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Empowering Arts and Culture Teachers in Banjarnegara: Local Song Writing and Digital Innovation for Cultural Identity and Edu-Tourism Sinaga, Syahrul Syah; Mumpuni, Restu Ayu; Mulianingsih, Ferani; Edi Nugroho, Antonius
Varia Humanika Vol. 6 No. 1 (2025)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/vh.v6i1.38617

Abstract

This community service program aimed to empower Arts and Culture teachers in Banjarnegara through training on local song writing and the integration of digital platforms in music education. The initiative was motivated by the need to enhance teachers’ competence, strengthen local cultural identity, and promote creative learning innovations aligned with the Sustainable Development Goals (SDGs), particularly SDG 4 (Quality Education), SDG 9 (Industry, Innovation, and Infrastructure), and SDG 11 (Sustainable Cities and Communities). The program involved members of the MGMP Seni Budaya Banjarnegara and was implemented through a workshop model combining lectures, discussions, and practical sessions. Teachers were guided to compose children’s songs based on Banjarnegara’s local wisdom, such as traditional cuisine, natural attractions, and cultural values, which were later digitized and uploaded to the E-LokalTunes platform as digital learning materials. The outputs included at least one song per group, copyright registration (HKI), and a demonstration video to promote the works. The results showed that the program successfully improved teachers’ creativity, digital literacy, and confidence in integrating technology with cultural content. Overall, this initiative demonstrates how digital innovation can support cultural preservation, strengthen local identity, and serve as a sustainable and replicable model for arts-based education in other regions.  
Kepemimpinan dalam Serat Tripama, Astabrata, dan Kepemimpinan dalam Islam: Studi Komparatif Moh. Shofi Mubarok; Yuni Suprapto; Ferani Mulianingsih; Sugiantoro Sugiantoro; Raudya Setya Wismoko Putri; Dany Miftah M. Nur
Journal of Innovative and Creativity Vol. 5 No. 2 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i2.2007

Abstract

Penelitian ini membahas konsep kepemimpinan dari berbagai perspektif, termasuk Serat Tripama, Astabrata, dan Islam, dengan tujuan untuk mengeksplorasi dan membandingkan prinsip-prinsip kepemimpinan dalam konteks budaya dan agama yang berbeda. Kepemimpinan, yang selalu relevan dan berkembang seiring waktu, memiliki berbagai definisi dari para ahli, seperti Maxwell, Bennis, dan Drucker, yang menggarisbawahi pentingnya pengaruh, visi, dan motivasi. penelitian ini menggunakan metode penelitian literer untuk mengumpulkan dan menganalisis data dari berbagai sumber, termasuk karya sastra dan ajaran agama. Hasil penelitian menunjukkan adanya kesamaan dalam nilai-nilai kepemimpinan, seperti keadilan, kebijaksanaan, dan keteladanan, yang ditemukan dalam ketiga sumber. Namun, terdapat perbedaan mendasar dalam pendekatan kepemimpinan: Serat Tripama fokus pada aspek praktis, Astabrata menekankan pengembangan karakter, dan Islam memprioritaskan aspek spiritual dan moral. Temuan ini diharapkan dapat memberikan wawasan yang lebih dalam mengenai praktik kepemimpinan yang ideal dan aplikasinya dalam berbagai konteks.
MEDIA PEMBELAJARAN TEKA TEKI SILANG DAN WORD SEARCH : INOVASI PEMBELAJARAN IPS KELAS VIII SMP Al Arifin, Azzahra Nafa; Mulianingsih, Ferani
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v6i1.9082

