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All Journal International Journal of Evaluation and Research in Education (IJERE) PROSIDING SEMINAR NASIONAL Jurnal Pendidikan Vokasi Cakrawala Pendidikan Ekonomi Bisnis Jurnal Pendidikan Teknologi dan Kejuruan CIVED (Journal of Civil Engineering and Vocational Education) JTEV (Jurnal Teknik Elektro dan Vokasional Pedagogi: Jurnal Ilmu Pendidikan Jurnal Pendidikan Indonesia TELKOMNIKA (Telecommunication Computing Electronics and Control) Jurnal Pendidikan IPA Indonesia JURNAL IQRA´ Sistemasi: Jurnal Sistem Informasi JOIV : International Journal on Informatics Visualization Edukasi: Jurnal Pendidikan Sumatra Journal of Disaster, Geography and Geography Education Jurnal Penelitian Pendidikan IPA (JPPIPA) VOLT : Jurnal Ilmiah Pendidikan Teknik Elektro INOVTEK Polbeng - Seri Informatika COUNS-EDU: The International Journal of Counseling and Education Al Qalam: Jurnal Ilmiah Keagamaan dan Kemasyarakatan JAS-PT Jurnal Analisis Sistem Pendidikan Tinggi International Journal of Research in Counseling and Education INTECOMS: Journal of Information Technology and Computer Science Jurnal Ilmiah Pendidikan dan Pembelajaran Journal of Educational Research and Evaluation JURTEKSI Jurnal al-Murabbi EDUKATIF : JURNAL ILMU PENDIDIKAN Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Jurnal Teknologi Informasi dan Pendidikan JRTI (Jurnal Riset Tindakan Indonesia) Informatika EDUTEC : Journal of Education And Technology Jurnal Informasi dan Teknologi Jurnal Informatika Ekonomi Bisnis Vocatech : Vocational Education and Technology Journal Journal of Applied Engineering and Technological Science (JAETS) Indonesian Journal of Electrical Engineering and Computer Science Jurnal Pedagogi dan Pembelajaran PAKAR Pendidikan Science and Environmental Journals for Postgraduate Budapest International Research and Critics Institute-Journal (BIRCI-Journal): Humanities and Social Sciences Journal of Innovation in Educational and Cultural Research Agrokompleks AEEJ : Journal of Automotive Engineering and Vocational Education Khalifa: Journal of Islamic Education Jurnal SAINTIKOM (Jurnal Sains Manajemen Informatika dan Komputer) LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Jurnal Valuasi : Jurnal Ilmiah Ilmu Manajemen dan Kewirausahaan Indonesian Journal Of Educational Research and Review Journal International of Lingua and Technology The Indonesian Journal of Computer Science
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Efficiency of 128-bit Encryption and Decryption Process in Elgamal Method Using Elliptic Curve Cryptography (ECC) Dicky Nofriansyah; Afzalur Syaref; Widiarti R Maya; Ganefri Ganefri; Ridwan Ridwan
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 16, No 1: February 2018
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v16i1.6953

Abstract

Cryptography is a growing science of data security. The integrity of a data is an important thing to keep the secrets contained in the data. In this research will be visualized the efficient quantities that use elliptic curves and do not use them. The Elgamal method is an asymmetric cryptographic algorithm whose complexity of processes. It is especially for digital signatures. This research will discuss about the use of ECC to optimize and streamline the Encryption and Decryption process in particular 128-bit Elgamal method. The hope is that by using elliptic curves the timing of the encryption and decryption process can run faster in the computation of Elgamal Method.
MINI SERVER LENTERA SEBAGAI ALTERNATIF PEMBELAJARAN DIGITAL DI DAERAH 3T Ganefri Ganefri; Bayu Ramadhani Fajri; Fadhli Ranuharja; Febri Prasetya; Rahmat Fadillah; Firdaus Firdaus
Jurnal Teknologi Informasi dan Pendidikan Vol 12 No 2 (2019): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v12i2.243

