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Pengembangan Media Pembelajaran Leap Motion Materi Pengenalan Hewan untuk Meningkatkan Motorik Anak Usia Dini Esti Kurniawati Mahardika; Gunawan Wiradharma; Mario Aditya Prasetyo; Khaerul Anam; Muktia Pramitasari
BIOEDUSAINS:Jurnal Pendidikan Biologi dan Sains Vol. 8 No. 5 (2025): Bioedusains: Jurnal Pendidikan Biologi dan Sains
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/veph3n31

Abstract

This study aims to develop an interactive learning medium based on Leap Motion, namely LeapZoo: Zoo-Based Educational Game, which is designed to improve early childhood motor skills through virtual animal recognition. The method used was research and development (R&D) with the ADDIE model, focusing on the design and development stages. Validation was carried out by media, language, and early childhood education experts to assess technical and pedagogical feasibility. The results showed that LeapZoo is feasible to be used as a learning medium in early childhood education. In conclusion, gesture-based interactions such as stroking and feeding animals can stimulate children’s fine and gross motor coordination and align with Vygotsky’s theory, which emphasizes the role of social interaction and digital scaffolding in the zone of proximal development.  Keywords: Early Childhood, Gesture-Based Learning, Leap Motion, Learning Media, Motor Skills, Animal Recognition
BRANDING PARIWISATA HALAL DAERAH PESISIR JAKARTA: PENERAPAN STRATEGI KOMUNIKASI DI MARUNDA SEBAGAI IMPLEMENTASI SDGs Mario Aditya Prasetyo; Gunawan Wiradharma
Jurnal Penelitian Sosial Ilmu Komunikasi Vol 7, No 2 (2023): Vol 7, No 2 (2023)
Publisher : UNIVERSITAS PAKUAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33751/jpsik.v7i2.8514

Abstract

Pariwisata halal menjadi pasar yang sangat menjanjikan dan memiliki prinsip yang sama dengan SDG’s yang memperhatikan lingkungan, pemberdayaan masyarakat, dan meningkatkan ekonomi daerah tujuan wisata. Jakarta masuk menjadi salah satu wisata ramah muslim di Indonesia yang terdapat fasilitas di dalamnya. Akan tetapi, pengembangan daerah pesisir Jakarta sebagai objek pariwisata halal dirasa belum merata ke seluruh potensi wisata yang dimiliki. Oleh karena itu, komunikasi bisa menjadi peran yang sangat penting bagi pengembangan pariwisata di Indonesia, melalui strategi komunikasi pariwisata. Jenis penelitian yang digunakan dalam penelitian ini adalah deskriptif kualitatif dengan metode studi kasus. Sumber data dalam penelitian ini meliputi hasil jawaban wawancara dengan para informan yang merupakan pegawai Dinas Pariwisata Provinsi DKI Jakarta, Suku Dinas Pariwisata Kota Jakarta Utara, dan para pelaku wisata di daerah Marunda. Teknik analisis data berdasarkan Miles dan Huberman yang menunjukkan proses analisis data kualitatif. Jika ditinjau melalui empat indikator, yakni attraction, accessibility, amenity, dan ancilliary, Marunda memiliki potensi pariwisata halal: (1) Atraksi (attraction) yang dimiliki destinasi wisata di daerah Marunda adalah wisata sejarah Rumah Si Pitung, Masjid Al-Alam dan Pantai Marunda; (2) Aksesibilitas (accessibility): ketiga objek wisata di Marunda yang telah disebutkan sangat mudah karena lokasinya yang berdekatan. Kekurangannya adalah belum banyak moda transportasi yang tersedia sehingga hanya ditemukan beberapa waktu sekali; (3) Amenitas (amenity) cukup memadai seperti tersedia tempat untuk bersuci dan melaksanakan ibadah. Belum banyak restoran ataupun penyedia makanan yang ada di wilayah Marunda; (4) Fasilitas Tambahan (ancilliary) kepada wisatawannya cukup baik dengan ketersediaan fasilitas yang ada. Hasil penelitian ini mendapatkan informasi mengenai konsep strategi komunikasi pariwisata halal di pesisir Jakarta sehingga dapat berguna bagi perencanaan, pembangunan, dan pengembangan destinasi pariwisata halal di daerah pesisir. Ketika sudah memiliki pengetahuan dasar ini, pemerintah pusat atau pemerintah daerah dapat mengembangkan, mempromosikan, serta menjual produk wisata yang sesuai dengan kebutuhan wisatawan muslim.
Adopsi, Implementasi, dan Integrasi Teknologi dalam Tridarma Perguruan Tinggi untuk Smart Campus Koesanto, Stefani Made Ayu Artharini; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Fauzi, Luthfi Faishal
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16113

