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Perancangan Media Pembelajaran Gerakan Semaphore Pramuka Berbasis Augmented Reality Dengan Marker Based Tracking Hamdani Hamdani; Yeka Hendriyani
ALGORITMA : JURNAL ILMU KOMPUTER DAN INFORMATIKA Vol 6, No 1 (2022): April 2022
Publisher : UIN Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/algoritma.v6i1.11576

Abstract

Scouting is an extracurricular activity that must be carried out in primary and secondary education which has been determined in Permendikbud number 63 the year 2014. The process of delivering scouting material is directly delivered by the coach using the media in the form of a scout pocket book. But in the current condition, students are asked to study independently. Then what makes it difficult for students to learn independently is when they practice the semaphore movement. Therefore, the author provides a solution for media that can be used as a medium for learning the scout semaphore movement. The developed media is an android application with Augmented Reality technology. The use of Augmented Reality-based media can help students learn independently in online learning conditions. The method used in the development of this media is the prototype method, this method consists of three stages, namely listening to customers, designing and making prototypes, and conducting trials. In designing the semaphore movement learning media, it was designed with 3D blender software, unity, vuforia sdk, adobe illustrator. Blender 3D software is used to create 3D semaphore motion objects, Unity is used to create augmented reality-based android applications, Vuforia is used as a marker database and Adobe Illustrator is used to design markers and display applications. The final result of this final project is an Augmented Reality-based learning media for scout semaphore movements. Keywords: Scouts, Android, Augmented Reality, Unity, Prototype
Rancang Bangun CD Interaktif Pembelajaran Pengolahan Citra Digital Berbasis Multimedia Dengan Model Classic Tutorial Kasman Rukun; Asrul Huda; Yeka Hendriyani
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 5 No. 2 (2016)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v5i2.9745

Abstract

Pengolahan Citra Digital merupakan mata pelajaran wajib paket keahlian bagi siswa SMK jurusan Multimedia. Pembelajaran Pengolahan Citra Digital ini lebih mengarah pada kegiatan praktikum berbasis kompetensi dengan tujuan untuk memberikan bekal keterampilan yang kuat disertai dengan landasan teori yang realistis kepada siswa. Namun masih banyak terdapat beberapa siswa tidak menguasai dan memahami pelajaran yang diberikan guru dikarenakan metode yang digunakan guru dalam proses pembelajaran yang masih bersifat konvensional dan monoton. Untuk itu perlu untuk mengembangkan media pembelajaran yang dapat membantu siswa dalam menguasai materi berupa Multimedia Interaktif yang dikemas dalam sebuah CD. Dalam perancangan materi digunakan model classic tutorial dan melalui prosedur teknis pembelajaran multimedia interaktif yaitu : Analisis kebutuhan, identifikasi materi, menentukan model pembelajaran, desain flow chart, penulisan story board, pengumpulan bahan grafis, pengumpulan bahan animasi, pemograman, finishing dan mastering, uji coba, revisi produk akhir. Pembuatan CD multimedia interaktif ini menggunakan software aplikasi Macromedia Director 2004 dan aplikasi pendukung lainnya. CD multimedia interaktif ini juga dilengkapi dengan test formatif untuk mengukur tingkat pengetahuan siswa terhadap materi yang telah dipelajari. CD multimedia interaktif pembelajaran dengan model classic tutorial mata pelajaran pengolahan citra digital diharapkan mampu memberikan kemudahan bagi siswa dalam proses pembelajarannya.
Pendapat Guru Pasca Pelatihan Learning Management System Berbasis Video Menggunakan Moodlecloud Hansi Effendi; Hastria Effendi; Dedy Irfan; Yeka Hendriyani
JTEV (Jurnal Teknik Elektro dan Vokasional) Vol 5, No 2 (2019): JTEV (Jurnal Teknik Elektro dan Vokasional)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (942.159 KB) | DOI: 10.24036/jtev.v5i2.106609