Abstract

Tujuan kegiatan ini adalah untuk merancang mini server dengan konten pembelajaran digital untuk sebagai media pembelajaran alternatif bagi guru dan siswa sekolah menengah daerah 3T di wilayah Sumatera Barat. Konten pada mini server ini dapat dimanfaatkan oleh guru dan siswa dalam proses pembelajaran digital tidak hanya di daerah 3T saja, namun juga dapat digunakan di daerah perkotaan karena alat ini menawarkan akses yang fleksibel tanpa jaringan internet. Latarbelakang inovasi ini adalah ketidaksesuaian antara tuntutan pemerintah yang menginginkan implementasi pembelajaran digital dan online dan implementasi Ujian Nasional Berbasis Komputer. Namun di sisi lain, sekolah melarang siswa membawa gadget ke sekolah karena khawatir siswa akan mengakses situs dan konten negatif yang tidak relevan dengan pembelajaran. Materi pembelajaran yang disajikan dalam perangkat ini adalah dalam bentuk video, audio, dan berbagai konten yang dikompilasi di situs offline sehingga siswa dapat mengakses menggunakan gadget atau komputer pribadi (PC) tanpa memerlukan koneksi internet. Perancangan sistem pada perangkat ini menggunakan 2 jenis pendekatan, yaitu desain jaringan untuk mini server dan desain sistem pemodelan Unified Modeling Language (UML) untuk sistem yang bekerja pada perangkat sebagai mini server.
PENGEMBANGAN KONTEN PEMBELAJARAN MULTIMEDIA DIGITAL MINI SERVER LENTERA Ganefri Ganefri; Febri Prasetya; Fadhli Ranuharja; Bayu Ramadhani Fajri; Agariadne Dwinggo Samala
Jurnal Teknologi Informasi dan Pendidikan Vol 13 No 2 (2020): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v13i2.365

Abstract

Educational problems in the 3T area (Disadvantaged, Frontier, and Outermost) areas, apart from teaching staff, such as shortage of teaching staff, low qualifications, low competence and mismatches between educational qualifications and fields being managed (mismatched) are also problems of inadequate telecommunications. network facilities, especially internet networks. Lentera (Source of Learning Materials for Remote Areas) is an innovative product in digital learning based on mobile learning applications that can be used without having to be connected to the internet (offline). The learning content is designed in the form of Whiteboard Animation-based learning multimedia or whiteboard animation. Learning content is uploaded to the mini server. The mini server called Lentera can be accessed by teachers and students using smartphones offline or does not require an internet network. The development of digital multimedia learning content with a mini server called Lentera aims to develop innovative digital learning media to support teachers and students who experience difficulties in internet networks to carry out digital learning in the 3T area. The method used in the construction of this mini server is the ADDIE model (Analyze, Design, Development, Implementation and Evaluation). The lantern as a blackboard animation learning medium is very feasible (valid) to be used in learning with an average validation value of 94.87%.
Development of Interactive Learning Media Edugame using ADDIE Model Fadhli Ranuharja; Ganefri Ganefri; Bayu Ramadhani Fajri; Febri Prasetya; Agariadne Dwinggo Samala
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 1 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/tip.v14i1.412

Abstract

In line with the district development program of Dharmasraya regency, namely the Dharmasraya Smart City Program and the implementation of Dharmasraya Smart Education, Edugame is currently one of the favourite innovations being used in the teaching and learning process for the primary school students. This study was aimed at creating a learning innovation using Edugame as a media for conveying information to students as well as inviting students to play. In addition, the approach method used was in the form of media development using the ADDIE (Analysis Design Develop Implementation and Evaluation) development method. This development method was started by conducting the field observations, then designing the Edugame interface to evaluate the shortcomings of the Edugame. From the results of the whiteboard test, it was proven that this application had succeeded in delivering learning materials to primary school students of SDN 08 Pulau Punjung, Dharmasraya Regency, West Sumatra. In sum, the teachers are assisted by the Edugame since the students learn independently to explore each Edugame and try to get the highest score. Keywords: Learning Media; Edu-Game; Learning Innovation; ADDIE.
Pengembangan Model Pembelajaran Berbasis Produk Pada Mata Kuliah Praktek Elektronika Daya Mega Silfia Dewy; Ganefri Syarifudin Ganefri; Indrati Kusumaningrum
VOLT : Jurnal Ilmiah Pendidikan Teknik Elektro Vol 1, No 1 (2016): April 2016
Publisher : Department of Electrical Engineering Education, Faculty of Teacher Training and Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (722.166 KB) | DOI: 10.30870/volt.v1i1.806

