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All Journal Jurnal Pendidikan dan Pengajaran Lingua Scientia Journal Jurnal IKA Jurnal Pendidikan Bahasa Inggris ELT Worldwide: Journal of English Language Teaching Language Circle : Journal of Language and Literature Jurnal Inovasi Teknologi Pendidikan LLT Journal: A Journal on Language and Language Teaching Jurnal Ilmiah POTENSIA International Journal of Language and Literature International Journal of Elementary Education Jurnal Ilmiah Pendidikan Profesi Guru Journal of English Education, Linguistic and Literature Jurnal JOEPALLT (Journal of English Pedagogy, Linguistics, Literature, and Teaching) Jurnal Review Pendidikan dan Pengajaran (JRPP) ACITYA Journal of Teaching & Education Journal of English Education and Teaching (JEET) PROJECT (Professional Journal of English Education) Jurnal Inovasi dan Teknologi Pembelajaran (JINOTEP) Kajian dan Riset Dalam Teknologi Pembelajaran BERDAYA: Jurnal Pendidikan dan Pengabdian Kepada Masyarakat Jurnal Pedagogi dan Pembelajaran The Art of Teaching English as a Foreign Language (TATEFL) Journal for Lesson and Learning Studies Journal of Educational Study Jurnal Penelitan Mahasiswa Indonesia Edu Society: Jurnal Pendidikan, Ilmu Sosial dan Pengabdian Kepada Masyarakat Soshum: Jurnal Sosial dan Humaniora JELL (Journal of English Language Learning Dharma Jnana Yavana Bhasha: Journal of English Language Education IJLHE: International Journal of Language, Humanities, and Education SEAQIL Journal of Language Education MEDIA EDUKASI: JURNAL ILMU PENDIDIKAN
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English Game Website-Based Development for Fifth Grade Elementary School Students in First Semester Ni Made Nadindya Mahadewi; Putu Kerti Nitiasih; Luh Gd Rahayu Budiarta; Ni Luh Putu Era Adnyayanti
Acitya: Journal of Teaching and Education Vol. 6 No. 1 (2024): ACITYA Journal of Teaching and Education
Publisher : Universitas Muhammadiyah Kalimantan Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30650/ajte.v6i1.3765

Abstract

Human life has entered the era of the Industrial Revolution 4.0, where technology plays an important role in human life. Likewise, teaching and learning activities are currently being collaborated with technology. However, in practice, many schools still tend to use conventional methods in teaching. Conventional methods This makes students tend to feel bored in participating in learning. Many learning methods have been developed which are considered effective in increasing student enthusiasm for learning. One of the effective, interactive, innovative, and attractive methods for students that can be used is the gamification method. This study aims to develop learning media in digital games for elementary school students learning English. The Design and Development (D&D) methodology and the ADDIE development model were used in this study. The subjects in this study were five fifth-grade elementary school students. Data collection methods in research are observation, interviews, and questionnaires. Furthermore, data analysis was carried out using descriptive qualitative and quantitative descriptive methods. The data obtained are (1) the results of the design and development of learning media using the ADDIE model (analysis, design, development, implementation, and evaluation). (2) results of product effectiveness and validity data from expert judgment, teachers, and users (students). Based on the results of expert judges, website game-based learning English media products are considered very valid as English learning media. Likewise, the English teacher and five fifth-grade students considered games very effective as learning media to increase learning motivation.
Using Comic Strips Teaching Materials in Group Work to Improve Reading Comprehension of Grade Ninth Handrianita Mekuo; Luh Gd Rahayu Budiarta
SEAQIL Journal of Language Education Vol. 2 No. 1 (2023): SEAQIL Journal of Language Education (SJLE)
Publisher : SEAMEO QITEP in Language