Abstract

The transformation towards a smart campus is no longer an option, but an urgent necessity for universities in Indonesia to survive and excel in the digital age. The implementation of technology in the three pillars of higher education is key to improving efficiency, educational quality, and global competitiveness. This study aims to examine the adoption, implementation, and integration of technology in the implementation of the three pillars in Indonesian universities using a qualitative approach. The results of the study show the formation of a digital learning ecosystem model consisting of the following main components: strong technological infrastructure (campus internet and Wi-Fi); hardware and software, such as LMS; competent human resources through continuous training; and active student involvement in digital learning. Other components that support this ecosystem include digital content, data-based evaluation, institutional policies such as green technology, system interoperability, and digital communication tools. The main challenges in implementation are uneven digital literacy, funding constraints, and resistance to change. However, through regular training strategies, policy strengthening, and inclusive change management, smart campuses in Indonesia have the potential to become a key strategy for creating adaptive, innovative, and globally competitive higher education.
Innovation of Virtual Reality Learning Media in Increasing Vocational High School Students’ Learning Motivation in Building Management Layout Material Hasim, Rahman; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Anam, Khaerul
Paedagoria : Jurnal Kajian, Penelitian dan Pengembangan Kependidikan Vol 17, No 2 (2026): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/paedagoria.v17i2.36746

Abstract

This study aims to examine the effectiveness of a learning medium that has been developed since 2024, namely VROOM: Virtual Reality Room Organization and Optimization Media, in increasing vocational high school (SMK) students’ learning motivation in the subject of Building Management Layout. The method used was Research and Development (R&D) with the ADDIE development model approach, focusing on the implementation and evaluation stages. The research subjects consisted of 30 eleventh-grade SMK students majoring in Office Management who participated in learning activities using VROOM. The data collection instrument was a student learning motivation questionnaire measuring two main aspects: intrinsic and extrinsic motivation. The results showed a significant increase in students’ learning motivation after using VROOM. Intrinsic motivation increased from 2.45 to 3.28, while extrinsic motivation increased from 2.35 to 3.22. Overall, the total score rose from 2.94 to 3.79, with a significant difference (p < 0.05) and a large effect size (Cohen’s d = 1.5). These findings indicate that VROOM effectively supports experiential and interactive learning, helping students better understand spatial concepts while increasing their motivation. Therefore, VR-based learning media has strong potential to support skill-based learning in vocational education.
Peran Kompetensi Guru terhadap Problem Solving Siswa Anam, Khaerul; Wiradharma, Gunawan; Suryani, Nining; Sudarwo, Raden
JOEAI (Journal of Education and Instruction) Vol. 4 No. 2 (2021): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v4i2.2663