Abstract

Penelitian ini bertujuan untuk mengembangkan model pembelajaran berupa model pembelajaran berbasis produk pada mata kuliah praktek Elektronika Daya di jurusan Teknik Elektro Program Studi Teknik Elektro Industri  FT UNP. Model Pembelajaran Berbasis Produk dirancang untuk dapat meningkatkan hasil belajar serta kreativitas mahasiswa dalam proses pembelajaran untuk penciptaan sebuah produk dengan standar industri sehingga layak untuk dijual.  Penelitian ini menggunakan metode penelitian Research and Development (R and D), dan prosedur pengembangan Borg dan Gall. Teknik analisis data yang digunakan adalah teknik analisis data deskriptif yaitu dengan mendeskripsikan kevalidan, kepraktisan dan keefektifan model pembelajaran berbasis produk. Hasil yang diperoleh dari penelitian pengembangan ini sebagai berikut: (1) Validitas model pembelajaran berbasis produk dinyatakan valid pada aspek konstruk dengan nilai 0,8333, pada aspek isi dinyatakan valid dengan nilai 0,8181, pada aspek penyajian dinyatakan valid dengan nilai 0,850 dan valid pada aspek  SAP dengan nilai 0,8722. Rata-rata kevalidan menurut kelima ahli  adalah 0,8434. (2) Praktikalitas model pembelajaran berbasis produk berdasarkan respon dosen dinyatakan praktis dengan nilai  87,50% dan berdasarkan respon mahasiswa dinyatakan praktis dengan nilai 85,30% (3) Efektivitas model pembelajaran berbasis produk dinyatakan efektif dalam meningkatkan hasil belajar mahasiswa. Berdasarkan temuan penelitian ini disimpulkan bahwa model pembelajaran berbasis produk ini valid, praktis, dan efektif untuk dimanfaatkan sebagai sebuah model pembelajaran.
PENGEMBANGAN MODUL DAN TRAINER MENGGUNAKAN MOTOR DC BERBASIS ATMEGA 16 PADA PEMBELAJARAN INSTALASI MOTOR LISTRIK Purwanto Purwanto; Ganefri Ganefri; Nurhasan Syah
Jurnal Pendidikan Teknologi Kejuruan Vol 1 No 2 (2018): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (501.138 KB) | DOI: 10.24036/jptk.v1i2.1523

Abstract

Artikel ini bertujuan mengembangkan Modul dan Trainer menggunakan Motor DC berbasis Atmega 16 untuk mendukung Pembelajaran Praktek Instalasi Motor Listrik. Rancangan pengembangan media pembelajaran ini dilakukan melalui tahapan pengembangan dan prosedur atau langkah yang dipersiapkan terlebih dahulu, yaitu: (1) melakukan analisis produk yang akan dikembangkan, (2) mengembangkan produk awal, (3) Validasi ahli materi dan ahli media dan revisi, (4) uji coba lapangan skala kecil, (5) uji coba lapangan skala besar. Tahapan yang diambil dimaksudkan untuk memperoleh media pembelajaran yang sesuai dengan kebutuhan peserta didik. Kesimpulan yang dapat diperoleh dari penelitian ini adalah : Pengembangkan Modul dan Trainer Menggunakan Motor DC Berbasis Atmega 16 pada Pembelajaran Instalasi Motor Listrik, secara signifikan berhasil meningkatkan efektifitas dan efisiensi pembelajaran praktek. Hal ini dibuktikan dengan melihat nilai rata-rata hasil belajar kelas yang tidak menggunakan media Modul dan Trainer 6,16 sedangkan nilai rata rata kelas yang menggunakan media Modul dan Trainer 7,94.
Kewirausahaan Pada Kurikulum Pendidikan Kejuruan Syaiful Haq; Nizwardi Jalinus; M Giatman; Ganefri Ganefri
CIVED Vol 8, No 2 (2021): Juni 2021
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/cived.v8i2.112268

