyastowo, Purbo Anryza, Anryza anugerah, yope bintang Anwar Efendi Ardi, Isnaini Anisa Arief Hermanto Aris Budianto, Aris Aris Setiawan Ariyanto, Yuyun Asfihani, Muhammad Lutfi Astuti, Puwani Indri Auliyani, Zalfa Aziz, Muhamad Havid Abdul badriyah, Nurul lailatul Bagaskara, Khrisna Bambang Ikhwanto Bani Sudardi Basori Basori Budi Siswanto Budihardjo, Billy Cahyono, Budi Tri Caroline, Reza Cucuk Wawan Budiyanto Deny Tri Ardianto Deswijaya, Adi Deswijaya, R Adi Deswijaya, R. Adi Deswijaya, R.Adi Dewati, Komang Talita Putri Sri Dwi Maryono Endrayani, Iin Erika Laras Astutiningtyas Fadhilah, Roni Yudi Fatma Sukmawati, Fatma Febri Liantoni, Febri Fitriani, Migut Gunarhadi Gunarhadi Gunarhadi, Gunarhadi Hamas, Abu Handayani, Agustia Hapsari, Pradnya Paramita Harsono Harsono Harsono Hornay, Nandito Fernandes Januar Budi Asmari Jaya, Yoga Putra Khurniawati, Wiji Khusnia, Riezka Layli Kusumawardani, Seftia Kusumawati, Nuur Roofiah Leonardo, Julio Maf'ulah, Maf'ulah Maf’ulah, Ismi Amrina Masruri, Muhammad Agil Maulana, Iwan Mayang, Gendhis Cikal Mayzura, Ineza Ghaisani Moh. Muchtarom Mohamad Zain Musa, Mohamad Zain Muhammad Akhyar Muhammad Farid Wadjdi Muhammad Hafidz, Muhammad Munawir Yusuf Nisma Dwi Yulikartika Prasetyaningrum Novianingsih, Affifah Nur Atikasari Nur Auliyani, Zalfa Zahiroh Nurdin, Alla’ Junia Nurul Humaidah Nuryani Tri Rahayu Nuryani Tri Rahayu Palupi, Dian Exsi Pambudi, Nugroho Agung Pardyatmoko , Pardyatmoko Pardyatmoko, Pardyatmoko Pradnya Paramita Hapsari Prakisya, Nurcahya Pradana Taufik Pramono, Sidik Pratama, Alvonda Rizqi Pratiwi, Intan Ajeng Prihatiningrum, Meida Priyatiningsih, Nurpeni Purnandita, Fajar Purwaningsih, Lisa Purwanto, Andrias Puspanda Hatta Putri, Kharisma Rosyiana Putro, Ismoyo Qodr, Taufiq Subhanul R. Adi Deswijaya Rahmana, Jaka Rahmatullah, Putera Islamiyadi Rahmawati, Alfi Nur Fitria Rima Sri Agustin Rizkiana, Ajeng Roemintoyo Roemintoyo Samin Santosa, Eka Budhi Santosa, Eka Budi Saputri, Winda Prasiska Sari, Damar Fatika Septiana, Rahma Setianingrum, Theresi Setianti, Suci Rhamadani Setiyawati, Sulis Setyarto Setyarto Setyowati, Anisa Singgih Subiyantoro Siswandari Siswandari, Siswandari Sri Sumarni Sri Sumaryati Sri Yamtinah Sudianto, Sudianto Sulistiyo, Budi Susanti, Anita Dian Syafi'uddin, Mochkammad Tabah Syahidah, Izzanatun Ulfa Tamrin, A G. Taufik Hidayat Taufik Lilo Adi Sucipto Taufik Prakisya, Nurcahya Pradana Tigowati Tigowati, Tigowati Tiyarno, Raka Pratama Tri Murwaningsih, Tri Tri Widiatmi Tri Widiatmi Tyas, Niken Widowati Setyaning Utomo, Firmansyah Nur Vitariyanti, Diyan Wakit Abdullah Rais Widyaloka, Dhagan - Wihidayat, Endar Supri Wihidayat, Endar Suprih Wiyana, Ranu Putra Wulansari, Puput Yudianto Sujana Yudianto Yudianto Yusfia Hafid Aristyagama Zainul Abidin