Abstract

This study aims to determine the effect of teacher competence from four dimensions, namely pedagogic competence, professional competence, personality competence, and social competence on students' problem solving abilities. This type of research is a survey type quantitative research. The samples in this study were fourth grade elementary school students taken from three schools in the districts of West Lombok and Central Lombok. Data collection methods in this study used tests, questionnaires, unstructured interviews and documentation. The data obtained were then analyzed by simple linear regression to determine the extent of the influence of teacher competence on student problem solving. The results of this study indicate that pedagogic competence and social competence of teachers have a significant influence on student problem solving, while professional competence and personality competence do not have a significant effect. In conclusion, the role of teacher competence, namely pedagogic competence and social competence, has a significant aspect on students' problem solving abilities, although this effect does not apply in all schools, and teacher pedagogic competence on student problem solving, but does not occur in one school only. Keywords: Teacher Competence, Problem Solving, Quantitative Survey
Pengembangan Aplikasi Mobile Learning Berbasis Augmented Reality Materi Bangun Ruang Anam, Khaerul; Wiradharma, Gunawan; Prasetyo, Mario Aditya
JOEAI (Journal of Education and Instruction) Vol. 5 No. 2 (2022): Journal of Education and Instruction (JOEAI)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v5i2.4431

Abstract

The purpose of this research is to develop and conduct a feasibility test of mobile learning applications based on augmented reality materials. The benefit of this research is knowing the steps taken in developing the application. The research method used is research and development (R&D) with a quantitative descriptive research approach with a questionnaire as a data collection technique. The stages of research and development are in accordance with the theory put forward by Borg & Gall. This study focuses on the application development section which consists of two stages. The first stage is the initial trial to create content and application views. The second stage is the feasibility of the application according to linguists, materials and media experts. The results of the study show that the overall average feasibility of this mobile learning media is 85.4% with the interpretation of "Very Good". The results of the overall assessment of the feasibility of this mobile learning language are 78.8% with the interpretation of "Good". The results of the overall average assessment of this mobile learning media material are 79.7% with the interpretation of "Good". Based on the results of the media feasibility test, it can be concluded that the resulting ABRAR mobile learning, Spatial Animation with Augmented Reality fulfills the good criteria and is suitable for use as a learning medium for geometric material. Keywords: application, augmented reality, building space, learning media, mobile learning.
Evaluasi Media Pembelajaran Augmented Reality Bangun Datar/Ruang dengan Pendekatan Etnomatematika Rumah Adat Lengkong dalam Meningkatkan Kemampuan Spasial Siswa Sekolah Dasar Anggraini, Cicilia Clara Devi; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Anam, Khaerul
JOEAI (Journal of Education and Instruction) Vol. 7 No. 2 (2024): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v7i2.12081

Abstract

Mathematics learning at the school level really needs to be linked to local culture by being incorporated into mathematics learning media to make it more contextual and interesting. This is known as the ethnomathematics approach. Previous research has produced augmented reality-based learning media applications for learning mathematics flat and spatial building materials using the cultural products of the lengkong traditional house from West Java. The product utilizes the latest technological developments that are used as learning media. This application is designed as a support in visualizing the learning of flat and space shapes materials at the elementary school (SD) level. A questionnaire was employed as the data collection procedure. Respondents of this study consisted of two parties, namely experts who were teaching staff (lecturers and teachers) and users who were PGSD students and students who used the application. The filled questionnaire measures the assessment which includes usefulness, ease of use, ease of learning, and user satisfaction. Data analysis in this research is quantitative descriptive. The learning application developed integrating augmented reality (AR) technology with an ethnomathematics approach showed significant results in improving the spatial abilities of elementary school students. AR technology allows a more real and interactive visualization of geometry objects, which is difficult to achieve through conventional learning methods. With this visualization, students can observe and interact with two- and three-dimensional building models so that their understanding of the structure and dynamics of spatial buildings increases. The ethnomathematics approach that connects mathematical concepts with local culture has made the subject matter more relevant to students' daily lives. This increases students' learning motivation as they can see firsthand the application of mathematical concepts in their cultural context.
E-katalog produk fashion UMKM Desa Lulut Kabupaten Bogor untuk mendukung digitalisasi dan penjualan online Gunawan Wiradharma; Meirani Harsasi; Mario Aditya Prasetyo; Karina Pramita Ningrum; Khaerul Anam
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 10, No 2 (2026): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v10i2.38080

