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Evaluasi Usability pada E-Learning Menggunakan Metode Human Centered Design dan Usability Testing One Click Service SMK PGRI 3 Malang Erfan Yuono; Satrio Hadi Wijoyo; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SMK PGRI 3 Malang is one of the vocational vocational high schools that has utilized information technology in its learning and learning activities. The LMS One Click Service that was developed is often used by students to view data from educators, see the results of learning scores, and thefeature online drive that is very often used by students. From the data collected by researchers on students by conducting interviews, there are still problems with the application of thisLMS One Click Servic . The problems found were on thefeatures website One Click Service, among others, lack of detailed menu explanation, untidy button placement, and lack of explanation on the menu, the content displayed on themenu is one drive still one, thus hindering student performance. In this study, the authors used themethod Human Ceneterd Design for makingproposals design interface, and themethod Usability Testing for evaluating the design proposed interface. The success parameters are divided into 3 aspects, namely the aspects of efficiency, effectiveness, and satisfaction. The results of the test using the efficiency aspect, the effectiveness aspect, and the satisfaction aspect are as follows, the efficiency aspect increased by 36%, the effectiveness aspect was divided into 3 aspects, the success aspect got an average of 67.2%, Non Critical Error 23.3 % and Critical Error of 9%. Then on the satisfaction aspect, it gets a score of 81.5 with thecategory Acceptable
Evaluasi Dan Rekomendasi Perbaikan Website PT. Fokus Solusi Utama Dengan Menggunakan Metode Usability Testing Dan Heuristic Evaluation Ayu Pratiwi; Retno Indah Rokhmawati; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Fokus Solusi Utama is a company engaged in information technology that uses the website as a marketing medium. Based on observations and pre-research interview results there are shortcomings of the website, including content structuring problems, inconsistencies between content, image size, and others. Excavation of the problem is also done to the web design, where the company needs an improvement of the website in terms of appearance. This research aims to evaluate the current website as well as provide improvement recommendations to improve the company's branding. The methods used are usability testing and heuristic evaluation. The usability testing method was conducted on 5 respondents based on work background and age. The heuristic evaluation method is done to 4 expert level double and 1 expert level regular, the results obtained from this study are complete because it is obtained from experts and users. Based on the evaluation results, the problems found were 62 problems. The improvement recommendations follow U.S. Department of Health and Human Services (HHS) guidelines and expert solutions, after prioritizing recommendations produced 33 recommendations using prototypes and 10 functionality recommendations, a much-changed section that is website navigation and home page. After the improvement recommendations are given, a final test is conducted to compare the value before and after the evaluation, the results obtained are the learnability, efficiency, and satisfaction components have improved, and the error component has decreased.
Analisis Faktor-Faktor yang Memengaruhi Penerimaan Teknologi Menggunakan Kuesioner Technology Acceptance Model (TAM) pada E-Learning Google Classroom di SMK Negeri 2 Kupang Herald Anwar Bhasarie; Retno Indah Rokhmawati; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 7 (2021): Juli 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In this age, the use of technology is increasing, including internet usage. Internet make a lot of changes in many aspect of life, one of which is education. During the current pandemic, where teaching and learning process have to use e-learning. In general, e-learning that often use is Google Classroom. Location of this research are in SMK Negeri 2 Kupang. The purpose of this research is to find out he factors that support on the acceptance of technology at SMK Negeri 2 Kupang. The concept of this research are to analysis factor using technology acceptance model (TAM) questionnaire, which consists of 7 factors: complexity, self-efficacy, time limiting, usability, ease of use, intention and ease of use technology. Methodology that was used in this study, are by formulate hypotheses and path analysts to analyze the connection between factors. Based on the results of hypotheses and path analysts, can be concluded that factor of complexity, time constraints, ease of use, and intention affect ease of use, and self-efficacy has no effect on ease of use.
