p-Index From 2021 - 2026
6.204
P-Index
This Author published in this journals
All Journal Tekno : Jurnal Teknologi Elektro dan Kejuruan Teknologi dan Kejuruan: Jurnal teknologi, Kejuruan dan Pengajarannya Jurnal Teknologi Informasi dan Ilmu Komputer International Journal of Advances in Intelligent Informatics Proceeding of the Electrical Engineering Computer Science and Informatics Briliant: Jurnal Riset dan Konseptual JOIV : International Journal on Informatics Visualization Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Journal of Information Technology and Computer Science Knowledge Engineering and Data Science JURNAL DINAMIKA VOKASIONAL TEKNIK MESIN PEDAGOGIA Pendas : Jurnah Ilmiah Pendidikan Dasar ILKOM Jurnal Ilmiah SENTIA 2017 JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) EDUKATIF : JURNAL ILMU PENDIDIKAN Jutisi: Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Jurnal Pengabdian Kepada Masyarakat (Mediteg) SCAFFOLDING: Jurnal Pendidikan Islam dan Multikulturalisme Buletin Ilmiah Sarjana Teknik Elektro Letters in Information Technology Education (LITE) Journal of Electrical Vocational Education and Technology Ideguru: Jurnal Karya Ilmiah Guru Didaktika: Jurnal Kependidikan International Journal of Robotics and Control Systems Jurnal Pengabdian Kepada Masyarakat Jurnal Nasional Teknik Elektro dan Teknologi Informasi JURNAL PENGABDIAN PENDIDIKAN MASYARAKAT (JPPM) Khidmatuna: Journal of Research and Community Service Jurnal Inovasi Teknologi dan Edukasi Teknik Bulletin of Social Informatics Theory and Application Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia ABDI UNISAP: Jurnal Pengabdian Kepada Masyarakat Journal of Innovation and Teacher Professionalism Journal of Education and Computer Applications IRDH International Journal of Technology, Agriculture and Natural Sciences (IRDH IJTANS) Lembaran Ilmu Kependidikan Abdimas Pedagogi: Jurnal Ilmiah Pengabdian kepada Masyarakat
Claim Missing Document
Check
Articles

PENGEMBANGAN E-LEARNING SEBAGAI MEDIA PEMBELAJARAN INOVATIF BERBASIS WEBSITE MATA PELAJARAN ADMINISTRASI SISTEM JARINGAN DI SMK Trianto, Rudi; Nurjanah, Nunung; Herwanto, Heru Wahyu
BRILIANT: Jurnal Riset dan Konseptual Vol 9 No 4 (2024): Volume 9 Nomor 4, November 2024
Publisher : Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/briliant.v9i4.1754

Abstract

This research aims to (1) develop learning media, (2) test the level of feasibility of e-learning website-based learning media products, and (3) test the effectiveness of developing e-learning website-based learning media in the Network Systems Administration subject for students class XI TKJ Islamic Vocational School 1 Blitar. This research is research into the development of the ADDIE development model. The data analysis used is in the form of a questionnaire with four scales and test questions in the form of pretest and posttest. The data analysis technique uses descriptive qualitative and quantitative analysis with averages. The feasibility assessment from media experts, namely from lecturers and teachers, the average was 3.72 in the "very feasible" category. The assessment from material experts, the average was 3.57 in the "very feasible" category. The feasibility assessment of 14 students with an average score of 3.30 was categorized as "very feasible" which shows that e-learning is classified as very good. The effectiveness of the media is shown from the results of the pretest and posttest. It shows that effectiveness for the experimental class is shown by a significant increase in scores, while for the control class there is a less significant increase seen from the results of the pretest and posttest.
Identifikasi Karakter Kerja di Industri Otomotif Untuk Lulusan SMK Jurusan Teknik Sepeda Motor di Blitar Mawahib, Agus; Nurhadi, Didik; Herwanto, Heru Wahyu
BRILIANT: Jurnal Riset dan Konseptual Vol 10 No 3 (2025): Volume 10 Nomor 3, Agustus 2025
Publisher : Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/briliant.v10i3.2344

