p-Index From 2021 - 2026
12.151
P-Index
This Author published in this journals
All Journal Interaksi : Jurnal Ilmu Komunikasi KOMUNITAS: INTERNATIONAL JOURNAL OF INDONESIAN SOCIETY AND CULTURE Lembaran Ilmu Kependidikan Jurnal Studi Komunikasi dan Media Jurnal Ilmu Komunikasi Jurnal Penelitian Komunikasi dan Opini Publik Jurnal Kajian Informasi & Perpustakaan Jurnal Kajian Komunikasi JIPI (Jurnal Ilmu Perpustakaan dan Informasi) Journal of Business Management Education (JBME) KOMUNIKA Jurnal Komunikasi Ikatan Sarjana Komunikasi Indonesia Jurnal Komunikasi Inovasi : Jurnal Ekonomi, Keuangan, dan Manajemen Jurnal ASPIKOM Jurnal Administrasi dan Manajemen Pendidikan IKRA-ITH Humaniora : Jurnal Sosial dan Humaniora Dinamisia: Jurnal Pengabdian Kepada Masyarakat JTAM (Jurnal Teori dan Aplikasi Matematika) Paedagoria : Jurnal Kajian, Penelitian dan Pengembangan Kependidikan JCES (Journal of Character Education Society) Cetta: Jurnal Ilmu Pendidikan Gramatika: Jurnal Ilmiah Kebahasaan dan Kesastraan Scientific Journal of Reflection : Economic, Accounting, Management and Business Jurnal Sisfokom (Sistem Informasi dan Komputer) Jurnal Riset Teknologi dan Inovasi Pendidikan (Jartika) Journal of Education and Instruction (JOEAI) JMKSP (Jurnal Manajemen, Kepemimpinan, dan Supervisi Pendidikan) BIOEDUSAINS: Jurnal Pendidikan Biologi dan Sains Alignment: Journal of Administration and Educational Management Jurnal Pendidikan Matematika (JUDIKA EDUCATION) LUGAS Jurnal Komunikasi JURNAL NUSANTARA APLIKASI MANAJEMEN BISNIS Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal JISIP: Jurnal Ilmu Sosial dan Pendidikan Abdimas Umtas : Jurnal Pengabdian kepada Masyarakat Arkhais - Jurnal Ilmu Bahasa dan Sastra Indonesia Jurnal Penelitian Sosial Ilmu Komunikasi Idea : Jurnal Studi Jepang Bricolage : Jurnal Magister Ilmu Komunikasi Jurnal Sastra Indonesia Jurnal Studi Sosial dan Politik PERSPEKTIF Dinasti International Journal of Education Management and Social Science JAMP : Jurnal Administrasi dan Manajemen Pendidikan Ekspresi dan Persepsi : Jurnal Ilmu Komunikasi Journal of Elementary School (JOES) Jurnal Manajemen Pendidikan dan Ilmu Sosial (JMPIS) MURHUM : JURNAL PENDIDIKAN ANAK USIA DINI Mendapo: Journal of Administrative Law JINAV: Journal of Information and Visualization Jurnal Nuansa Akademik: Jurnal Pembangunan Masyarakat Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran JURNAL KOMUNIKASI DAN BISNIS Komunika: Jurnal Ilmu Komunikasi GOVERNANCE: Jurnal Ilmiah Kajian Politik Lokal dan Pembangunan Ikomik: Jurnal Ilmu Komunikasi dan Informasi Sibatik Journal : Jurnal Ilmiah Bidang Sosial, Ekonomi, Budaya, Teknologi, Dan Pendidikan Abdimas Langkanae Indonesian Community Journal Jurnal Locus Penelitian dan Pengabdian Srawung: Journal of Social Sciences and Humanities Jurnal Manajemen dan Pemasaran Jasa Abdimas Mandalika El-Mal: Jurnal Kajian Ekonomi & Bisnis Islam Journal of Social Work and Science Education Journal of Ekonomics, Finance, and Management Studies CHANNEL: Jurnal Komunikasi PAEDAGOGIE
Claim Missing Document
Check
Articles

Perbandingan Implementasi Smart Campus di Perguruan Tinggi Indonesia Koesanto, Stefani Made Ayu Artharini; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Ningrum, Karina Pramita
Cetta: Jurnal Ilmu Pendidikan Vol 8 No 3 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v8i3.4194