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70046/sjle.2.1.30-41

Abstract

A classroom action research (CAR) was conducted to improve the reading comprehension of class IX students of SMP Negeri 1 Latoma in the 2022/2023 academic year by using Comic Strips Teaching Materials in Group Work Activities. The instruments used were questionnaire sheets, student reading scores, and teacher observation sheets. The success indicator is a score of 70. Two cycles were carried out; each consists of four steps: planning, action, observation, and reflection. The first cycle consisted of three meetings including pre-test, material giving, and post-test I. The second cycle consisted of two meetings covering material explanation and post-test 2. Questionnaires are given at the last meeting of each cycle. From the results of the pre-test, it was found that there were only 8% students could pass the success indicator. After being given action in Cycle 1, students who can achieve success indicators are 25%. The number increased in Cycle 2 to 67%. The analysis of the researcher's observation sheet showed a positive response to teaching materials and group work activities. From the questionnaire, it is found that Comic Strips Teaching Materials in Group Work Activities can help students in reading report texts. Therefore, it can be concluded that the use of comic strips teaching materials in group work activities can improve the reading comprehension of grade IX students of SMP Negeri1 Latoma in the 2022/2023 academic year. Similar research can effectively be applied to classrooms in schools with the inadequacy of technology facilities for teaching material procurement.
Developing Authentic Assessment Rubric for Assessing English Skill Of Grade 4: A Case Study in Buleleng Purnami, Ni Luh Sri Wahyu; Nitiasih, Putu Kerti; Budiarta, Luh Gd. Rahayu
Jurnal Inovasi dan Teknologi Pembelajaran Vol 9, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v9i12022p099

Abstract

Abstrak: Tujuan penelitian ini untuk mengembangkan rubrik penilaian otentik kelas 4 berdasarkan sintaksis pembelajaran discovery, berbasis proyek, masalah dan berbasis tugas. Metode desain dan pengembangan digunakan dengan model ADDE. Subjek penelitian ini adalah guru bahasa Inggris dan siswa kelas 4 di dua sekolah di Buleleng. Wawancara, observasi, dan studi dokumen merupakan metode pengumpulan data. Hasil dari tahap analisis digunakan untuk merancang dan mengembangkan rubrik penilaian otentik. Ini dikembangkan berdasarkan silabus kelas 4. Rubrik didukung dengan sumber belajar mengajar, tabel perbandingan dan analisis. Ada empat jenis rubrik yang dikembangkan, yaitu rubrik untuk menilai proses dan hasil belajar siswa, rubrik penilaian diri terhadap proses dan produk atau kinerja belajar siswa. Berdasarkan hasil penilaian ahli rubrik yang dikembangkan layak digunakan untuk siswa kelas empat.Abstract: The purpose of this study is to develop an authentic assessment rubric for grade 4 based on the syntax of discovery learning, project based-learning, problem-based learning, and task-based learning. The design and development method was used with the ADDE model. The subjects of this study were English teachers and students of grade 4 in two schools in Buleleng. Interview, observation, and document study were the methods of data collection. Next, the result of the analysis phase was used to design and develop the authentic assessment rubric. It developed based on the grade 4 syllabus. The rubric supported with teaching and learning resources, a comparison and analysis table. There are four types of rubrics developed, rubric for assessing the process and students' learning performance or product, self-assessment on the process and on students' learning product or performance. Based on the result of evaluation phase the rubric was appropriate for students in fourth grade.
Developing Authentic Assessment Rubric for Assessing 5th Grade Elementary School Students at Buleleng Regency Sudeni, Luh Metri Sulistya; Nitiasih, Putu Kerti; Budiarta, Luh Gd Rahayu
Jurnal Inovasi dan Teknologi Pembelajaran Vol 9, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v9i22022p126

Abstract

Abstrak: Penelitian ini bertujuan untuk mengembangkan rubrik penilaian otentik dengan mengadopsi beberapa metode pembelajaran yang bersesuaian dengan pembelajaran abad ke-21 menggunakan model Desain dan Pengembangan disertai tahapan ADDE. Subjek dalam penelitian ini adalah guru dan siswa kelas 5 SD di Kabupaten Buleleng. Terdapat beberapa jenis instrumen yang diterapkan dalam mengumpulkan data, yaitu observasi, wawancara, kuesioner, dan analisis dokumen, selanjutnya dianalisis dengan mixed method analisis data. Dari keseluruhan pengujian atau proses evaluasi diperoleh bahwa rubrik yang telah dikembangkan dinyatakan sebagai rubrik penilaian yang sangat baik oleh tiga ahli dan satu guru penilai, serta dikatakan baik oleh satu hasil evaluasi guru. Dengan demikian dapat disimpulkan bahwa rubrik yang telah dikembangkan layak digunakan untuk menilai proses belajar mengajar Bahasa Inggris kelas 5 SD baik dari segi proses, kinerja, maupun produk yang dihasilkan. Abstract: This study aimed to develop an authentic assessment rubric by adopting several learning methods that are appropriate to 21st century learning using the Design and Development model accompanied by the ADDE stages. The subjects in this study were teachers and students of grade 5 elementary school in Buleleng Regency. Several instruments were applied in collecting data, including observations, interviews, questionnaires, and document analysis, which were then analyzed using mixed method data analysis. The rubric developed was declared very good by three experts and one teacher assessor; and good by one teacher's evaluation results. Thus, it can be concluded that the rubric that has been developed is appropriate to be used to assess the teaching and learning process of 5th grade English in terms of process, performance, and the resulting product.
Gamified Balinese Local Stories Effect As A Teaching Media Towards Young Learners’ Speaking Skill Ningrum, Ida Ayu Fortuna; Nitiasih, Putu Kerti; Budiarta, Luh Gd Rahayu
Jurnal Inovasi dan Teknologi Pembelajaran Vol 7, No 2 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v7i22020p086