Abstract

The purpose of this article is to discuss the opinions of teachers after training in online learning based on video tutorials using Moodlecloud held in Payakumbuh. Respondents consisted of 20 teachers who were members of Musyawarah Guru Mata Pelajaran (MGMP) of the Natural Sciences. The questionnaire used was a learning style questionnaire consisting of 24 statements regarding Visual, Auditory, and Kinesthetic(VAK) learning styles; and a teacher's opinion questionnaire regarding training consisting of 24 statements regarding the training conducted. The results of the study in terms of learning styles show that over 79 percent of teachers have a visual learning style, making it suitable for learning to use video. While in terms of opinions about the training process, it can be concluded that the teacher stated that the training carried out was interesting, practical, fun, had more value, and was not difficult to apply.
Rancang Bangun Media Edukasi Interaktif Stunting Bagi Remaja Calon Pengantin Yeka Hendriyani; Jayandra Jayandra
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 10, No 4 (2022): Vol. 10, No 4, Desember 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v10i4.119750

Abstract

Tujuan penelitian ini agar dapat merancang serta membangun media edukasi interaktif stunting bagi remaja calon pengantin berbasis augmented reality dan game edukasi sebagai upaya peningkatan pemahaman remaja tentang stunting. augmented reality dan game edukasi merupakan media edukasi interaktif yang banyak dimanfaatkan di bidang pendidikan dan informasi. Metode dalam penelitian ini menggunakan metode MDLC (Multimedia Development Lift Cycle) dengan 6 tahapan diantaranya concept, design, material collecting, assembly, testing dan distribution. Serta dalam pembuatan aplikasi ini menggunakan beberapa software diantaranya Unity 3D, Vuforia Engine, 3D Blender, Figma, serta software lainnya yang di jalankan pada perangkat android. Aplikasi ini di rancang memiliki beberapa fitur diantaranya bank materi, AR stunting dan game edukasi. Pengujian aplikasi menggunakan validasi dari ahli materi dengan skor 91% dengan keterangan sangat layak di distribusi.Kata kunci: Stunting, Augmented Reality, Game Edukasi, MDLC, Ahli Materi The purpose of this study is to design and build interactive stunting education media for prospective adolescents based on augmented reality and educational games as an effort to increase adolescents' understanding of stunting. Augmented reality and educational games are interactive educational media that are widely used in education and information. The method in this study uses the MDLC (Multimedia Development Lift Cycle) method with 6 stages including concept, design, collecting material, assembly, testing and distribution. And in making this application using several software including Unity 3D, Vuforia Engine, 3D Blender, Figma, and other software that runs on android devices. This application is designed to have several features including a material bank, AR stunting and educational games. Application testing uses validation from material experts with a score of 91% with information that is very feasible in distribution.Keywords: Stunting, Augmented Reality, Educational Games, MDLC, Material Expert
Pengaruh Literasi Digital, Dan Internet Addiction Terhadap Online Learning, Dan Dampak Selanjutnya Terhadap Motivasi Belajar Mahasiswa Departemen Teknik Elektronika Yeka Hendriyani; Ronaldo Ronaldo; Dedy Irfan; Khairi Budayawan; Zulhendra Zulhendra
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 10, No 4 (2022): Vol. 10, No 4, Desember 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v10i4.119854