Abstract

This study aims to analyze the implementation of smart campuses across various higher education institutions in Indonesia and to identify the challenges and strategies involved in supporting the three pillars of higher education (tridarma). Employing a descriptive qualitative approach, data were collected through semi-structured interviews with six informants consisting of lecturers, students, and IT experts from both academic universities and vocational institutions. The findings indicate significant variation in the adoption of smart campus technologies, influenced by infrastructure readiness, digital literacy levels, and institutional priorities. Academic universities tend to adopt administrative and digital learning systems more rapidly, while vocational institutions focus on the practical application of technology for industrial training. The main challenges identified include limited access to internet infrastructure and digital devices, as well as low digital literacy, particularly among senior faculty and students. In response, many institutions have initiated digital literacy training and the development of integrated information systems. This study highlights the need for a standardized and adaptable smart campus framework tailored to each institution’s context. Furthermore, collaboration between universities and technology providers is considered essential for accelerating campus-wide digital transformation. The results of this research are expected to serve as a reference for policymakers and institutional leaders in formulating more effective, sustainable, and inclusive strategies for smart campus development in the era of digital transformation in higher education.
Creating Exciting Content: A Descriptive Study of Pixbox's Digital Marketing Strategies on Social Media Simabur, Lisda Ariani; Herlina, Rita; Wiradharma, Gunawan
CHANNEL: Jurnal Komunikasi Vol. 11 No. 1 (2023): CHANNEL: Jurnal Komunikasi 22nd Edition
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/channel.v11i1.123

Abstract

Many companies have adapted their marketing strategies to focus on digital media to overcome the limitations of face-to-face communication. Pixbox, an Indonesian local shipping company, has created brand awareness through digital marketing, including social media platforms, to attract customers and promote their services. This study aims to determine how the Pixbox creative team creates digital marketing content on social media. The research used a descriptive qualitative approach, collecting data through interviews and analyzing them using qualitative methods. The study focused on the Pixbox marketing content creator team and their social media activities, using purposive sampling to select participants and qualitative data analysis techniques to analyze the data. This study indicated that in creating exciting content, the content creator team of Pixbox carried out three stages, namely the pre-production stage, trying to plan content by thinking about how the purpose of the content will be, the production stage as a stage of content creation strategy as well as publishing it. The post-production stage, as the content evaluation stage, shows that the achievement of content creation on social media has an impact on increasing Pixbox brand awareness/customers, which is targeted at young entrepreneurs. Pixbox’s content creator team creates exciting marketing content in three stages: pre-production, production, and post-production, successfully increasing brand awareness and customer orders. Suggestions for improvement include better planning and research in the pre-production stage, exploring other social media platforms, and constantly evaluating content creation.
STRATEGI PENGEMBANGAN UMKM DESTINASI PARIWISATA SUPER PRIORITAS LABUAN BAJO DALAM MENINGKATKAN DAYA SAING DAN KEBERLANJUTAN EKONOMI LOKAL Adamy, Zulham; Wiradharma, Gunawan; Aditya Prasetyo, Mario; Paulina Soko, Imelda; Igiriza, Miftahunnisa’
SIBATIK JOURNAL: Jurnal Ilmiah Bidang Sosial, Ekonomi, Budaya, Teknologi, Dan Pendidikan Vol. 4 No. 4 (2025)
Publisher : Penerbit Lafadz Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/sibatik.v4i4.2662

Abstract

This research investigates the development strategy of MSMEs in Labuan Bajo as part of a premium tourist destination in Indonesia. The study aims to formulate appropriate development strategies for MSMEs in Labuan Bajo by identifying the strengths, vulnerabilities, opportunities, and threats (SWOT) of MSMEs. The research methodology employed is descriptive analysis, which is qualitative in nature. This research conducted in-depth interviews with MSME actors and relevant stakeholders in Labuan Bajo, NTT. Several primary strategies can be developed to enhance and promote the development process of Labuan Bajo as a major priority tourist destination in Indonesia, as a result of the SWOT analysis that has been conducted. The results show that MSMEs in Labuan Bajo have great potential supported by government policies, but face challenges in market access and technology. The main strategies proposed include HR capacity building, product diversification, and marketing digitalization. The implementation of this strategy is anticipated to foster local economic development and enhance the competitiveness of MSMEs through the tourism sector.
UJI KELAYAKAN “ARBARU: APLIKASI AUGMENTED REALITY BANGUN DATAR DAN BANGUN RUANG” DALAM MENINGKATKAN MINAT BELAJAR MATEMATIKA DI SEKOLAH DASAR Clara Devi Anggraini, Cicilia; Wiradharma, Gunawan; Budiwati, Yulia; Aditya Prasetyo, Mario; Kristiana Dewi, Danar
SIBATIK JOURNAL: Jurnal Ilmiah Bidang Sosial, Ekonomi, Budaya, Teknologi, Dan Pendidikan Vol. 4 No. 5 (2025)
Publisher : Penerbit Lafadz Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/sibatik.v4i5.2677