Abstract

AbstrakBerdasarkan hasil kegiatan Pengabdian kepada Masyarakat (PkM) tahun 2024 yang difokuskan pada pelatihan foto produk, ditemukan bahwa agar program PkM memberikan dampak yang lebih berkelanjutan bagi mitra, perlu dilakukan kegiatan lanjutan yang lebih aplikatif dan sesuai dengan kebutuhan nyata pelaku UMKM. Merespons masukan dari mitra dalam evaluasi kegiatan tersebut, program PkM tahun 2025 diarahkan untuk fokus pada pelatihan dan pendampingan pembuatan e-katalog produk sebagai strategi peningkatan kapasitas pemasaran digital dan digitalisasi produk fashion UMKM. Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan meningkatkan kapasitas pelaku UMKM di Desa Lulut, Kabupaten Bogor dalam mengembangkan e-katalog berbasis WhatsApp Business sebagai media pemasaran digital. Metode yang digunakan meliputi ceramah, praktik langsung, dan pendampingan. Evaluasi dilakukan terhadap 30 peserta UMKM menggunakan instrumen pretest dan posttest berbasis skala Likert 1–5 untuk mengukur perubahan pengetahuan, keterampilan, dan keyakinan peserta. Hasil menunjukkan peningkatan signifikan pada seluruh indikator, baik secara deskriptif maupun statistik (p < 0,001) dengan efek intervensi yang sangat besar (Cohen’s d > 1,7). Selain itu, temuan kualitatif menunjukkan tingginya antusiasme peserta terhadap keberlanjutan program dalam bentuk pelatihan lanjutan dan bimbingan usaha. Secara praktis, kegiatan ini menghasilkan luaran utama berupa migrasi penggunaan ke WhatsApp Business serta pembuatan katalog produk digital di dalam platform tersebut, yang secara langsung meningkatkan visibilitas dan aksesibilitas produk UMKM. Pelatihan e-katalog ini terbukti efektif dalam meningkatkan literasi digital dan daya saing pelaku UMKM. Program ini direkomendasikan untuk direplikasi dengan dukungan pendampingan lanjutan guna memperkuat adopsi digital dalam ekosistem UMKM lokal. Kata kunci: e-katalog; umkm; pemasaran digital; literasi digital; whatsapp business. Abstract Based on the results of the 2024 Community Service (PkM) program focused on product photography training, it was found that more sustainable impacts require follow-up activities that are more practical and aligned with the real needs of MSMEs. In response to partner feedback from the evaluation, the 2025 PkM program was designed to focus on training and mentoring in the development of product e-catalogs as a strategy to enhance digital marketing capacity and support the digitalization of fashion MSMEs. This program aimed to improve the capacity of MSME actors in Lulut Village, Bogor Regency, in developing e-catalogs based on WhatsApp Business as a digital marketing medium. The methods employed included lectures, hands-on practice, and mentoring. Evaluation was conducted on 30 MSME participants using pretest and posttest instruments based on a Likert scale (1–5) to measure changes in participants’ knowledge, skills, and beliefs. The results showed significant improvements across all indicators, both descriptively and statistically (p < 0.001), with a very large intervention effect (Cohen’s d > 1.7). In addition, qualitative findings revealed high participant enthusiasm for program sustainability through advanced training and business mentoring. Practically, the program resulted in the migration from personal to WhatsApp Business accounts and the creation of digital product catalogs within the platform, which directly enhanced product visibility and accessibility. This e-catalog training proved effective in improving digital literacy and the competitiveness of MSMEs. The program is recommended for replication with continued mentoring support to strengthen digital adoption within local MSME ecosystems. Keywords: e-catalog; msmes; digital marketing; digital literacy; whatsapp business.
PRESERVATION OF INDIGENOUS KNOWLEDGE OF MINANGKABAU KAIN SONGKET AS AN EFFORT TO PRESERVE CULTURE Miftahunnisa&#039; Igiriza; Rahmat Alifin Valentino; Gunawan Wiradharma; Rosiana Nurwa Indah; Salaisyah Amalia Yusuf
JIPI (Jurnal Ilmu Perpustakaan dan Informasi) Vol 10, No 2 (2025)
Publisher : Progam Studi Ilmu Perpustakaan UIN Sumatera Utara Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/jipi.v10i2.26101