Abstract

  Junior high school social studies (IPS) instruction still confronts difficulties due to boring traditional approaches that lower student engagement and motivation. In order to increase eighth-grade students' motivation and comprehension, this study intends to investigate the use of Crossword Puzzle (TTS) and Word Search media as social studies learning innovations.Four informants were purposefully chosen from among eighth-grade students at SMP Negeri 39 Semarang for this qualitative study using a descriptive methodology. Participatory observation, in-depth interviews, and documentation were used to gather data, which was then examined using the Miles and Huberman methodology. The findings demonstrated that all four informants' learning motivation was consistently raised by TTS and Word Search media, as evidenced by their high levels of enthusiasm, active engagement, and impromptu peer learning.The media's ability to support meaningful learning was demonstrated by material retention that persisted for up to two months following learning. Word Search concentrated on memorizing terminology by pleasurable repetition, whereas TTS was successful in developing conceptual comprehension with definitional clues. With medium-ability students favoring Word Search and high-ability students favoring TTS, the mix of both media catered to the diversity of student abilities. Time limits and challenges for medium-ability students to comprehend complex TTS instructions were identified.With suggestions for creating tiers of difficulty, streamlining instructional language, and creating digital versions for more ideal learning personalization, this study concludes that TTS and Word Search media are useful substitutes to raise the caliber of social studies instruction. ABSTRAK Pengajaran Ilmu Pengetahuan Sosial (IPS) di sekolah menengah pertama masih menghadapi kesulitan akibat pendekatan tradisional yang membosankan, yang menurunkan tingkat keterlibatan dan motivasi siswa. Untuk meningkatkan motivasi dan pemahaman siswa kelas VIII, penelitian ini bertujuan untuk menyelidiki penggunaan media Teka-teki Silang (TTS) dan Pencarian Kata sebagai inovasi pembelajaran IPS.Empat informan dipilih secara sengaja dari siswa kelas VIII di SMP Negeri 39 Semarang untuk studi kualitatif ini yang menggunakan metodologi deskriptif. Pengamatan partisipatif, wawancara mendalam, dan dokumentasi digunakan untuk mengumpulkan data, yang kemudian dianalisis menggunakan metodologi Miles dan Huberman. Temuan menunjukkan bahwa motivasi belajar keempat informan secara konsisten meningkat berkat media TTS dan Word Search, sebagaimana dibuktikan oleh tingkat antusiasme yang tinggi, keterlibatan aktif, dan pembelajaran antar teman secara spontan. Kemampuan media dalam mendukung pembelajaran yang bermakna dibuktikan melalui retensi materi yang bertahan hingga dua bulan setelah proses pembelajaran. Word Search berfokus pada penghafalan terminologi melalui pengulangan yang menyenangkan, sedangkan TTS berhasil mengembangkan pemahaman konseptual dengan petunjuk definisi. Siswa dengan kemampuan menengah lebih menyukai Word Search, sementara siswa dengan kemampuan tinggi lebih menyukai TTS. Kombinasi kedua media ini mengakomodasi keragaman kemampuan siswa. Batasan waktu dan tantangan bagi siswa dengan kemampuan sedang untuk memahami instruksi TTS yang kompleks telah diidentifikasi.Dengan saran untuk membuat tingkatan kesulitan, menyederhanakan bahasa instruksional, dan membuat versi digital untuk personalisasi pembelajaran yang lebih ideal, studi ini menyimpulkan bahwa media TTS dan Word Search merupakan pengganti yang berguna untuk meningkatkan kualitas pembelajaran IPS.
IMPLEMENTASI GAMIFIKASI PEMBELAJARAN IPS MELALUI GAME BERBURU POINT DI SMP Anggraeni, Putri Arum; Mulianingsih, Ferani
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v6i1.9083