Abstract

Abstrak: Penelitian ini bertujuan untuk mencari tahu efek dari gamifikasi cerita lokal Bali sebagai media belajar terhadap keterampilan berbicara Bahasa Inggris untuk pelajar usia dini. Kuasi-eksperimental dengan desain one group pre-test post-test diterapkan sebagai metode penelitian. Seluruh siswa SD Negeri 4 Kaliuntu menjadi populasi penelitian ini sedangkan sampelnya yaitu 38 siswa kelas 5 pada tahun akademik 2019/2020. Adapun 3 instrumen yang digunakan meliputi gamifikasi berdasarkan cerita lokal Bali sebagai instrumen perlakuan, tes keterampilan berbicara sebagai instrumen pretest-posttest dan rubrik penilaian berbicara. 5 dimensi keterampilan berbicara dijadikan landasan pembuatan rubrik penilaian. Pretest dan posttest diberikan kepada grup eksperimental sebanyak 6 kali secara berulang. Setelah diberikan perlakuan, skor rata-rata posttest siswa lebih tinggi (79,95) dibandingkan skor rata-rata pretest (69,97). Hasil dari paired sample t-test menunjukkan bahwa Sig (2-tailed) adalah .000 yang menunjukkan adanya efek signifikan dari penggunaan gamifikasi cerita lokal Bali sebagai media pengajaran pada keterampilan berbicara pelajar usia dini.Abstract: This study was aimed to find out the effect of gamified Balinese local stories as teaching media towards young learners’ speaking skills in English. Quasi-experimental with one group pretest-posttest design was implemented as the method of this research. All of the students of SD Negeri 4 Kaliuntu became the population of this study, while the sample was 38 fifth grade students in the academic year of 2019/2020. There were three instruments in this research that included gamified Balinese local stories as the treatment instrument, speaking test as the pretest-posttest instrument, and speaking rubric. Five dimensions of speaking skills were inserted in the speaking rubric. Pretest and posttest were given to the experimental group for six times repeatedly. After being treated, the average score of students’ posttests was higher (79.95) than the average score of pretests (69.97). Also, the result of the paired sample t-test revealed that the value of Sig (2-tailed) is .000 which implied that there was a significant effect of gamified Balinese local stories as teaching media towards young learners’ speaking skills.
The Effect of Online Gamification Quiz Application on Vocabulary Mastery for Young English Learners Purnawan, Nyoman Adi; Padmadewi, Ni Nyoman; Budiarta, Luh Gd Rahayu
Jurnal Inovasi dan Teknologi Pembelajaran Vol 9, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v9i12022p033