Abstract

Pembelajaran online diterapkan oleh perguruan tinggi sebagai dampak dari penyebaran virus COVID-19 menjadi tantangan tersendiri bagi lembaga pendidikan. Revolusi industri 4.0 yang berkembang juga menjadi tantangan bagi lulusan untuk meningkatkan kemampuan individunya. Motivasi belajar mahasiswa dalam pembelajaran online menjadi acuan terpenting yang perlu diperhatikan. Metode analisis yang digunakan dalam menentukan apa saja yang mempengaruhi motivasi belajar mahasiswa adalah PLS-SEM. Pengambilan sampel dalam penelitian ini melalui metode Proportionate Stratified Random Sampling. Penelitian ini bertujuan untuk melihat pengaruh literasi digital dan internet addiction terhadap online learning¸serta dampaknya terhadap motivasi belajar. Subyek dalam penelitianmeruapakn mahasiswa departemen teknik elektronika yang mengikuti pembelajaran online sebanyak 229 mahasiswa. Hasil menunjukkan bahwa literasi digital berpengaruh signifikan terhadap online learning (66,3%), internet addiction berpengaruh signifikan terhadap online learning (22,6%), literasi digital berpengaruh signifikan terhadap motivasi belajar (34,9%), internet addiction berpengaruh signifikan terhadap motivasi belajar (49,6%), online learning serta berpengaruh signifikan terhadap motivasi belajar (15%).  Literasi digital berpengaruh signifikan terhadap motivasi belajar melalui mediasi online learning (9,9%) dan internet addiction berpengaruh signifikan terhadap motivasi belajar melalui mediasi online learning (4%). Dengan hasil temuan ini, motivasi belajar mahasiswa dapat ditingkatkan dengan membatasi internet addiction dan meningkatkan literasi digital dalam mengumpulkan informasi-informasi.Kata kunci: Literasi Digital, Internet Addiction, Online Learning, Motivasi Belajar, SEM Online learning implemented by universities as a result of the spread of the COVID-19 virus is a challenge for educational institutions. The developing industrial revolution 4.0 is also a challenge for graduates to improve their abilities. Student learning motivation in online learning is the most important reference that needs to be considered. The analytical method used in determining what affects student learning motivation is PLS-SEM. Sampling in this study through the method of Proportionate Stratified Random Sampling. This study aims to examine the effect of digital literacy and internet addiction on online learning and their impact on learning motivation. The subjects in the study were students of the electronics engineering department who took part in online learning as many as 229 students. The results show that digital literacy has a significant effect on online learning (66.3%), internet addiction has a significant effect on online learning (22.6%), digital literacy has a significant effect on learning motivation (34.9%), internet addiction has a significant effect on learning motivation (49.6%), online learning and significant effect on learning motivation (15%). Digital literacy has a significant effect on learning motivation through online learning mediation (9.9%) and internet addiction has a significant effect on learning motivation through online learning mediation (4%). With these findings, students' learning motivation can be increased by limiting internet addiction and increasing digital literacy in gathering information.Keywords: Digital literacy, Internet Addiction, Online Learning, Learning Motivation, SEM
Development of Interactive Learning Media in Computer Subjects and Basic Networks in Vocational High Schools Islapirna Islapirna; Fadhilah; Yeka Hendriyani; Wakhinuddin
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 6 No. 2 (2023): Issues January 2023
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v6i2.8867

Abstract

The use of technology in the educational process is one of the aspects that influence or help fulfill a quality learning process in an effort to achieve educational goals. If the use of this technology is not carried out, there will be many difficulties encountered in the learning process which are given directly by the teacher. This will affect many aspects, such as the teacher's explanation which is difficult to accept and understand and the lack of concentration of students during the learning process because the media provided is monotonous. This study aims to develop learning media and produce valid, practical, and effective media in the subject of Basic Computers and Networks for class X Computer Engineering and Basic Networks at YAPIM Vocational School. The method used in this study is the Research and Development (R&D) method, with a four-D development model. The results obtained from this study are web-based interactive learning media. Based on the results of the study it was concluded that the developed media was declared valid on the media aspect of 86%, the material aspect with a yield of 96%. The developed media is practical with the practicality value of the teacher's response with a result of 97.92% and the student's response is 88.29%, and the resulting web-based interactive learning media is effectively used with the posttest results seen from the students' classical completeness of 100% and the gain score of 0.50 in the moderate category.
Rancang Bangun Aplikasi Pengenalan Hewan Pada Kebun Binatang Bukittinggi Berbasis Augmented Reality Dengan Metode Markerless Yeka Hendriyani; Reza Aurora
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 1 (2023): Vol. 11, No 1, Maret 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i1.120276