Perancangan User Experience Learning Management System (LMS) Menggunakan Metode Goal-Directed Design (Studi Kasus: Rakryan Digital Academy) Putri Maulidah Hasanah; Lutfi Fanani; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 7 (2021): Juli 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Rakryan Digitalent Hub has a digital competency strengthening program for Vocational High School (SMK) students who are competent in information technology expertise. This program is called Rakryan Digital Academy. This program is carried out in the form of blended learning, namely online and offline learning. To facilitate Rakryan Digital Academy program, Rakryan Digitalent Hub wants a Learning Management System (LMS) platform as a learning media that can be used easily by students. Previously, students used a global platform that did not yet meet stakeholder needs and some of the features that were uncomfortable for students. This research was conducted with the aim of designing a Learning Management System (LMS) using the Goal-Directed Design (GDD) method. In the GDD method, there are 6 steps that must be done. The first stage is the research stage which aims to determine the scope, interviews with stakeholders and potential users, and identifies organizational goals. The next stage is the modeling stage, modeling the characteristics and interactions of potential users in the form of personas and user journey maps. The modeling stage is followed by the requirements stage, which analyzes the needs of potential users and builds the context of the scenario as well as the design of the information structure using card sorting and hierarchical task analysis (HTA). After the needs are collected, the framework stage will be carried out with the aim of building a design framework based on design guidelines. The results of the framework stage will be refined with a refinement stage which results in a high fidelity prototype. After building a solution design, a support stage is carried out to test the level of usability in the learning management system design. The test was carried out using the USE questionnaire by 20 respondents and resulted in a final value of 84.75%. This value is an average of 4 parameters, namely, usefulness, ease of use, ease of learn, and satisfaction which are included in the very good category.
Evaluasi Usability Dan Perbaikan Antarmuka Pengguna Pada Aplikasi E-Suket Kota Kediri Menggunakan Metode Usability Testing Ihsa Almasyah Pahlevi; Retno Indah Rokhmawati; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

E-Suket of Kediri City is an android-based application for independent official letter services for resident of Kediri City. Based on the result of a study of user reviews on the Google Play Store, there are several problems that users found while using the application, including failing to submit letter request and errors. Therefore, important to evaluate and improving the E-Suket application so it can increase it usability value. The evaluation method used is usability testing, which in the testing process involves the users to assess the extent to which the application has met the criteria being tested. Evaluation is done by testing assignments, filling out questionnaires, and interviews. In the evaluation process, the aspects being measured is based on ISO 9421-11 which are effectiveness, efficiency, and user satisfaction. Testing was done twice, namely testing on the initial design of application and testing on the recommendations for design improvement made based on the results of the initial design evaluation analysis. Based on the results of interviews with test respondents, there were 27 problems found in the application. There are 28 guidelines for developing recommendations for application design improvements. The test results on effectiveness aspect shows 55,5% for the initial design and 100% for the design recommendation, the test results on the effectiveness aspect shows 54,42% for the initial design and 100% for the design recommendation, and the test results on users satisfaction aspect using the SUS questionnaires shows 43,75 for initial design and 66,5 for design recommendation.
Evaluasi Dan Perbaikan Rancangan Antarmuka Pengguna Aplikasi MboisApp Menggunakan Metode Goal-Directed Design Revina Laksmi Permata Hati; Retno Indah Rokhmawati; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

MboisApp is an Android-based mobile application that aims to provide tourism information and make it easier for users to plan tourist destinations in Malang. Usability evaluation aims to identify problems faced by users when interacting with applications and find opportunities to improve the user experience. Usability evaluation was directed to 10 respondents by dividing 2 groups of of tourists based on geographical aspects, by measuring 3 metrics of usability as effectiveness using completion rate, efficiency using overall relative efficiency, and satisfaction using System Usability Scale (SUS) questionnaire. The results of the initial evaluation show 13 usability problems that need to be fixed in order to make it easier for users to achieve their goals in using the application, so in this study using the Goal Directed Design (GDD) method. After improving the interface using the GDD method, a final usability evaluation is carried out on the MboisApp application improvement design. The results of the final evaluation of the usability get an increase in the value of each metric. The initial effectiveness value was 64.2% to 94.2%, the initial efficiency value was 57.4% to 91.3% and the satisfaction score of all was 40.25 to 80.5. The results of improving the interface design in the MboisApp application using the GDD method prove that it can increase the usability value of the previous MboisApp application design. Keywords: usability, usability evaluation, goal-directed design
Pengembangan Purwarupa Colearn Untuk Pembelajaran Multimedia Siswa SMK Menggunakan Model User Centered Design Galih Wisnu Murti; Retno Indah Rokhmawati; Ahmad Afif Supianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SMK Negeri 1 Boyolangu is a vocational high school that conducts learning at home during the COVID-19 emergency. The delivery of learning material is carried out through school e-learning media and the implementation of video conference on certain learning materials. But on implementation, students still have difficulty understanding the learning material. Therefore, this study aims to develop a COLEARN mobile learning prototype for multimedia majors in vocational high schools. The development of this prototype was carried out using the User Centered Design (UCD) method by adding a profile analysis of students' mental models. UCD involves the end user directly in its development. The analysis stage of the use context carried out the identification of the mental model profile of students as the basis for developing interactions in the prototype. From this process, it is hoped that students will be more familiar with the prototype designs that have been developed. At this stage, a persona, empathy map and a user journey map are also created to identify the user's goals and tasks. In the implementation process of the solution design, a wireframe, mockup and prototype were designed to be evaluated using the usability method and the system usability scale. From the results of the evaluation, it was found that the effectiveness level was 100% with an efficiency of 0.13 tasks per second and a user satisfaction score of 71 with a good category on the SUS assessment criteria.
