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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 Innovative: Journal Of Social Science Research IJLHE: International Journal of Language, Humanities, and Education SEAQIL Journal of Language Education MEDIA EDUKASI: JURNAL ILMU PENDIDIKAN
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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.
Need Analysis in Developing Differentiated Assessment Instrument for 7th Grade Junior High School Students Based on Learning Style in Emancipated Curriculum Ni Komang Ari Yunita Dewi; Luh Gd Rahayu Budiarta; Ida Ayu Made Istri Utami
Journal of English Language Learning Vol. 8 No. 1 (2024)
Publisher : English Language Education Department, Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jell.v8i1.10060

Abstract

Assessment plays a crucial role in the process of acquiring a foreign language. Assessments are crucial to conduct in order to ascertain enhancements in student learning. The assessment results can serve as a guide for creating impactful learning activities for students. Teachers need to conduct diagnostic assessments as part of the emancipated curriculum in order to ascertain students' characteristics, learning styles, and learning needs. Differentiated instruction was implemented to accommodate the diverse characteristics and learning styles of students. This approach enables students to select learning methods that align with their individual learning style. Implementing differentiated instruction will result in the implementation of differentiated assessment by teachers. Teachers must adapt the assessment process based on the specific instructions for each individual learning style. Therefore, the objective of this research is to conduct a comprehensive analysis of the needs of students and teachers throughout the learning process, with the aim of facilitating the development of differentiated assessment instrument for educators.
The Impact of Videos Based Discovery Learning Towards Young Learners’ Speaking Skill During Pandemic Covid-19 Pirdayanti, Ni Putu Ayu; Nitiasih, Putu Kerti; Budiarta, Luh Gd Rahayu; Adnyayanti, Ni Luh Putu Era
Jurnal Pedagogi dan Pembelajaran Vol. 5 No. 2 (2022): Juli
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v5i2.45556

Abstract

Speaking skill is one of the crucial language skill needed in communication. However English teachers feel difficult in teaching speaking skill through online learning during this pandemic situation. English teachers need to use innovative teaching media to attract students’ attention and develop students’ speaking skill. The study purposed to investigate the impact of videos-based discovery learning towards young learners’ speaking skill in pandemic Covid-19. The study included a single intact class which divided into 30 students of fourth graders. The instrument was speaking test and the treatments instrument. The study employed quantitative study with one group pretest-posttest design. The data collection was analyzed descriptively and inferentially which aided by IBM SPSS Statistics 24. The effect size was measured by Effect Size Calculator. The findings show that the group posttest mean was higher than the pretest mean while the significant value of Sig. (2-tailed) was .000 which was lower than Sig. value of .05. The effect size was (1.94) which can be stated as large effect. Conclusively, there is a positive significant impact of videos-based discovery learning towards young learners’ speaking skill in pandemic Covid-19.
Pengembangan Rubrik Penilaian Autentik Berbasis Metode Pembelajaran Abad 21 untuk Penilaian Semester II Kelas 11 SMA Saputra, Pande Kadek Dika; Nitiasih, Putu Kerti; Budiarta, Luh Gd Rahayu
Jurnal IKA Vol. 21 No. 2 (2023)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ika.v21i2.62594

Abstract

The purpose of this study is to create an authentic assessment rubric using Problem-Based Learning (PBL) based learning, project-based learning (PjBl), and discovery learning, three 21st-century learning strategies. This study employed the Richey and Klein (2007) design and development (DnD) approach, which has four stages: analysis, design, development, and evaluation, or ADDE. The participants in this study were a senior high school English instructor and 11th graders. The data was gathered using a variety of tools, including surveys, interviews, and document analyses, and was then examined using a mixed technique. Instructions for instructors and students as well as the proper assessment methods were included in the created rubric. The developed rubric then produced an appropriate and unique product that is in line with the syntax of each teaching method. It has been specifically adapted for the learning objectives, topics, themes, teaching strategies, from the expert's examination, it can be concluded that the product developed can be categorized as a superior rubric that is suitable for learning English
Co-Authors ., Dewa Ayu Novi Kusumawardani ., Luh Putu Swasti Ayuningtyas Adnyayanti, Ni Luh Putu Era Ahmad Zamzam Ambarini, Putu Citra Anak Agung Putri Maharani Ardianti, Ni Putu Eni Ariani, Pande Made Mela Cristiana, Olga Dambayana, Putu Eka Dasa, Agung Krsna Lila Dewa Gede Krishnadana Dewa Komang Tantra Dewi, Kadek Kristin Karina Dhirapriyani, Kadek 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.G.A. Lokita Purnamika Utami IDA AYU MADE ISTRI UTAMI . 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 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 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 P. A., Ni Luh Putu Ning Septyarini Paramita, Kadek Candra Paramita, Ni Ketut Catur 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 Sintayani, Ni Luh 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 Witanaya, I Putu Mangku Yani, Ni Kadek Refi Marsita