Abstract

Tujuan dari penelitian ini adalah untuk merancang aplikasi pengenalan hewan pada Kebun Binatang Bukittinggi berbasis augmented reality. Aplikasi augmented reality ini dibangun menggunakan metode markerless augmented reality atau tanpa penanda, dengan menggunakan fitur environment ground plane dari vuforia engine. Tools yang digunakan dalam pembuatan aplikasi ini adalah Unity sebagai software engineering, Blender 3D untuk pembuatan asset 3D, Adobe Photoshop CS5 untuk perancangan tampilan interface, dan Visual Studio Code sebagai text-editor, serta Vuforia sebagai SDK dan kerangka kerja. Hasil dari penelitian ini adalah berupa aplikasi pengenalan hewan pada Kebun Binatang Bukittinggi berbasis augmented reality dengan metode markerless atau tanpa marker yang memungkinkan pengguna menggunakan aplikasi ini di mana saja, kapan saja, dan dalam proses pembuatannya menggunakan metode pengembangan Multimedia Development Life Cycle. Metode Multimedia Development Life Cycle merupakan metode yang cocok untuk digunakan dalam penelitian ini.Kata kunci : Augmented Reality, Markerless, Aplikasi Pengenalan Hewan, Kebun Binatang Bukittinggi. The purpose of this research is to design an augmented-based animal recognition application at the Bukittinggi Zoo. This augmented reality application was built using the markerless augmented reality method, using the environment ground plane feature from the vuforia engine. The tools used in making this application are Unity as software engineering, Blender 3D for creating 3D assets, Adobe Photoshop CS5 for interface design, and Visual Studio Code as a text-editor, and Vuforia as an SDK and framework. The results of this study are in the form of an augmented reality-based animal recognition application at the Bukittinggi Zoo with a markerless or markerless method that allows users to use this application anywhere, anytime, and in the manufacturing process it uses the Multimedia Development Life Cycle development method. The Multimedia Development Life Cycle method is a suitable method for use in this study.Keywords: Augmented Reality, Markerless, Animal Introduction Apps, Bukittinggi’s Zoo,
Perancangan Media Pembelajaran Pengenalan Sistem Tata Surya Berbasis Mobile Augmented Reality Pada Mata Pelajaran IPA Kelas VI SD Vera Indriani; Resmi Darni; Yeka Hendriyani; Asrul Huda; Agariadne Dwinggo Samala
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 2 (2023): Vol. 11, No 2, Juni 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i2.122818

Abstract

Pendidikan terus berkembang mengikuti perkembangan zaman, termasuk gaya belajar siswa. Siswa Sekolah Dasar saat ini termasuk generasi Z yang cenderung belajar secara visual dan praktis melalui interaksi dengan teknologi, seperti simulasi, game, atau aktivitas interaktif. Oleh karena itu, guru perlu memanfaatkan teknologi dalam proses pembelajaran. Pengembangan Aplikasi Augmented reality ini bertujuan agar siswa dapat mempelajari materi pengenalan sistem tata surya dengan melihat kombinasi objek maya 2D atau 3D kemudian memproyeksikannya ke dunia nyata untuk memudahkan pemahaman siswa. Aplikasi Media Pembelajaran Pengenalan Sistem Tata Surya Berbasis Mobile Augmented reality Mata Pelajaran IPA kelas VI SD yang sudah mengintegrasikan kompetensi dasar, indikator, animasi sistem tata surya, AR dari masing-masing planet, evaluasi, panduan dan akses guru untuk melakukan perubahan isi dari aplikasi. Hal ini bermaksud agar aplikasi ini membuat pembelajaran lebih menarik, yang akan meningkatkan minat siswa karena mereka dapat menggunakannya untuk mengulang pelajaran seperti bermain game yang dapat mereka gunakan di mana saja. Aplikasi ini telah menjalani uji validasi dari ahli media dan materi. Hasil uji validitas menunjukkan bahwa ahli media mendapat skor 98% dan ahli materi 94%.Kata kunci : Generasi Z, Augmented reality, Tata Surya, Ilmu Pengetahuan Alam, Android. Education is constantly evolving to keep up with the changing times, as well as the learning styles of students.Therefor, Elementary school students today are part of Generation Z, who tend to learn visually and practically through interaction with technology, such as simulations, games, or interactive activities. Therefore, teachers need to make use of technology in the learning process. The development of an Augmented reality application aims to enable students to learn about the solar system by viewing a combination of two or three-dimensional virtual objects projected onto the real world, thus facilitating student understanding. The Android-based Learning Media Application for Introduction to the Solar System Based on Augmented reality for Science Class VI Elementary School has integrated basic competencies, indicators, solar system animation, AR from each planet, evaluations, guidelines, and teacher access to change the application's content. With the help of this application, it is expected that learning will become more interactive, which can increase student interest in learning. This is intended to make learning more interesting, increasing student interest because they can use it to review lessons like playing games that they can use anywhere. The application has undergone validation testing by media and material experts. The validity test results show that media experts received a score of 98%, and material experts received 94%.Keywords: Generation Z, Augmented reality, Solar System, Science, Android.
Aplikasi Kustomisasi Desain Rumah 3D Menggunakan Teknologi Augmented Reality dengan Fitur Budgetting Sri Muliani Sianipar; Bayu Ramadhani Fajri; Yeka Hendriyani; Asrul Huda
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 3 (2023): Vol. 11, No 3, September 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i3.123921