Evaluasi Usability Pada Website Sekolahkoding.com Dengan Menggunakan Metode Usability Testing dan Human Centered Design Katon Pratama Susanto; Satrio Hadi Wijoyo; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 7 (2021): Juli 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Sekolahkoding.com is a website that provides a variety of programming languages ​​using video material. The purpose of using the sekolahkoding as an evaluation is because seen from the similar web, the sekolahkoding has fewer visitors when compared to similar websites. Preliminary research conducted at SMKN 5 Malang and SMKN 12 Malang, there are several problems on the website, namely users have difficulty finding material, users are still not fluent when using the website, the display on the grid can be widened further, the display is less attractive, the display is less varied, the interaction needs to be simplified, the color buttons are emphasized even more, the server error when logging in. The purpose of this research is to get the results of testing usability from the schoolkoding.com website. The method used in this research is the first Usability Testing to evaluate the design of the coding school before and after the design improvement. The second method used is Human Centered Design for guidelines for designing the interface solution for the website sekolahkoding.com. In the tests carried out there are success parameters in three aspects, namely aspects of effectiveness, aspects of efficiency, and aspects of satisfaction. The results obtained in this aspect are the first aspect of effectiveness which is divided into three categories, namely Success in the initial design gets a score of 67% while the solution design gets a value of 100%, Non Critical Error in the initial design gets a value of 20.8% while in the solution design got a value of 0%, Critical Error in the initial design got a value of 11.8% while the solution design got a value of 0%. Furthermore, the efficiency aspect gets an increase of 219%. Then in the satisfaction aspect, the average score increase in the initial design scored 50 with the category Non Acceptable and grade F with "OK" information, while the solution design got a score of 77.5 with the category Acceptable and grade C for "Good".
Evaluasi User Experience Pada Website Progate.Com Menggunakan Indikator UX Honeycomb Andikarama Prasida; Satrio Hadi Wijoyo; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 7 (2021): Juli 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In the era of technological advancement, more and more people are looking for knowledge through internet networks, which one is e-learning. E-learning is increasingly being accessed not only by students but among college students and workers, who also need e-learning. The progate.com website is one of the e-learning tools to learn the world of programming, where the website provides various types of programming languages. But the progate.com website itself has weaknesses based on complaints from user experience. Therefore, the progate.com website will be evaluated. The purpose of this evaluation is not only to find out what level of user experience of the progate.com website are, but also to be taken into consideration for the future development of the Progate.com website. This evaluation uses the UX Honeycomb indicator as a basis for measuring the level of user experience from the progate.com website. Respondents of this study were divided into three categories, namely users aged <19 years, 19-23 years, and >23 years, where each category contained 30 respondents. So for the total respondents there are 90 people. In collecting data, this study uses a questionnaire distribution method. The data from the questionnaire will be processed using descriptive statistics. The results of data processing show that the valueable element has a good category because it has an average of 77%. Usable element has a good category because it has an average of 75%. And for the useful element itself, it has the most satisfying value with the very good category because it has an average of 85%.
Analisis Kualitas Website Portal Berita Dan Opini Mojok.Co Menggunakan Webqual 4.0 Dan Importance-Performance Analysis Muhammad Jordan Farrell; Hanifah Muslimah Az-Zahra; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 7 (2021): Juli 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

News and opinion portal website Mojok.co continues to experience a downgrade in its quality that cost many loss like a decrease in total visitor of the website and still lost to the other competitor in news and opinion portal . Other than quality issues Mojok.co also want to create a strong engagement with the reader and through fullfilling a good customer satisfaction. So this research focussing on two main things which is measure website quality of Mojok.co and anlyze if a website quality have an significant impact on customer satisfaction. To measure website quality then it is used WebQual 4.0 then the results will be map on Importance-Performance Analysis. This research use 3 independent variable which is usability, information quality and service interaction quality. There is also one dependent variabel customer satisfaction. The result of the measurement using 100 responden show that 6 attribute statement included in IPA first kuadran and 4 attribute statement included in IPA third kuadran. Regresson analysis conducted a constant for each WebQual dimension in the amount of 0, 233; 0,136; and 0,068 for each dimension usability, information quality and service interaction quality. The T Test conducted that usability and information quality dimension influence customer satisfaction partially, and F Test conducted that all dimensions in WebQual influence customer satisfaction by together. From the result of the influence analysis can be concluded that the improvement must be prioritized based on gap analysis and its dimension in order usability, information quality, and service interaction quality.