Abstract

This study aims to identify the work characteristics of vocational school graduates majoring in Motorcycle Engineering in the automotive industry through a qualitative descriptive approach. Data collection was conducted through observation, in-depth interviews, and documentation at three official Honda workshops in Blitar: AHASS MPM, AHASS PSM, and AHASS Kademangan. Data analysis was performed using triangulation of sources and methods to ensure the research results are valid, systematic, and in-depth. The research results indicate that the work standards for mechanics include a minimum SMK TSM diploma, mastery of technical competencies, compliance with SOPs, and the application of good work characteristics such as discipline, religiosity, thoroughness, diligence, concern, honesty, responsibility, communication skills, creativity, innovation, teamwork, and perseverance. However, the application of work character traits among SMK graduates in the automotive industry is not yet fully consistent, particularly in terms of religiousness, meticulousness, perseverance, communication skills, teamwork, resilience, creativity, and innovation. Schools and industries need to establish more intensive collaboration through internship programs, training, and continuous evaluation to ensure graduates possess both technical competencies and work character traits aligned with industry standards.
The Relationship Between Work Attitudes and the Implementation of OHS on the Competency Test of Blitar SMK Students Rizal Fauzi, M. Syamsul; Herwanto, Heru Wahyu; Widiyanti, Widiyanti
Scaffolding: Jurnal Pendidikan Islam dan Multikulturalisme Vol. 5 No. 3 (2023): Pendidikan Islam dan Multikulturalisme
Publisher : Institut Agama Islam Sunan Giri (INSURI) Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/scaffolding.v5i3.3723

Abstract

The purpose of this study was to determine the relationship between Work Attitude (X 1) and the application of K3 (X 2) to the Expertise Competency Test (Y) both partially and simultaneously and describe each variable X 1, X 2, and Y. The research design used is quantitative with descriptive correlational research type. The population in this study were all XII-grade students of SMK Islam 1 Blitar. The sampling technique was carried out using a proportional random sampling technique. The sample of this study was class XII students of the TITL Department of SMK Islam 1 Blitar, which consisted of 11 classes with a sample size of 87 students. The data sources in this study are primary data sourced from questionnaires and secondary data from Google Scholar. The data collection technique in this study was carried out by distributing questionnaires to the respondent sample. The data obtained were tested with a partial correlation test to reveal the relationship between the independent variable and the dependent variable both partially and simultaneously. The results showed that there is a positive and significant relationship between Work Attitude and the Skills Competency Test of class XII ITT Department students of SMK Islam 1 Blitar. There is a relationship between the Application of Occupational Health and Safety (K3) and the Skills Competency Test of class XII ITT Department of SMK Islam 1 Blitar. There is a positive and significant relationship between Work Attitude and the Application of Occupational Health and Safety (K3) to the Skills Competency Test of class XII ITT Department students of SMK Islam 1 Blitar.
The Effectiveness of the STEAM-based PBL Model in Understanding Basic Electrical Concepts among Vocational High School Students Chusna, Chufadatul; Yoto, Yoto; Herwanto, Heru Wahyu
Lembaran Ilmu Kependidikan Vol. 53 No. 2 (2024): Educational Theory and Practice
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/lik.v53i2.6592