Abstract

Students can understand the material and visualize the spatial form of mathematical objects through the use of augmented reality as an alternative learning media. The previous year the development of ARBARU was carried out: Augmented Reality Flat and Spatial Shapes applications that can be used in elementary school level math lessons. Before being used by the public, the application was tested through a questionnaire to 25 respondents from elementary school students and 15 students from the Open University PGSD Study Program. The assessment includes aspects of appropriateness of content, appropriateness of presentation, suitability of language, AR technology, usefulness, visual and audio appearance, ethnomathematics content, as well as software implementation and engineering. The empirical feasibility test is designed to evaluate the media's feasibility and ascertain the opinions of users of the mobile learning application that has been developed. The tested product is considered to meet very high standards and is suitable for use as a learning medium for space-building material, which can enhance spatial ability and comprehension of planar and space-shaped materials.
Wonderful Indonesia Campaign As Indonesia’s Nation Branding On Digital Media Rosadi, Raesita Rakhmawati; Wiradharma, Gunawan; Arisanty, Melisa
KOMUNIKA Vol 5 No 2 (2022): Accredited by Kemenristekdikti RI SK No.152/E/KPT/2023
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/komunika.v5i2.13514

Abstract

Social media’s influence on purchasing decisions is on the radar of a multitude of industries worldwide and the tourism industry is no exception. Social media today is become a tool for countries in the world to promote tourism in their countries. Nation branding is a method for countries to differentiate and distinguish themselves from other countries around the world through branding. This phenomenon allowing countries to compete with each other to attract tourist from all over the world. Thus, every country needs special identity and uniqueness that differ a country from another. Indonesia is one of many countries that have been started a nation branding campaign that called ‘Wonderful Indonesia’ in 2011. Head of Ministry of Tourism of Republic Indonesia Arief Yahya stated that, in 2020 Indonesia have targeted 20 million of foreign tourists to come to Indonesia with a projected foreign exchange earnings of 18.5 billion USD (kemenpar.go.id). This study found that Wonderful Indonesia Campaign has been communicated through digital media (Website, Facebook, Instagram, Twitter, and YouTube). This study describes the channels that were utilized to promote the campaign and gives inputs to optimize the technical and content used in the campaign media.
Karakteristik Budaya dan Estetika Tari Tradisional Aceh, Betawi, Bali, Kalimantan, Sulawesi, dan Papua Wiradharma, Gunawan; Sediyaningsih, Sri; Soewardjo, B. Kristiono; Aditya Prasetyo, Mario
Jurnal Locus Penelitian dan Pengabdian Vol. 4 No. 7 (2025): JURNAL LOCUS: Penelitian dan Pengabdian
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/locus.v4i7.4100

Abstract

Penelitian ini bertujuan untuk mengkaji karakteristik budaya pada tari tradisional Indonesia yang meliputi Aceh, Jawa, Kalimantan, Bali, Sulawesi, dan Papua. Rumusan masalah dalam penelitian ini adalah bagaimana karakteristik budaya pada tari tradisional yang ada di Indonesia, khususnya pada tari tradisional Aceh, Betawi, Bali, Kalimantan, Sulawesi, dan Papua. Jenis penelitian ini adalah kualitatif dengan menggunakan pendekatan deskriptif-analitis. Pengambilan data dalam penelitian ini dilakukan dengan wawancara kepada maestro tari, budayawan, koreografer, dan akademisi tari. Berdasarkan penelitian yang telah dilakukan dapat disimpulkan bahwa masing-masing daerah memiliki karakteristik tarian yang berbeda-beda baik dari segi gerak, tema, musik, busana, dan seluruh instrumen dalam sebuah pertunjukan tari sehingga karakteristik tersebut memiliki makna etis dan estetis.
Persuasi Pariwisata Jepang melalui Content Tourism Film Anime: Perspektif Komunikasi Massa Penggemar Anime Puspitasari, Anggun; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Rakasiwi, Agil
IDEA : Jurnal Studi Jepang Vol 7, No 1 (2025): Vol 7, No 1 (2025): Idea: Jurnal Studi Jepang
Publisher : Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33751/idea.v7i1.12030