Abstract

Memiliki rumah yang nyaman dan sesuai dengan impian adalah hal yang sangat diinginkan banyak orang. Oleh karena itu, penting untuk mempertimbangkan keputusan dalam pemilihan tipe, desain dan juga Rencanan anggaran Biaya. Saat ini, industri properti masih terus berkembang dikota-kota kecil maupun kota besar. Penggunaan gambar 2D dan miniatur Rumah yang biasa digunakan untuk menggambarkan desain bangunan dapat diganti dengan menggunakan model tiga dimensi (3D) sebuah rumah yang dilihat melalui perangkat seluler Android. Teknologi yang dikenal sebagai Augmented Reality (AR) memungkinkan penyisipan objek virtual 3D ke lingkungan nyata. Penelitian ini akan mengintegrasikan teknologi Augmented Reality ke dalam kustomisasi rumah yang menampilkan 3D rumah dan dapat mengkustom rumah sesuai dengan keinginan juga terdapat anggaran biaya yang diperlukan saat hendak membangun rumah sehingga ketika menggunakan objek 3D, proses kustomisasi rumah akan menjadi lebih realistis dan lebih mendetail. Aplikasi ini memberikan kemudahan dan pengalaman interaktif kepada konsumen, yang dapat meningkatkan keterlibatan dan minat konsumen dalam membangun rumah. Aplikasi ini telah menjalani uji validasi dari 3 ahli media. Hasil uji validitas menunjukkan bahwa ahli media mendapat skor 96% .Kata kunci : Rumah,  Augmented Reality, Kustomisasi, Rencana Anggaran Biaya, Android. Having a comfortable and dreamy home is what many people really want. Therefore, it is important to consider the decision in selecting the type, design and budget planning. Currently, the property industry is still growing in small towns and big cities. The use of 2D drawings and miniature houses that are commonly used to describe building designs can be replaced by using a three-dimensional (3D) model of a house viewed on an Android mobile device. The technology known as Augmented Reality (AR) allows the insertion of 3D virtual objects into real environments. This research will integrate Augmented Reality technology into home customization that displays 3D houses and can customize the house according to your wishes. There is also a budget needed when you want to build a house so that when using 3D objects, the home customization process will become more realistic and more detailed. This application provides convenience and interactive experience to consumers, which can increase consumer involvement and interest in building a house. This application has undergone validation tests from 3 media experts. The results of the validity test show that media experts score 96%. Keywords : House, Augmented reality, Customization, Budget Plan, Android.
PERANCANGAN SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN KARIR BERBASIS WEB yeka hendriyani; Ambiyar Ambiyar; Ika Parma Dewi
Jurnal Informatika: Jurnal Pengembangan IT Vol 5, No 1 (2020): JPIT, Januari 2020
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v5i1.1735