Abstract

This research explores the effectiveness of the STEAM-based Problem-Based Learning (PBL) model in improving Vocational High School (SMK) students' understanding of basic electrical concepts. Through a literature review of 12 articles published since 2020, the study synthesizes findings on the integration of STEAM (Science, Technology, Engineering, Arts, and Mathematics) into PBL to promote deeper conceptual understanding and practical skills. The results show that the STEAM-based PBL model enhances student engagement, collaboration, and problem-solving skills by linking theory to real-life applications. This approach not only improves knowledge retention but also fosters the development of critical thinking and teamwork, which are essential for vocational students' success. The study concludes that this model is highly effective for vocational education, recommending its broader implementation to better prepare students for future challenges in technical fields. The novelty of this research lies in its focus on the combined application of STEAM and PBL in vocational education, providing a comprehensive approach to both theoretical and practical learning.
GOOGLE SITES: DEVELOPMENT OF 3D CAD TUTORIAL VIDEO FOR CLASS XI AT SMKN 1 BLITAR Azizah, Ambar Isna; Herwanto, Heru Wahyu
Jurnal Dinamika Vokasional Teknik Mesin Vol. 9 No. 1 (2024)
Publisher : Department of Mechanical Engineering Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/dinamika.v9i1.73640

Abstract

This development research is using the ADDIE model (analysis, design, development, implementation, evaluation) with a quantitative approach. The discussion of the research results is limited to the development stage until the product feasibility validation test. The data collection instrument of this research is a questionnaire with a Likert scale (1-4). The development of 3D drawing video tutorial media using the ADDIE model provides good feasibility test results. This can be proven through the results of product validity tests on media experts with a percentage of 94.44% which means very feasible, on material experts with a percentage of 88.75% which means very feasible, and validity tests based on small-scale student responses with a percentage of 85% which means very feasible. These results indicate that the development of this 3D drawing video tutorial can be used in learning. Based on the overall percentage gain from the results of the product feasibility validity test, it can be said that the 3D drawing video tutorial media displayed through the utilization of the google sites platform is considered feasible to use in learning.
UPAYA PEMANFAATAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY (AR) UNTUK MENDUKUNG MATERI STRUKTUR DATA TREE (POHON KELUARGA) DI KELAS IX SMP Mochammad Taufik Hidayat; Heru Wahyu Herwanto; Eka Rakhmawati Wardhani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.35948

Abstract

Pesatnya perkembangan teknologi digital mendorong inovasi dalam media pembelajaran, salah satunya melalui integrasi Augmented Reality (AR). Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis AR menggunakan aplikasi Assemblr Studio untuk mendukung materi “Struktur Data: Tree (Pohon Keluarga)” pada mata pelajaran Informatika kelas IX di SMPN 16 Malang. Permasalahan yang ditemukan dalam pembelajaran sebelumnya adalah rendahnya minat belajar serta kesulitan peserta didik dalam memahami konsep abstrak akibat penggunaan media konvensional. Untuk mengatasi hal tersebut, digunakan metode penelitian dan pengembangan (Research and Development) dengan model ADDIE yang meliputi lima tahap: Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi. Pada tahap analisis, diidentifikasi kebutuhan akan visualisasi konkret terhadap konsep abstrak. Tahap desain dilakukan dengan menyusun skenario penggunaan AR dan storyboard. Tahap pengembangan melibatkan pembuatan prototipe menggunakan Assemblr Studio dengan konten 3D interaktif, yang kemudian divalidasi oleh ahli media dan materi. Implementasi dilakukan melalui uji coba terbatas kepada 35 siswa SMPN 16 Malang, sementara evaluasi mencakup penilaian ahli dan angket respon siswa. Hasil validasi oleh ahli materi menunjukkan skor kelayakan sebesar 91,1%, sedangkan ahli media memberikan skor 95,83%, keduanya masuk dalam kategori “sangat layak.” Uji coba kelompok kecil dengan 10 siswa menghasilkan skor rata-rata 87%, dan uji coba kelompok besar dengan 35 siswa mencapai 92,49%, menunjukkan tingkat efektivitas dan penerimaan yang sangat tinggi. Siswa melaporkan peningkatan motivasi dan pemahaman, terutama karena visualisasi dan interaktivitas dari media AR. Temuan ini menunjukkan bahwa media pembelajaran berbasis AR secara signifikan dapat meningkatkan pemahaman siswa terhadap konsep yang kompleks dan abstrak melalui visualisasi yang menarik dan konkret. Media ini juga mendorong pembelajaran aktif serta meningkatkan partisipasi siswa. Oleh karena itu, media pembelajaran AR yang dikembangkan menggunakan Assemblr Studio dinyatakan layak, efektif, dan sangat direkomendasikan sebagai alternatif inovatif dalam pembelajaran Informatika di tingkat SMP.
Optimized Yolov8 to identify people with disabilities Wulanningrum, Resty; Handayani, Anik Nur; Herwanto, Heru Wahyu; Arai, Kohei
International Journal of Advances in Intelligent Informatics Vol 11, No 4 (2025): November 2025
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/ijain.v11i4.1977