Abstract

Satu aspek penting yang harus ada pada sistem pendidikan modern yaitu penanaman karakteristik kewirausahaan pada peserta didik, sebab lulusan pendidikan modern harus mengacu pada tuntutan kemampuan abad 21 yaitu 4Cs yang merupakan bagian dari karakteristik kewirausahaan, disamping keharusan lain yaitu lulusan juga memiliki kompetensi sesuai dengan bidangnya. Karakteristik kewirausahaan merupakan unsur ideal yang harus dimiliki oleh setiap bangsa, agar bangsa dapat maju membangun kualitas sumber dayanya. Kenyataannya, kurikulum pendidikan kejuruan yang notabene berorientasi kerja dan menciptakan lapangan kerja dihadapkan pada permasalahan dalam implementasinya, bahkan lulusan pendidikan kejuruan mengisi angka pengangguran tertinggi beberapa tahun terakhir. Oleh sebab itu penelitian ini menjadi sangat penting, khususnya mengungkap komposisi pembelajaran kewirausahaan pada kurikulum pendidikan kejuruan. Penelitian kualitatif ini dilakukan pada satu dari empat program studi di Fakultas Teknik Universitas Negeri Padang yang sedang mempersiapkan akreditasi internasional ASIIN tahun 2021. Objek penelitian adalah dokumen SAR Akreditasi ASIIN dan website program studi. Hasil penelitian menunjukkan bahwa komposisi pembelajaran kewirausahaan sangat rendah/sedikit pada kurikulum pendidikan kejuruan. Namun beberapa mata kuliah telah memberikan kesempatan kepada peserta didik untuk mengembangkan kreatifitas dan melakukan pembelajaran kelompok untuk meningkatkan aktifitas belajar, berfikir kritis, dan mengarahkan peserta didik mengerjakan tugas berbasis produk.
PENGEMBANGAN E-MODUL BERBASIS ANDROID PADA MATA PELAJARAN KOMPUTER DAN JARINGAN DASAR UNTUK KELAS X TKJ DI SMK N 2 PEKANBARU Cicillya Selly Maivi; Ganefri Ganefri; Sukardi Sukardi
Jurnal Informatika Vol 9, No 1 (2021): INFORMATIKA
Publisher : Fakultas Sains & Teknologi, Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/informatika.v9i1.1948

Abstract

Based on the observations at Computer and Network Engineering program in Vocational High School 2 Pekanbaru, modules utilized in Computer and Network Basic subjects are not optimal. It very well may be seen from the absence of student motivation when reading the modules, because the modules is not interesting and still in form of paper sheets that must be photocopied first. Students still rely on teacher for getting information during learning. Based on it, this research aims to develop an Android based e-module on Computer and Network Basic subjects that are valid, practical and effective as an independent learning alternative that can be utilized independently by students. This research uses Research and Development (R & D) and Instructional Development Institute (IDI). And the advancement model comprising of three phases : define, develop and evaluate. The instrument utilized in this research is a questionnaire, that utilized to measure the validity and the practicality of Android-based e-module. Meanwhile, to measure the effectiveness uses multiple choice questions as instrument. The outcomes showed that the Android-based e-module are valid based on the validation on each aspect by the validator. Android-based e-modules are practical based on teacher / practitioner and student response. By comparing the learning outcomes of students before and after utilizing e-module, the learning result raise by 14% after learning used e-module. It means that Android-based e-module is effectively utilized as an alternative learning media that can be studied independently by students in improving learning outcomes.
Pengembangan Modul Pembelajaran Berbasis Proyek pada Mata Pelajaran Simulasi dan Komunikasi Digital SMK Zekri Zekri; Ganefri Ganefri; Muhammad Anwar
Pedagogi: Jurnal Ilmu Pendidikan Vol 20 No 1 (2020): Pedagogi: Jurnal Ilmu Pendidikan
Publisher : Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (775.9 KB) | DOI: 10.24036/pedagogi.v20i1.827