Abstract

Penelitian ini bertujuan untuk menganalisis bagaimana anime, khususnya Your Name dan Detective Conan, berfungsi sebagai media persuasi dalam membentuk persepsi audiens terhadap destinasi wisata Jepang. Dengan pendekatan kualitatif deskriptif dan metode analisis isi model Mayring, penelitian ini mengeksplorasi elemen visual, naratif, dan emosional dalam kedua anime tersebut yang memengaruhi minat wisatawan. Hasil analisis menunjukkan bahwa Your Name secara signifikan mengandalkan kekuatan visual untuk menonjolkan daya tarik destinasi, sementara Detective Conan memanfaatkan kekuatan naratif serta ikon wisata untuk membangun keterikatan emosional dengan penonton. Representasi lokasi yang realistis dalam anime mampu menciptakan citra positif tentang Jepang dan mendorong keputusan wisatawan untuk melakukan kunjungan. Temuan ini menegaskan bahwa anime efektif sebagai agen soft power dalam strategi promosi pariwisata, serta membuka peluang penerapan model content tourism serupa di negara lain, termasuk Indonesia.
Efektivitas Gim Edukasi Berbasis Virtual Reality dengan Pendekatan Etnomatematika Luti Gendang Batam dalam Meningkatkan Motivasi Belajar Siswa SD Anam, Khaerul; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Suryani, Nining
Jurnal Pendidikan Matematika : Judika Education Vol. 8 No. 4 (2025): Jurnal Pendidikan Matematika:Judika Education
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/mx53f077

Abstract

This study aims to measure the effectiveness of a Virtual Reality (VR)-based educational game developed with an ethnomathematics approach to improving elementary school students' learning motivation. This approach is rooted in R&D following the ADDIE paradigm, with a focus on the implementation and evaluation stages. A one-group pretest-posttest research design was used for this study. The research subjects were 30 fifth-grade students at an elementary school, who participated in learning using SIVIRA: Social Arithmetic Virtual Reality Application media. Data were collected through a learning motivation questionnaire covering intrinsic and extrinsic aspects, and supplemented by learning observations. The analysis results showed a significant increase in students' learning motivation scores from pre-test (M = 2.94) to post-test (M = 3.79), with a t (29) value = 8.54 and p < 0.001. The effectiveness value based on Cohen's d was 1.56 (high category). Improvements occurred in both intrinsic and extrinsic motivation equally. In conclusion, this study shows that students' learning motivation can be significantly improved through the use of VR learning materials that incorporate local culture. This approach can be widely used to teach basic mathematics.   Keywords: Educational Games; Learning Motivation; Virtual Reality; Ethnomathematics; Social Arithmetic
Literasi Digital dalam Pendidikan Jarak Jauh: Studi Perilaku Pencarian Informasi Mahasiswa Berdasarkan Model Ellis Diana, Mustika; Wiradharma, Gunawan; Evriza, Eka; Prasetyo, Mario Aditya; Rachmaningsih, Dewi Maharani
JURNAL MANAJEMEN PENDIDIKAN DAN ILMU SOSIAL Vol. 6 No. 6 (2025): Jurnal Manajemen Pendidikan dan Ilmu Sosial (Oktober-November 2025)
Publisher : Dinasti Review

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jmpis.v6i6.6104

Abstract

Penelitian ini bertujuan untuk memetakan perilaku pencarian informasi mahasiswa Universitas Terbuka Palembang dalam menyusun karya ilmiah berdasarkan delapan tahapan model David Ellis. Kebutuhan literasi digital yang tinggi dalam konteks pendidikan terbuka dan jarak jauh membuat mahasiswa diharapkan mampu mengakses, mengevaluasi, dan menggunakan informasi secara mandiri. Pendekatan kuantitatif deskriptif digunakan dengan pengambilan sampel sebanyak 350 mahasiswa melalui teknik proportional random sampling. Instrumen berupa kuesioner Likert terdiri atas 22 item yang mewakili delapan tahapan model Ellis. Hasil menunjukkan bahwa seluruh tahapan perilaku pencarian informasi dilakukan oleh mahasiswa, dengan tahapan chaining (menelusuri referensi lanjutan) sebagai yang paling dominan (rata-rata = 4,37), dan monitoring (memantau informasi terbaru) sebagai yang paling lemah (rata-rata = 3,96). Temuan ini menunjukkan bahwa kebiasaan mengikuti perkembangan informasi secara berkala masih perlu diperkuat meskipun mahasiswa cukup aktif dalam proses pencarian dan verifikasi informasi. Hasil ini mengonfirmasi relevansi model Ellis dalam konteks pembelajaran jarak jauh, serta menyoroti pentingnya penguatan literasi digital dalam aspek current awareness. Hasil ini dapat dijadikan dasar bagi pengembangan program pelatihan literasi informasi di perguruan tinggi terbuka untuk mendukung proses akademik yang lebih mandiri, reflektif, dan kredibel.
Improving the Spatial Ability of Distance Learning Students on the Material of Three-Dimensional Shapes through Mobile Learning Applications Based on Augmented Reality Anam, Khaerul; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Suko, Imelda Paulina
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 7, No 4 (2023): October
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v7i4.16902