Abstract

Minangkabau songket not only functions as traditional clothing but also as a container of local knowledge that represents symbolic meaning, philosophical values, and the collective outlook on life of the Minangkabau people. This study explores indigenous knowledge in songket motifs and the preservation strategies of the Adityawarman Museum. A qualitative method was applied using two approaches: Peirce's semiotics to analyze indigenous knowledge and a case study for preservation at the museum. Data were collected through interviews, non-participatory observation, and documentation, with museum curators purposively selected as informants. Data were analyzed using the Miles & Huberman interactive model and interpreted through Peirce's semiotics. The results show that the motifs on Minangkabau songket cloth, including the Pucuak Rabuang, Itiak Pulang Patang, Kaluak Paku, Saluak Laka, and Barantai motifs, reflect philosophical values, collective identity, and ethics embedded in Minangkabau culture. The process of preserving local wisdom carried out by the Adityawarman Museum of West Sumatra through six integrated stages of introduction, validation, documentation, storage, transfer, and dissemination, with the support of community participation and the use of digital technology. The conclusion in this study shows that the traditional knowledge of Minangkabau songket represents Minangkabau cultural knowledge that can be passed down from generation to generation through the meaning contained in each motif and the Adityawarman Museum plays an important role in preserving the original knowledge of Minangkabau songket. Theoretical contributions include expanding cultural semiotics and strengthening perspectives on indigenous knowledge preservation, offering novelty in the study of the relationship between symbols, culture, and local knowledge preservation.
Media Edukasi Literasi Budaya Di Sekolah Dasar Melalui Implementasi Gim Pembelajaran Berbasis Leap Motion Cicilia Clara Devi Anggraini; Mario Aditya Prasetyo; Gunawan Wiradharma; Agus Joko Purwanto; Danar Kristiana Dewi
Science and Education Journal (SICEDU) Vol 5 No 2 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i2.463