Abstract

This research aims to develop an object detection model that can distinguish between the gait of people with and without disabilities with high accuracy. Object detection is currently designed to detect people and is used in both normal and gender-based gait recognition. Gait recognition, if further examined, encompasses recognition of both non-disabled and disabled individuals. Every day, people walk like most, but people with disabilities have different gaits from those of normal people. Some use walking aids, whereas others walk without them. YOLOv8 is a platform for detecting people. This research proposes an object detection for normal people and people with disabilities, both those who use assistive devices and those who do not. The dataset used is Disabled gait, comprising 6500 images, and will be divided into 3 data splits: 70% for training, 20% for validation, and 10% for testing. Model evaluation is based on precision, recall, mAP50, and mAP50-90. The test results for three classifications, namely assistive, non-assistive, and normal, show the highest value in the assistive class with an mAP50 value of 0.98 and an mAP50-95 value of 0.996. This study advances gait recognition by extending object detection to accurately differentiate normal and disabled walking patterns, including both assistive and non-assistive gaits, thereby enriching inclusive human-movement analysis. Beyond computer vision, the findings benefit healthcare, rehabilitation, and smart surveillance systems by enabling more accurate mobility assessment and accessibility-aware applications.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS AUGMENTED REALITY (AR) PADA MATERI SISTEM KOMPUTER MATA PELAJARAN INFORMATIKA KELAS IX SMP Ramadhan, Minggar Putra Dhea; Herwanto, Heru Wahyu; Wardhani, Eka Rakhmawati
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 3 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i3.8028

Abstract

Penelitian ini berupaya untuk merancang dan mengembangkan media pembelajaran interaktif berbasis Augmented Reality (AR) pada materi sistem komputer untuk siswa kelas IX SMP. Penelitian ini memiliki latar belakang yaitu dengan adanya kesulitan peserta didik dalam me-mahami konsep sistem komputer yang bersifat abstrak dan kurangnya media visual yang konkret dalam proses pembelajaran. Penelitian ini memanfaatkan metode penelitian dan pengembangan (R&D) dengan model ADDIE yang terdiri dari lima tahap, yaitu : analisis, perancangan, pengembangan, implementasi, dan evaluasi. Produk yang dihasilkan berupa aplikasi AR yang menampilkan objek tiga di-mensi (3D) perangkat sistem komputer yang dapat diakses melalui smartphone dan dilengkapi dengan fitur interaktif. Validasi melibatkan ahli materi dan media, serta uji coba yang dilakukan pada kelompok kecil dan kelompok besar. Hasil validasi pada penelitian ini menunjuk-kan bahwa media ini sangat valid dan dapat digunakan tanpa adanya revisi, dengan nilai rata-rata validasi 90,5%. Nilai skor ini termasuk da-lam kategori sangat layak digunakan dan efektif dalam meningkatkan hasil belajar peserta didik. Hasil tersebut dihasilkan dengan berdasar-kan hasil berikut : (1) persentase dari ahli materi sebesar 91,25%, (2) persentase dari ahli media sebesar 95,83%, (3) persentase dari hasil uji coba kelompok kecil sebesar 89,51%, dan (4) persentase dari uji coba kelompok besar memperoleh skor sebesar 85,35%, berdasarkan hasil tersebut maka semuanya dapat dikategorikan sebagai sangat layak dan valid. Maka dengan itu, media pembelajaran berbasis AR dapat menjadi solusi inovatif dalam menyampaikan materi sistem komputer secara lebih interaktif, konkret, dan menarik bagi peserta didik.
PENERAPAN GAME ULAR TANGGA SEBAGAI MEDIA PEMBELAJARAN TERHADAP KETERLIBATAN PESERTA DIDIK PADA MATA PELAJARAN INFORMATIKA KELAS IX SMP Dewayani, Mifta; Herwanto, Heru Wahyu; Wardhani, Eka Rakhmawati
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 3 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i3.8027