Abstract

This research develops a mobile learning application that produces a feasible and attractive product to be used as a learning resource. Then, the product was tested quantitatively on users to determine the product's readiness and its relationship to increasing the user's spatial abilities. This research is a continuing research that has been carried out previously regarding the development of ABRAR (Application of three-dimensional shapes with Augmented Reality) application (Anam et al., 2022). The product has been validated by content and media experts and has received positive feedback from student users. Data was collected in Nusa Tenggara: Regional Offices of UT Mataram and UT Kupang, involving 3.098 Elementary Education Study Program students. The sample size consisted of 310 respondents, determined using the Lemeshow formula. The product produced from this research is an augmented reality-based mobile learning application that serves as a learning resource. The results of the mobile learning media trial developed were interpreted as very positive. It shows that using mobile learning in geometry subjects provides a positive response and increases motivation in the learning process. In addition, the implementation of mobile learning in spatial ability has shown a 30% improvement in imagining the position of three-dimensional shapes. It indicates that mobile learning has influenced the respondents' spatial ability. Respondents can visualize three-dimensional shapes from a certain point of view by utilizing augmented reality (AR) technology. Furthermore, based on the feasibility test results, the resulting mobile learning meets the criteria of being excellent and feasible to use as a geometry learning medium. The result of the research is mobile learning application so that it can be applied for distance education with requirements has an Android application system and easy to connect the internet. Thus, the ABRAR application can support learning anytime and anywhere, improve understanding of the material, and improve students' spatial abilities.
Co-Authors Abdurrahman Rahim Thaha Ace Sriati Rachman Adamy, Zulham Aditya Prasetyo, Mario Afdol Tharik W S Agil Rakasiwi Akadira, Tora Alpin Herman Saputra Anjani, Afifah Annisa, Azizah Mujahidah Ardiasih, Lidwina Sri Ari Cahyo Nugroho Arifah Bintarti arina rubyasih, arina B. Kristiono Soewardjo Batti, Steviani Budiman, Rahmat Budiwati, Yulia Cicilia Clara Devi Anggraini Cicilia Clara Devi Anggraini Cicilia Clara Devi Anggraini, Cicilia Clara Devi Clara Devi Anggraini, Cicilia 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 Fauzi, Luthfi Faishal Fiani, Isma Dwi Guntur Freddy Prisanto Hakim, Nong Ayu Triyanti Utami Ida Royandiah Ida Royandiyah Imam Nuraryo Imelda Paulina Soko, Imelda Indah, Rosiana Nurwa Irwan Trinugroho, Irwan Isma Dwi Fiani Isma Fiani Karina Pramita Ningrum karunia, Erick Khaerul Anam Khoirul Anam Khusnul Fatonah Khusnul Fatonah 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 Mario Aditya Prasetyo Meirani Harsasi Melisa Arisanty Melisa Arisanty Melisa Arisanty Melisa Arisanty Miftahunnisa' Igiriza Mikaresti, Pamela Mujazi Mujazi Muktia Pramitasari Niken Febrina Nila Kusuma Windrati Nining Suryani 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 Adittya Prasetyo, Mario Aditya Priono, Mochamad Priyana, Efraim Bavo Purwanto, Agus Joko Puspitasari, Anggun Rachmawati Windyaningrum Raden Sudarwo Raesita Rakhmawati Rosadi Rahmaddian Rahmaddian, Rahmaddian Rahmat Budiman Rahmat Budiman Rahmat Fadhli Rakasiwi, Agil Riady, Yasir Riana, Kurnia Endah Rita Herlina Robiansyah, Anton Rohmah, Dewi Wardah Mazidatur Rosadi, Raesita Rakhmawati 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 Stefani M. A. A. Koesanto Stefani Made Ayu Sudarwo, Raden Sudarwo, Raden Sukatmi, Sri Suko, Imelda Paulina Suparti Suparti Syinta, Irhamny Maya Unggul Utan Sufandi Valentino, Rahmat Alifin Valentino, Rahmat Alifin Vivi Indra Amelia Nasution Widiyanto Widiyanto Widiyanto Windi Baskoro Prihandoyo Yasir Riady Yasir Riady Yulia, Irla Yusari, Nur Indah Yusuf, Salaisyah Amalia Zul Fahmi Zul Fahmi Zul Fahmi