Abstract

This research aims to design a Decision Support System (DSS) to choose a job with web base. So that later this system can be a container consulting user or meember in determining the choice of type of work in accordance with the personality they have. The input data used is the result of personality tests then the data will be processed using Case Based Reasoning (CBR) method to be matched with the psychological value of personality then matched to the type of work then the system will give advice job vacancy according to his personality. The design of this system using structured system design model as data flow and object-based system design is Unified Modeling Language (UML), PHP as programming language with Codeigniter faramework, and MySQL as database. The results of this study is an application that can be used by the community to consult in determining the appropriate job type choices.
Co-Authors Afifah Rizki, Putri Agariadne Dwinggo Samala Agung Gemilang Ahmaddul Hadi, Ahmaddul Akbar Ilahi Akbar Ilahi Almasri Almasri Ambiyar, Ambiyar Amelia Zahra Anni Faridah Ardiyanti, Sri Arifin, Ari Syaiful Rahman Arita Arita Arita, Arita Ariyadi Armi Asmar Yulastri Asmara, Delvi Asrul Huda Aswardi Aswardi Aulia Putri, Rahilla Azizah, Fauzana Azmi, Arafil Bayu Ramadhani Fajri Bobby Rachman Budayawan, Khairi Budayawan, Khairi Cheng-Hong Yang Cheng-Hong Yang, Cheng-Hong Chintia Ningsih, Nur Dedy Irfan Dekry, Muhammad Reviza Delvi Asmara Deny Kurniadi Desi Susanti Dessy Hardeyenti Dhanil, Muhammad Dina Febrianti Dini Sumanti Dony Novaliendry Dony Novaliendy Edi Prasetio Effendi, Hastria Elfi Tasrif Emelsy, Nalurry Fadhilah Fadhli Ranuharja Fahlevi, Muhammad Farel Fahmi Rizal Fajri, Bayu Ramadhani Fanny Oktavia Farizi, Habib Al Fatni Mufit Fauzan Jamza Firdaus Firdaus Firza, Fahira Utami Fitri, Yolanda Idha Ganefri . Geovanne Farell Giatman, M Hadi Kurnia Saputra Hadi, Ahmadul Hafilah Hamimi Hafilah Hamimi Hafilah Hamimi, Hafilah Hamdani . Hamimi, Hafilah Hansi Effendi Hardeyenti, Dessy Hasan Maksum Hasnita, Sri Hastria Effendi Hatta, Mega Amelia Prihatini Hayati Rahmatika Hendra Hidayat Henny Yustisia Huda , Asrul Huda, Asrul Huda, Asrul Huda, Yasdinul Igor Novid Ika Parma Dewi Insan, Khoirul Irma Delianti , Vera Irma Delianti, Vera Islapirna Islapirna Jayadi, Ridho Dimas Tri Prasetyo Jayandra Jayandra Jefry Herianto Juanda, Yeni Marita Karmila Sari, Nanda Kasman Rukun Kasman Rukun Khairi Budayawan Khairy, Mubarakh Hayatna Kurniadi, Denny La Ode Alwin Syahputra Putra Laila Fajri Lathifah, Ulfi Latifah Annisa Lativa Mursyida Lativa Mursyida Legiman Slamet Lusi Tridarni Mariani Mariani Mariani Mariani Masrizal Masrizal Maulana Putra, Risky Mawarni, Junia Melri Deswina Muadzah, Kayla Nahda Muhammad Adri Muhammad Anwar Muhammad Anwar Muhammad Decky Andani Muhammad Rasyid Ridha Mukhaiyar, Riki Muskhir, Mukhlidi Mutiara Pertiwi Nabila Azzahra Shammi Nasution, Marsinah Dewi Feiyska Nizwardi Jalinus Nobi Albion Ziqkra Novaldi, Farhan Novaliendy, Dony Nurindah Dwiyani Nursyafti, Yolana Parma Dewi, Ika Pepi Resmanti Ponimin Purwanto, Wawan Putra, La Ode Alwin Syahputra Putra, Meiyaldi Eka Putri Khairunisak Putri, Alfiola Eka Putri, Dessy Hardeyenti Rahmatika, Hayati Rahmi Ramadhani Rahmi, Salsabila Tri Rahmiati Rahmiati Rakhel Cakra Sandika Ramadhan, Heri Resmi Darni Resmidarni, Resmidarni Reza Aurora Rizkayeni Marta Rizki Kurniawan, Rizki Rizky Ananda Ronaldo Ronaldo Saari, Erni Marlina SABRINA, ELSA Sandika, Rakhel Cakra Santuni, Nofrizal Silvia Gina Rahayu Alvi Sri Ardiyanti Sri Muliani Sianipar Suciko, Adelina Sukmawati, Murni Suriyani, Cici Syafrijon , Syafrijon Syafrijon, Syafrijon Titin Sriwahyuni Vera Indriani Vera Irma Delianti Vera Irma Delianti Wakhinuddin Waskito Waskito Yang, Cheng-Hong Yolanda Idha Fitri Yuda Putra Utama Yuliarnis, Sri Kurnia Yusmerita Yusmerita Zulhendra Zulhendra Zulhendra Zulhendra Zulhijra Rahma Dia Zulmi Arifah