Abstract

Abstrak: Penelitian ini bertujuan untuk mengetahui pengaruh Kahoot pada penguasaan kosakata untuk pelajar bahasa Inggris usia muda. Penelitian ini menggunakan metode kuantitatif dengan desain Pre-experimental One Group Pre-test and Post-test. Instrumen yang digunakan pada penelitian ini adalah tes kosakata yang terdiri dari 20 item dalam pengumpulan data. Data dianalisis menggunakan statistik deskriptif dan inferensial. Partisipan penelitian ini adalah siswa kelas IV SD Dana Punia Singaraja. Temuan penelitian ini membuktikan bahwa terdapat pengaruh signifikan yang terdapat pada pada penguasaan kosakata untuk pelajar muda bahasa Inggris dengan efektivitas kategori sedang. Lebih Lanjut, penerapan Kahoot sebagai gamifikasi dalam pembelajaran kosa kata sudah tepat dalam meningkatkan penguasaan kosakata pelajar muda.Abstract: This research aimed to investigate the effect of Kahoot on vocabulary mastery for young English learners. This research utilized the quantitative method with Pre-experimental One Group Pre-Test and Post-Test Design. The instrument used to collect the data was vocabulary test that consisted of 20 items. The data were analyzed using descriptive and inferential statistics. The participants of this study were fourth-grade students of SD Dana Punia Singaraja. The findings proven there was a significant effect on vocabulary mastery for young English learners with a moderate effect of effectiveness. Furthermore, the implementation of Kahoot as gamification in English learning was precise in improving young learners' vocabulary mastery.
The Development of HOTS Worksheet for Sixth-Grade Elementary School Students in Learning English Putri, Ni Kadek Rai Sintia; Nitiasih, Putu Kerti; Budiarta, Luh Gd Rahayu; Adnyayanti, Ni Luh Putu Era; Putra, I Nyoman Adi Jaya
Jurnal Inovasi dan Teknologi Pembelajaran Vol 8, No 3 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v8i32021p216

Abstract

Abstrak: Penelitian ini bertujuan untuk mengembangkan lembar kerja siswa yang berbasis berpikir kritis tingkat tinggi menggunakan kurikulum tingkat satuan pendidikan pada siswa sekolah dasar kelas enam semester satu. Penelitian ini menggunakan metode D&D dengan ADDE model. Peneliti menggunakan observasi, analisis dokumen, kuisioner, interview, dan penilaian ahli saat proses pengumpulan data. Guru dan siswa sekolah dasar adalah partisipan dalam penelitian ini. Temuan penelitian ini menunjukan bahwa berpikir kritis tingkat tinggi masih kurang di aplikasin untuk kurikulum ktsp, lembar kerja yang dikembangkan oleh peneliti dinyatakann sangat baik dalam membantu siswa sekolah dasar dalam belajar bahasa Inggris.Abstract: This research aimed to develop students’ worksheet based on higher order thinking skills using the kurikulum tingkat satuan pendidikan on sixth-grade elementary students at the first semester. This research used D&D method with ADDE model. The instrument that was used by the researcher namely observation, document analysis, questionnaire, interview and expert judgement in collecting the data. The participants were the teacher and students from the elementary school. The findings manifested that higher order thinking skills is less conducted through the kurikulum tingkat satuan pendidikan, the worksheet that is developed by the researcher help the elementary students and it was considered excellent by the expert for teaching English.
Investigating The Effect of Gamified Balinese Local Stories As A Teaching Media on Young Learners’ Writing Skill Libhi, Komang Sierrafany Surya; Nitiasih, Putu Kerti; Budiarta, Luh Gd Rahayu
Jurnal Inovasi dan Teknologi Pembelajaran Vol 7, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v7i12020p001