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menerapkan media pembelajaran berupa game ular tangga dalam pembelajaran Informatika kelas IX pada materi struktur data Graf, serta menganalisis keterlibatan peserta didik selama proses pembelajaran berlangsung. Metode yang digunakan penelitian ini adalah Research and Development (R&D) dengan tahapan model pengembangan ADDIE: analisis, desain, pengembangan, implementasi, dan evaluasi. Populasi pada penelitian ini yaitu peserta didik kelas IX SMP Negeri 16 Malang tahun ajaran 2024/2025, dan sampel kelas IX E yang berjumlah 34 anak. Teknik pemiligan sampel menggunakan teknik simpel random sampling atau dipilih secara acak. Penelitian ini mengumpulkan data berupa angket untuk menggambarkan keterlibatan peserta didik dan tanggapan mereka terhadap media pembelajaran. Hasil yang didapatkan penelitian ini hasil validasi ahli media 95,83% sebesar dan validasi ahli materi sebesar 92,19%. Uji coba kelompok kecil melibatkan 10 peserta didik, menunjukkan persentase sebesar 85,25% dan uji coba kelompok besar melibatkan 34 peserta didik dengan persentase sebesar 89,49%. Selain itu, dari angket keterlibatan menunjukkan bahwa peserta didik berada pada kategori keterlibatan sangat aktif, yaitu sebesar 85,36%. Dengan demikian, penerapan game ular tangga sebagai media pembelajaran menunjukkan respon positif terhadap keterlibatan peserta didik secara perilaku, emosional, dan kognitif selama proses pembelajaran.
Analysis of the Ensemble Method Classifier's Performance on Handwritten Arabic Characters Dataset Manga', Abdul Rachman; Handayani, Anik Nur; Herwanto, Heru Wahyu; Asmara, Rosa Andrie; Sulistya, Yudha Islami; Kasmira, Kasmira
ILKOM Jurnal Ilmiah Vol 15, No 1 (2023)
Publisher : Prodi Teknik Informatika FIK Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/ilkom.v15i1.1357.186-192