Abstract

Education plays a very important role in developing competent, creative, and innovative human resources. However, in practice, social studies at the junior high school level is often perceived as a boring and uninteresting subject, which results in low learning interest and activity among students. This problem calls for the creation of new innovations in learning methods and media that can create a more enjoyable learning atmosphere. This study aims to identify the implementation of social studies gamification through point-hunting games in increasing the learning interest and activity of eighth-grade students at SMP Negeri 39 Semarang. This study uses a descriptive qualitative approach with data collection techniques in the form of observation, interviews, and documentation. The data obtained was analyzed using a triangulation process of sources to obtain a comprehensive picture of the impact of the application of point-hunting learning media. The results obtained in this study indicate that the application of point-hunting games can increase student engagement in class, foster interest in learning, and change students' perceptions of social studies lessons to be more positive. Parts of the point system in point-hunting games, variations in the difficulty level of questions, and healthy competition in the game encourage students to dare to make decisions and take on challenges in the learning process. ABSTRAKDalam mengembangkan kualitas sumber daya manusia yang kompeten, kreatif dan inovatif, pendidikan mempunyai peran yang sangat besar dalam hal itu. Namun didalam praktiknya pembelajaran IPS ditingkat SMP masih sering kali dipersepsikan sebagai mata pelajaran yang membosankan dan kurang menarik, sehingga hal tersebut berdampak pada rendahnya minat belajar dan keaktifan peserta didik. Adanya masalah ini menuntut pembentukan inovasi baru dalam método dan media pembelajaran yang mampu menciptakan suasana belajar yang lebih menyenangkan. Pada penelitian ini bertujuan untuk mengidentifikasi implementasi gamifikasi pembelajaran IPS melalui game berburu poin dalam meningkatkan minat belajar dan keaktifan siswa kelas VIII di SMP Negeri 39 Semarang. Penelitian ini menggunakan pendekatan kualitatif deskriptif dengan teknik pengumpulan data berupa observasi, wawancara dan dokumentasi. Data yang didapat dianalisis menggunakan proses triangulasi sumber-sumber untuk memperoleh gambaran yang komprehensif mengenai dampak penerapan media pembelajaran berburu poin. Hasil yang didapat dalam penelitian menunjukkan bahwa penerapan game berburu poin mampu meningkatkan keterlibatan aktif siswa dikelas, menumbuhkan minat belajar, serta dapat mengubah persepsi siswa terhadap pelajaran IPS menjadi lebih positif. Bagian-bagian dari sistema poin yang ada dalam game berburu poin, variasi tingkat kesulitan soal, serta kompetisi sehat dalam berjalannya game tersebut mendorong siswa untuk berani mengambil keputusan dan tantangan dalam proses pembelajaran.
ANALYSIS OF GOVERMENT AND COMMUNITY PREPAREDNES IN TERBOYO INDUSTRIAL AREA, GENUK DISTRICT FACING FLOODS Nurhaliza, Ira; Mulianingsih, Ferani
SIBATIK JOURNAL: Jurnal Ilmiah Bidang Sosial, Ekonomi, Budaya, Teknologi, Dan Pendidikan Vol. 5 No. 3 (2026)
Publisher : Penerbit Lafadz Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/sibatik.v5i3.4284

Abstract

Terboyo Industrial Area, Genuk District, Semarang City faces recurrent flooding due to extreme rainfall, land subsidence, and poor drainage, disrupting industrial operations and community livelihoods. This study analyzes government and community preparedness levels, examining synergy between Disaster Preparedness Forums and infrastructure responses. Employing a qualitative descriptive approach, purposive sampling targeted 12 key informants from BPBD, subdistrict officials, and community leaders across 10 flood-prone villages. Data collection utilized semi-structured interviews, participant observation, and BPBD document analysis, with Miles and Huberman's model for thematic coding, data display, and triangulation ensuring credibility. Findings reveal government initiatives including portable pumps, color-coded flood mapping, and emergency facilities, alongside community efforts in evacuation planning and environmental maintenance. However, disaster literacy gaps and coordination weaknesses persist. Conclusions emphasize government-community synergy through enhanced education, real-time early warning systems, and FSB capacity building for sustainable resilience.
Peran Pedagogi Afektif Guru IPS dalam Mengatasi Degradasi Moral Remaja di Era Disrupsi Digital Ramansyach Ragil Wicaksono; Sumaryunan Sumaryunan; Ferani Mulianingsih
JURNAL PENDIDIKAN IPS Vol. 16 No. 3 (2026): JURNAL PENDIDIKAN IPS
Publisher : STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpi.v16i3.4400