Abstract

Abstrak: Penelitian ini adalah penelitian kuantitatif yang memiliki tujuan untuk menginvestigasi efek dari gamifikasi berdasarkan cerita lokal Bali sebagai media belajar terhadap kemampuan menulis siswa kelas 5 SD. Desain yang diaplikasikan pada penelitian ini adalah kuasi-eksperimental dengan one group pre-test post-test. Penelitian ini dilaksanakan dalam 6 kali pertemuan di SDN 1 Banyuning yang berlokasi di Kabupaten Buleleng, Bali. Penelitian ini menggunakan siswa di SDN 1 Banyuning sebagai populasi dengan sampelnya adalah 31 siswa kelas 5 SD pada tahun akademik 2019/2020. Ada dua jenis instrumen yang digunakan yakni; instrumen perlakuan dan instrumen pretest posttest. Instrumen perlakuan yang digunakan yaitu gamifikasi itu sendiri, sedangkan instrumen pretest posttest yang digunakan adalah dalam bentuk tes menulis. Para siswa diberikan pretest dan posttest di setiap pertemuan. Hasil dari pretest dan posttest menunjukkan bahwa nilai rata-rata post-test siswa lebih tinggi dibandingan nilai rata-rata pre-test (85.39 > 51.73). Kemudian, hasil dari pengujian hipotesis dengan paired sampe t-test menunjukkan bahwa nilai t-hitung lebih besar dari t-tabel (13.533 > 1.796). Hal tersebut membuktikan bahwa terdapat efek yang signifikan dari penggunaan gamifikasi berdasarkan cerita lokal Bali sebagai media pengajaran terhadap kemampuan menulis siswa kelas 5 SD.Abstract: 21st century learning requires the implementation of digital-based teaching media. The study aimed at examining the effect of gamification based on Balinese local stories as teaching media on fifth grade students’ writing skill. Quasi-experimental research method with one group pre-test post-test was implemented. The study was conducted at SDN 1 Banyuning, Buleleng Regency, Bali. There were 31 samples of the fifth-grade students in academic year 2019/2020. Two instruments were administrated; treatment instrument (gamification based on Balinese local story) and pretest and posttest instrument (in the form of writing test). The students were repeatedly given six pre-test and post-test in the six meetings. The score of pre-test and post-test showed significant difference where post-test was higher than pre-test (85.39 > 51.73). The hypothesis testing result revealed that the tobs of the data was higher than the t cv (13.533 > 1.796) with (α = 0.05). This indicated that there was a significant effect of gamification based on Balinese local stories as teaching media on the fifth-grade students’ writing skill. Thus, Gamification based on Balinese local story is suggested to be used as teaching media to develop students’ writing skill.
The development of website games as learning media for 4th-grade elementary students Dewi, Kadek Kristin Karina; Budiarta, Luh Gd. Rahayu; Nitiasih, Putu Kerti
Jurnal Inovasi dan Teknologi Pembelajaran Vol 10, No 3 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v10i32023p259