Abstract

Arabic character handwriting is one of the patterns and characteristics of each person's writing. This characteristic makes Arabic writing more challenging if the letter recognition process is based on a dataset of Arabic scripts. This Arabic script has been presented in a dataset totaling 16800, each representing a class of hijaiyah letters starting from alif to yes, consisting of 600 data for each class. The accuracy of the data used can be increased using the ensemble method. By using multiple algorithms at simultaneously, the ensemble technique can raise the level or result of a score in machine learning. This study's primary goal is to evaluate the ensemble method classifier's performance on datasets of handwritten Arabic characters. The classifier uses the ensemble method by applying the proposed soft voting to provide a multiclass classification of three machine learning algorithms, namely, SVM, Random Forest, and Decision Tree for classification. This research process produces an accuracy value for the voting classifier of 0.988 and several other SVM algorithms with an accuracy of 0.103, a random forest with an accuracy of 1.0, and a decision tree with an accuracy of 0.134. The test results used the confusion matrix evaluation model, including accuracy, precision, recall, and f1-score of 0.99.
Co-Authors A.N. Afandi Abdullah Iskandar Syah Adim Firmansah Afifah, Hesti Nur Ahmad Faiz Risvan Haqiqi Aji Prasetya Wibawa Amir Rofiudin Amir Rofiudin Amir Rofiudin Ananda, Sagita Regina Putri Aniendya, Mutyara Whening Anik Nur Handayani Aripriharta - Ary Agung Wibowo Ary Agung Wibowo Arya Kusumawardana Asfani, Khoirudin Azizah, Ambar Isna Chandrika, Katya Lindi Chusna, Chufadatul Dendi Mukti Putranto Denny Martin Denny Martin Devita, Riri Nada Dewayani, Mifta Didik Dwi Prasetya Didik Nurhadi Dila Umnia Soraya Dimas Jundan A Dimas Jundan Ashshiddiqi Eddy Triswanto Setyoadi Eka Rakhmawati Wardhani Eka Rakhmawati Wardhani Erlitasari, Mita Erma Widayanti Eva Yulia Safitri, Eva Yulia Fauzi, Rochmad Firdaus, Rizal Firman Syahputra, Yohanes Dhimas Fitri, Shofiana Hadi, Sholihul Hakkun Elmunsyah Harits Ar Rosyid Hartarto Junaedi Hendra Susanto Hofifah, Hofifah I Made Wirawan Indonesia, Anggirda Permata Indriana, Poppy Irva Widiyawati Irva Widiyawati Jayanti, Ratna Dwi Joyo, Achmad Darmo Kartika Candra Kirana Kasmira, Kasmira Katya Lindi Chandrika Khusnul Muttaqiyah Khusnul Muttaqiyah Khusnul Muttaqiyah Kohei Arai Kohei Arai Kornelius Kamargo/Irawan Dwi Wahyono Kornelius Kamargo Kristian Jodi Lilis Widayanti Luhur Adi Prasetya Luhur Adi Prasetya M. Aris Ichwanto Maghfiro Nuzula Fidinda Putri Manga, Abdul Rachman Marga Asta Jaya Mulya Maskuri, Muhammad Naja Maulana, Afiko Ilham Akbar Mawahib, Agus Mochammad Taufik Hidayat Muhamad Luqmanul Hakim Muhammad Afnan Habibi Muhammad Aris Ichwanto Muhammad Fazlur Rahman Addakhil Muis Muhtadi Mukti Putranto, Dendi Muladi Mutyara Whening Aniendya Ningrum, Gres Dyah Kusuma Nugroho, Andhik Catur Nunung Nurjanah Nur Aliyah Rohma Nur Amalinda Peggy Gilang Pratama Poppy Indriana Prasetya, Luhur Adi Putra, Adhi Pramana Estiawanda Ramadhan, Minggar Putra Dhea Ratnasari, Heny Dwita Ratnasari, Heny Dwita Resty Wulanningrum Rian Syahmulloh Hendranawan Rian Syahmulloh Hendranawan Rizal Fauzi, M. Syamsul Rizalnur Firdaus Rizka Rahmania Ameilia Rofiudin, Amir Rosa Andrie Asmara Rudi Trianto, Rudi Salsabila Thifal Nabil Haq Salsabila Thifal Nabil Haq Samodra, Joko Satia Nur Maharani Setiadi Cahyono Putro Shandy Krisnawan Shofiana Fitri Sholihul Hadi Siti Sendari Slamet Wahyudi Slamet Wibawanto Suhendri Suhendri Suhendri Sujito Sujito Sunaryono Syaad Patmanthara Syamsul Bahri Titasari Rahmawati Tony Yu Tri Atmadji Sutikno Triyanna Widiyaningtyas Triyanna Widyaningtyas Vivi Aida Fitria Wahyu Gunawan Irianto Wahyu Sakti Gunawan Irianto Wardhani, Eka Rakhmawati Widiyanti Widiyanti, Widiyanti Widyadara , Made Ayu Dusea Winda Cahyaning W Yosi Kristian Yoto Yoto Yoto Yoto Yoto, Yoto Yu, Tony Yudha Islami Sulistya Yuliana Melita Pranoto Yuni Rahmawati Zustina Zustina Zustina