Abstract

This study aims to produce a reasonable digital simulation and communication module to improve the communication and collaboration skills of vocational students. This research is an R&D research with the 4D model, Subject The research is 30 students of SMK N 7 Padang. The instruments used in this research consisted of validation form of digital simulation and communication module, student’s response questionnaire form, form of the learning process with a project-based learning model, self-assessment of collaboration skill, peer-assessment of collaboration skill, observation sheet of collaboration skills, and observation sheet of communication skill. The data were analyzed using qualitative and quantitative analysis. Qualitative analysis for data of module validation and student's response. Quantitative analysis for collaboration skill training of self-assessment; peer-assessment; and observation sheet data and communication skill training of observation sheet data that for both of them by percentage calculation; gain score calculation; U Mann Whitney, and for the percentage of the learning process. The result showed that the module that has produced was reasonable to improve communication and collaboration skill of vocational students, where students communication skill training have moderate categories, it is 47,96% from “less” to be “good” with the significant difference before and after using the module score, by signification value (Sig.) was 0,000, student’s collaboration skill training have moderate categories, it is 31,54% from “enough” to be “good” with the significant difference before and after using the worksheet score, by signification value (Sig.) was 0,000 and the module got the student’s response with very well categories (A).
PERANGKAT PEMBELAJARAN PEDAGOGI ENTREPRENEURSHIP DENGAN PENDEKATAN PEMBELAJARAN BERBASIS PRODUK DI PENDIDIKAN VOKASI Ganefri Ganefri; Hendra Hidayat; Asmar Yulastri; Aznil Mardin; Diana Sriwahyuni; Ali Akmal Zoni
PROSIDING SEMINAR NASIONAL & INTERNASIONAL 2018: SEMINAR NASIONAL PENDIDIKAN SAINS DAN TEKNOLOGI
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (216.215 KB)