Abstract

Abstrak: Penelitian ini bertujuan untuk mengembangkan game website sebagai media pembelajaran untuk siswa kelas 4 sekolah dasar pada semester dua. Metode penelitian yang digunakan dalam penelitian ini adalah desain dan pengembangan (D&D) oleh Richey & Klein (2007) dengan model ADDIE (analisis, desain, pengembangan, implementasi, dan evaluasi). Terdapat beberapa instrumen penelitian yang digunakan dalam proses pengambilan data, yang bernama panduan wawancara kepada guru bahasa Inggris, lembar observasi untuk mengobservasi proses pembelajaran di kelas, analisis dokumen dalam bentuk modul pembelajaran dan alur tujuan pembelajaran, lembar penilaian ahli untuk ahli pendidikan, dan lembar kuesioner pengguna untuk guru dan lima siswa sekolah dasar kelas 4. Hasil penelitian ini adalah prototype game website. Hasil dari analisis data menunjukkan bahwa prototype game website dikualifikasi sebagai media yang sangat valid. Oleh karena itu, game website ini layak untuk digunakan sebagai media pembelajaran untuk siswa kelas 4 sekolah dasar.Abstract: This study aims to develop a website game as learning media for 4th-grade elementary students in the second semester. The subjects of this study were 4th-grade elementary students and an English teacher. The research method used is design and development (D&D) by Richey & Klein (2007) using ADDIE (analysis, design, development, implementation, and evaluation) mode. Several research instruments were used in the data collection process, namely interview guides for English teachers, observation sheets to observe the learning process in the classroom, documents analysis in the form of teaching modules and objective learning flow, expert judgment sheet for the educational experts, user questionnaire sheet for the teacher and five 4th-grade elementary students. The outcome of this research is a website game prototype. The results of the data analysis show that the website game prototype qualified as a very valid product. Therefore, this website game is feasible to use as a learning media for 4th-grade elementary students.
Gamifikasi Sebagi Inovasi Teknologi Dalam Pembelajaran Bahasa Inggris Bagi Guru SD Negeri 3 Panji Anom Luh Gd Rahayu Budiarta
Jurnal Dharma Jnana Vol. 4 No. 1 (2024): JURNAL DHARMA JNANA
Publisher : Fakultas Ekonomi dan Bisnis Universitas Mahasaraswati Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Dalam era teknologi modern, memasukkan teknologi ke dalam proses pembelajaran adalah hal penting untuk meningkatkan kualitas pendidikan. Tujuan dari kegiatan pengabdian ini adalah untuk memberikan guru sekolah dasar khususnya di SD Negeri 3 Panji Anom, pemahaman yang lebih baik tentang cara menggunakan teknologi gamifikasi untuk meningkatkan hasil belajar peserta didik mereka. Gamifikasi sebagai alat yang efektif untuk memperbaiki proses pembelajaran dan meningkatkan hasil belajar, serta meningkatkan keterlibatan dan motivasi siswa. Metode pelatihan ini membantu guru bekerja sama, mengajar mereka untuk membuat tugas pembelajaran Gamifikasi, dan berbagi praktik terbaik. Metode pendampingan digunakan, dan instrumen yang digunakan adalah angket. Hasil kegiatan ini menunjukkan bahwa guru memiliki pengetahuan dan keterampilan yang lebih baik dalam membuat media pembelajaran menggunakan Gamifikasi setelah mendapatkan pelatihan dan pendampingan yang tepat.
Co-Authors ., Dewa Ayu Novi Kusumawardani ., Luh Putu Swasti Ayuningtyas Adnyayanti, Ni Luh Putu Era Ahmad Zamzam Anak Agung Putri Maharani Ardianti, Ni Putu Eni Dambayana, Putu Eka Dasa, Agung Krsna Lila Dewa Gede Krishnadana Dewa Komang Tantra Dewi, Kadek Kristin Karina Dian Yurista Ningsih Dio Aditya Duniangella, Ni Komang Rutjayanthi Mayami Erinaryani, Ni Nyoman Febiyanti, Ni Wayan Fitriani, Ni Wayan G.A.P. Suprianti Handrianita Mekuo I Dewa Sri Agung Oktaviyanti Puspita Dewi I Gusti Ayu Dwi Pradnyandari Pinatih I Komang Agus Tirtayasa, I Komang Agus Tirtayasa I Nyoman Adi Jaya Putra I Nyoman Purnawan I Putu Indra Kusuma I Putu Mangku Witanaya I.G.A. Lokita Purnamika Utami IDA AYU MADE ISTRI UTAMI . Kadek Dhirapriyani Kadek Tommy Praditha Kartika, Ni Luh Putu Indah Kenny Tirtayasa, I Komang Larasati, Ni Nyoman Diah Krisna Libhi, Komang Sierrafany Surya Luciana, Ni Luh Ratih Luh Diah Surya Adnyani Luh Putu Artini M.Pd. S.Pd. Luh Indrayani . Made Gitananda Pramudya Candra Wardhani Made Hery Santosa Mahadewi, Ni Made Nadindya Mahendra, I Gusti Agung Bayu Ni G.A Made Ari Dharma Pattni Ni Ketut Catur Paramita Ni Komang Ari Yunita Dewi Ni Luh Kadek, Erna Wijayani Ni Luh Made Juli Candra Ningsih Ni Luh Putu Era Adnyayanti Ni Luh Putu Era Adnyayanti Ni Luh Ratih Luciana Ni Luh Sintayani Ni Made Desi Puspasari Ni Made Nadindya Mahadewi Ni Nyoman Diah Krisna Larasati Ni Nyoman Padmadewi NI Putu Ayu Niya Loviyani Ni Putu Deliana Mentari Ni Putu Eni Ardianti Ni Wayan Surya Mahayanti Nia Ria Putri Ningrum, Ida Ayu Fortuna Nurjannah, Ragil Ayu Marta Olga Cristiana P. A., Ni Luh Putu Ning Septyarini Pande Made Mela Ariani Paramita, Kadek Candra Pirdayanti, Ni Putu Ayu Prof. Dr. Ni Nyoman Padmadewi,MA . Purnami, Ni Luh Sri Wahyu Purnamika Utami , IGA L. Putri, Ni Kadek Rai Sintia Putu Adi Krisna Juniarta Putu Eka Dambayana Putu Kerti Nitiasih Putu Kerti Nitiasih Saputra, M. Eggy Saputra, Pande Kadek Dika Sari, Komang Bela Pradnya Siregar, Merry Amadea Sudeni, Luh Metri Sulistya Sukmastiani, Kadek Swasty Utami, Luh Aprilia Waisya, I Gede Komang Waisya Giri Wisnawa Widyastuti, Ni Wayan Suwardewi Wijayanti, Ni Luh Eka Ciptarini Yani, Ni Kadek Refi Marsita