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Septian Al Fikri Mohamad Zakaria Al Ansori Mokhammad Pungky Fadhli Muh Indra Gunawan Muhamad Arroofi Arga Kusumah Muhamad Iqbal Tawakal Muhammad Adnan Muhammad Agusalim Hariadi Muhammad Ainu Yazid Muhammad Aminul Akbar Muhammad Aswin Muhammad Audi Muhammad Aulia Utama Muhammad Baghiz Firdausa Muhammad Fadhil Muhammad Hilmy Musyafa Muhammad Iqbal Akbar Muhammad Jauhar Fuadi Muhammad Jordan Farrell Muhammad Rizqinovniari Muhammad Syukran Ni’matullah Muhammad Zidane Hidayatullah Suprapto Mukhammad Yusuf Nabila Aulia Anwar Nabila Khaerunisa Thazila Nabila Leksana Putri Nabila Rahmah Nabila Sarah Pradila Nabilla Ridha Permana Nanang Yudi Setiawan Naufal Nuha Ardhana Ngurah Pradipta Surya Mandala Ni Made Rai Arini Permatasari Niken Hendrakusma Wardani Nina Dian Kusumawardani Nissa Madaniyah Fadhilah Nizham Media Raziqi Nur Fajri Hayyuni Maulidya Nur Fitriani Nurrachmat Ardhianto Nurul Syamsi Ekowati Panji Wicaksono Prasetyo Margaret Wibisono Prima Rizki Maulidina Priska Suseta Putra, Anak Agung Adi Wiryya Putri Maulidah Hasanah Putri Stephanie Lesilolo Rachel Jessica Silalahi Rachmad Soleh Radhy Muhammad Ampera Raditya Rizky Putra Rahmadhana Ramadan Raja Anggara Putra Raka Kurnia Novriantama Raka Putra Pratama Raka Yuwono Ario Wibowo Ramadhan Eka Prana Putera Ratih Kartika Dewi Regita Cahyani Pramesti Remizar Fahrezi Achyar Firdaus Rendra Trihardo Resna Yulita Revina Laksmi Permata Hati Rezza Ananda Yoanko Ria Nevita Rully Prastianila Indriani Ricky Nourman Alfaried Rida Nafianti Riekko Rahmat Rahardian Rifa Izza Nurlita Ringgo Abriovenandita Riski Adam Elimade Risma Ismulia Rahmi Rizal Bachtiar Rizky Nur Rochman Rizqy Anwar Hidayatullah Rona Nisrina Rahmawati Ryan Rahmadiansyah Safira Widya Hapsari Satrio Agung wicak Satrio Agung Wicaksono Satrio Hadi Wijoyo Savero Muhammad Syahrizal Seila Riska Faricha Daerina Setia Khoirunisa&#039; Setiyawan, Ramadhana Shahnaz Maulidini Arisa Stefanus Anugrah Pribadi Supraptoa Supraptoa Sutrisno Sutrisno Syamsu Anaqin Syattya Permata Anugrah Tahmidya Kamila Putri Nicahya Tetuko Aldimas Setyawan Eka Pradana Theresia Emiliana Boleng Tio Rizky Bachtiar Tites Agung Prabowo Tri Afirianto Tri Andre Mahadika Putra Tri Kantun Erestini Veronica Sonya Souissay Victor Axelius Kristianto Siren Wahyu Al Kindy Wenny Pujawati Wibisono Sukmo Wardhono Widhy Hayuhardhika Nugraha Putra Widi Aditama Wike Agustin Kurniasari Wilda Kusnawati Willy Arief Pramono Wirahadi Kusuma Yhanuar Alkhamislam Yhouga Beta Evantio Yosua Raka Justico Yudistira Maulana Yusi Tyroni Mursityo Yusrini Meidita Yustiyana April Lia Sari Zaeni, Ilham Ari Elbaith Zahra Safanah Atari