Abstract

This study aims to produce a tool for learning entrepreneurship pedagogy with a product-based learning approach in vocational education. The research model used is the Analysis, Design, Development, Implementation and Evaluations (ADDIE) development model, but is limited to the Design (Development) and Development (validity) stages. Data types are primary data where the data provided by expert lecturers. Data collection instruments in the form of questionnaires and data analysis with descriptive. The results obtainedfrom the study are (1) the design of entrepreneurship pedagogy learning tools with a valid product-based learning approach; (2) The entrepreneurship pedagogy learning tools with the resulting product-based learning approach is formulated in the form of syntax or learning stages for each meeting consisting of: Syntax 1. Formulation of learning outcomes, Syntax 2. Understanding of the concept of lecture material, Syntax 3. Summative evaluation, Syntax 4. Design of project assignments, Syntax 5. Design designs and business products, Syntax6. Product marketing, Syntax 7. Evaluation of project assignment processes and reporting, Syntax 8. Summative evaluation. Based on the findings of this study concluded that the design of entrepreneurship pedagogy learning tools with a product-based learning approach can be used as a learning tool in entrepreneurship courses after carrying out the stages of Implementation and Evaluations so that it is expected to produce entrepreneurship learning pedagogy with a valid, practical and effective product-based learning approach. Keywords: Perangkat Pembelajaran, Pedagogi, Entrepreneurship,   Pembelajaran Berbasis Produk
Co-Authors 'Ariqsyah, Muhammad ., Alexsandra Aaron Kristian Abdul Wahid Abrar Tanjung Afzalur Syaref Agariadne Dwinggo Samala Ahmad, Stevanni Amelia Ahmaddul Hadi, Ahmaddul Aldiansyah, Muhammad Alfajri Yusra Ali Akmal Zoni Ali Amran Ali Setiawan, Muhammad Nurhisyam Ambiyar, Ambiyar Ananda, Yulia Fitri Andrian Andrian Andrian Andrian Arman Arman Arwildayanto, Arwildayanto Ashabul Khairi Asmar Yulastri Asrul Huda Aswardi Aswardi Ayu Eka Putri Aznil Mardin Bayu Ramadhani Fajri Budi Syahri Cicillya Selly Maivi Dedy Irfan Des Suryani Desky, Abdul Habib Arrasyidi Diana Sriwahyuni Diana Sriwahyuni Dicky Nofriansyah Dony Novaliendry Dwi Shatmoko Dwi Sudarno Putra Efendi, Hansi Elfizon Elfizon Elfizon Elfizon elida elida Elmi, Hafiz Enjang Suhaedin Erianjoni Erianjoni Fadhilah Fadhilah Fadhillah Majid Saragih Fadhli Ranuharja Fadillah Fadillah Fahmi Rizal Febri Prasetya Ferdian, Feri Firdaus Firdaus Fitri Ayu Fitri, Yolanda Idha Fuady Anwar Fuji Edya Geovanne Farell Giatman Ginanjar, Singgih Hadiyanto, Hadiyanto Hansi Effendi Harahap, Armina Sari Hardianto Hardimansyah Hardimansyah Hariyadi, Hariyadi Hastuti Hastuti Helmiza Hendra Hidayat Hendra Hidayat Hendra Hidayat Hentje Ponto Hermi Zaswita Hutagalung, Juniar I Nyoman Sila Ifdil Ifdil Ika Parma Dewi Ilham Juliwardi Ilham Tri Maulana Indrati Kusumaningrum Irma Yulia Basri Izzara, Widi Aliffa Jumadi Mabe Parenreng Junaidah Junaidah Karmila Suryani Krismadinata Krismadinata Krismadinata, Krismadinata Kurnia Wahyu Prima Laila Fajri Laili, Ismi M. Syaifuddin M. Yasep Setiawan Mahesi Agni Zaus Mardizal, Jonni Maryatun Kabatiah Mega Silfia Dewy, Mega Silfia Mimi Yupelmi Mira Hasti Hasmira Muhammad Agung Muhammad Anwar Muhammad Anwar MUHAMMAD ANWAR Muhammad Husin Muharram Muharram Mukhaiyar, Riki Murni Astuti Murniyeeti, Murniyetti Muskhir, Mukhlidi Muslim Muslim Nabawi, Rahmat Azis Nasution, Fadhilla Risky Aisyah Nellitawati Nellitawati Nizwardi Jalinus Nuzul Hidayat, Nuzul Olivia Oktorie Panyahuti Panyahuti Panyahuti, Panyahuti Putra, Rusnardi Rahmat Putri Purnomo Sari Rahayu, Sutria Rahayu, T. Rahma Della Rahmat Fadillah Rama, Alzet Refdinal, Refdinal Remon Lapisa Renny Permata Saputri Ridwan Ridwan Rispendra, Rispendra Rizal, Rifmelda Rony, Zahara Tussoleha Rusdinal, Rusdinal Santi, Titen Darlis Santika, Tiara Sari, Putri Purnomo Sefriani, Rini Siregar, Nanda Sari Sukardi Sukardi Sukardi, Sukardi Surfa Yondri Suyanta Suyanta Syafrijon, Syafrijon Syafril, S. Syahril Syahril Syaiful Haq Syaiful Islami Syamsu, Azhari Tarigan, Winda Bali Ulina Ta’ali, Ta’ali Toto Sugiarto Trully Yetti Puspita Ulil Amri Unung Verawardina Usman Mulbar Usmeldi Usmeldi Wagino Widiarti R Maya Winda Lestari Siregar Wulan Juswita Sari Yanita, Merita Yanto, Doni Tri Putra Yeka Hendriyani Yose Indarta Yudha Aditya Yudha Aditya Fiandra Yudha Aditya Fiandra, Yudha Aditya Yuliawati Yunus Zainurni Zein Zakaria Zakaria Zekri Zekri