Abstract

Indonesia memiliki keragaman budaya yang perlu dikenalkan sejak jenjang Sekolah Dasar, salah satunya melalui pembelajaran rumah adat. Namun, pembelajaran budaya masih sering disampaikan secara konvensional sehingga kurang mendorong keterlibatan aktif siswa. Penelitian ini bertujuan untuk mengimplementasikan dan mengevaluasi kelayakan awal gim edukatif ArchiLeap berbasis motion gesture sebagai media pembelajaran literasi budaya pada materi rumah adat Indonesia. Penelitian ini menggunakan metode Research and Development dengan model ADDIE yang difokuskan pada tahap implementasi dan evaluasi. Subjek penelitian terdiri atas 10 guru Sekolah Dasar sebagai pengguna awal. Instrumen penelitian berupa angket kelayakan dengan 33 butir pernyataan yang mencakup aspek kesesuaian materi dan literasi budaya, pembelajaran dan motivasi belajar, interaksi motion gesture, tampilan visual dan desain gim, serta bahasa. Data dianalisis secara deskriptif kuantitatif dengan konversi skor ke dalam persentase kelayakan. Hasil penelitian menunjukkan bahwa ArchiLeap memperoleh skor 1.049 dari skor maksimal 1.320 dengan persentase 79,47% dan termasuk kategori layak. Aspek bahasa memperoleh persentase tertinggi sebesar 82,50%, sedangkan interaksi motion gesture memperoleh persentase terendah sebesar 76,00%. Temuan ini menunjukkan bahwa ArchiLeap layak digunakan sebagai media pembelajaran pendukung literasi budaya, tetapi masih memerlukan penyempurnaan pada aspek teknis gesture sebelum diujicobakan langsung kepada siswa.
Co-Authors Abdurrahman Rahim Thaha Ace Sriati Rachman Adamy, Zulham Aditya Prasetyo, Mario Afdol Tharik W S Agil Rakasiwi Agus Joko Purwanto Akadira, Tora Alpin Herman Saputra Anjani, Afifah Annisa, Azizah Mujahidah Ardiasih, Lidwina Sri Ari Cahyo Nugroho Arifah Bintarti arina rubyasih, arina Azizah Mujahidah Annisa B. Kristiono Soewardjo Batti, Steviani Budiwati, Yulia Cicilia Clara Devi Anggraini Cicilia Clara Devi Anggraini Cicilia Clara Devi Anggraini, Cicilia Clara Devi Clara Devi Anggraini, Cicilia Danar Kristiana Dewi Dede Kurniyawan Dede Mahmudah Dede Mahmudah Dewi Maharani Rachmaningsih Dewi, Danar Kristiana Dhimas Setyo Nugroho Diana, Mustika Dina Dewita Bi’an Dwi Rahmawati DWI RAHMAWATI Dwi Suprabowo Edward Zubir Efraim Bavo Priyana eka evriza, eka Eka Novita Sari Enang Rusyana Eraskaita Ginting Esti Kurniawati Mahardika Fadli, Muhammad Rijal Fadloli Fadloli Fadloli, Fadloli Fatonah, Khusnul Fauzi, Luthfi Faishal Fiani, Isma Dwi Guntur Freddy Prisanto Gustiana Sabarina Hakim, Nong Ayu Triyanti Utami Hasim, Rahman Ida Royandiah Ida Royandiyah Imam Nuraryo Imelda Paulina Soko, Imelda Isma Dwi Fiani Isma Fiani Karina Pramita Ningrum karunia, Erick Khaerul Anam Khoirul Anam Koesanto, Stefani M. A. A. Koesanto, Stefani Made Ayu Artharini Kristiana Dewi, Danar Kurnia Endah Riana Kurniawati Mahardika, Esti Kurniyawan, Dede Kuswanti, Eko Lukman Saleh Waluyo Mario Aditya Prasetyo Mario Aditya Prasetyo Mario Aditya Prasetyo Meirani Harsasi Melisa Arisanty Melisa Arisanty Melisa Arisanty Melisa Arisanty Melisa Arisanty Miftahunnisa&#039; Igiriza Miftahunnisa' Igiriza Mikaresti, Pamela Mochamad Priono Muhammad Iqbal Mujazi Muktia Pramitasari Niken Febrina Nila Kusuma Windrati Nining Suryani Nisa, Rochmatul Uma Khoerun Nong Ayu Triyanti Utami Hakim Nugroho, Dhimas Setyo Nurdiansyah, Aulia Nurmanita, Tiara Sevi Poppy Ruliana Pramitasari, Muktia Prasetyo, Mario Aditya Priono, Mochamad Priyana, Efraim Bavo Purwanto, Agus Joko Puspitasari, Anggun Rachmawati Windyaningrum Raden Sudarwo Raesita Rakhmawati Rosadi Rahmaddian Rahmat Alifin Valentino Rahmat Budiman Rahmat Fadhli Rakasiwi, Agil Riady, Yasir Riana, Kurnia Endah Rita Herlina Robiansyah, Anton Rohmah, Dewi Wardah Mazidatur Ronny Basista Rosadi, Raesita Rakhmawati Rosiana Nurwa Indah Salaisyah Amalia Yusuf Sari, Novitalia Ablinda Sayimer, Idil Sediyaningsih , Sri Sediyaningsih, Sri Sediyaningsih, Sri Selly Anastassia Amellia Kharis Simabur, Lisda Ariani Sopandi, Agus Tatang Sri Maulidia Permatasari Sri Maulidia Permatasari Sri Sedyaningsih Stefani M. A. A. Koesanto Stefani Made Ayu Sudarwo, Raden Sukatmi, Sri Suko, Imelda Paulina Suparti Suparti Syinta, Irhamny Maya Unggul Utan Sufandi Valentino, Rahmat Alifin Vivi Indra Amelia Nasution Widiyanto Widiyanto Widiyanto Windi Baskoro Prihandoyo Yasir Riady Yulia, Irla Yusari, Nur Indah Zul Fahmi Zul Fahmi Zul Fahmi Zulham Adamy