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Fenomena menurunnya etika komunikasi, kedisiplinan, dan penghormatan siswa terhadap guru menunjukkan adanya krisis moral remaja di era disrupsi digital. Penelitian ini bertujuan menganalisis bentuk degradasi moral siswa, faktor sosial penyebabnya, serta peran transformatif guru IPS dalam memitigasi krisis moral siswa di SMP Negeri 1 Bejen. Penelitian menggunakan pendekatan kualitatif dengan jenis instrumental case study. Informan penelitian meliputi guru IPS, guru BK, dan siswa kelas VIII. Data diperoleh melalui observasi, wawancara mendalam, dan dokumentasi, kemudian dianalisis melalui reduksi data, penyajian data, dan penarikan kesimpulan dengan triangulasi sumber dan teknik. Hasil penelitian menunjukkan bahwa degradasi moral siswa dipengaruhi oleh tekanan kelompok sebaya, lemahnya kontrol keluarga, serta budaya digital yang membentuk perilaku permisif dan melemahnya etika sosial siswa. Guru IPS berperan sebagai agen transformatif melalui pendekatan afektif, komunikasi interpersonal, keteladanan perilaku, dan pembelajaran kontekstual berbasis realitas sosial. Penelitian ini menemukan bahwa efektivitas mitigasi degradasi moral sangat dipengaruhi oleh kemampuan guru menjaga stabilitas psikofisik dan membangun hubungan afektif dengan siswa. Temuan ini menegaskan pentingnya pendekatan humanis dan pedagogi afektif dalam penguatan pendidikan karakter di era digital.
The Role of the Community in Supplementary Feeding Programs as a Measure to Prevent Stunting in Dadirejo Village Calista Meryna Putri; Ferani Mulianingsih
JURNAL KESMAS DAN GIZI (JKG) Vol. 8 No. 2 (2026): Jurnal Kesmas dan Gizi (JKG)
Publisher : Fakultas Kesehatan Masyarakat Institut Kesehatan Medistra Lubuk Pakam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35451/ptqwht93

Abstract

Stunting remains a major public health issue frequently found among young children and is closely associated with chronic malnutrition. The Supplementary Feeding Program is one of the key interventions implemented at posyandu to prevent stunting by providing nutritionally balanced foods for children under five. This study aims to describe the community’s role in PMT implementation in Dadirejo Village, particularly the involvement of health cadres, village midwives, and mothers of young children. A descriptive qualitative design was used, employing observations, questionnaire-based interviews, and in-depth interviews. The findings show a significant increase in child attendance (from 62% to 93%) and maternal participation (from 7 to 22 mothers). Mothers also expressed positive perceptions, with 72.41% stating that PMT improves nutritional status and 62.07% reporting that menus are appropriate. Cadres and midwives evaluated the implementation positively, although facilities, nutrition education, and parental involvement still require strengthening. Overall, PMT is considered beneficial and effective in supporting stunting prevention, yet enhanced community participation and improved nutrition services remain essential priorities.
Locally Anchored Disaster Mitigation Curriculum for Early Childhood Social Studies Learning: A Conceptual-Design Synthesis Mulianingsih, Ferani; Purnomo, Arif; Riyani, Mufti; Astuti, Andarweni; Edi Siswanto, M. Bambang; Fajar, Fajar; Mapa, Mohammad Tahir; Aizawa, Yosio
Al-Athfal: Jurnal Pendidikan Anak Vol. 12 No. 1 (2026): Issue in Press
Publisher : Islamic Early Childhood Education Study Program, Faculty of Tarbiyah and Education, UIN Sunan Kalijaga Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/al-athfal.2026.121-06

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Purpose – Disaster mitigation education for young children is often reduced to drills, hazard information, and safety procedures. This conceptual article formulates LADMiC-ECE as a local wisdom-based disaster mitigation curriculum framework for Early Childhood Social Studies, positioning mitigation as social learning that develops place awareness, care, environmental responsibility, shared rules, and safe participation.Design/methods/approach – The article uses conceptual-design synthesis across five source clusters: Early Childhood Social Studies, disaster risk reduction education, local and Indigenous knowledge, play-based developmental learning, and authentic assessment with sustainability education. The sources were analysed to clarify theoretical hierarchy, identify novelty and resistance, and construct a developmental pathway.Findings – LADMiC-ECE is organised through five principles: place before hazard, culture before procedure, play before instruction, values before compliance, and observation before testing. Local wisdom is treated as cultural mediation of risk, not decoration or a substitute for scientific safety standards. The developmental pathway is recursive and context-sensitive, moderated by age, disability, trauma exposure, teacher capacity, family support, school resources, and hazard type.Research implications/limitations – The framework offers a conceptual basis for curriculum development, expert validation, teacher-community co-design, and child-centred assessment research. Its limitation is that it remains untested; it does not report classroom implementation, expert review, child observation, assessment reliability, or evidence of effectiveness across different hazards and communities.Practical implications – Teachers can adapt local stories, songs, maps, role play, guided walks, environmental routines, and observation records to connect safety with children’s familiar places and community life. Implementation must avoid frightening simulations, cultural romanticism, exclusionary practices, and transferring adult disaster responsibility to children.Originality/value – This article positions disaster mitigation within Early Childhood Social Studies rather than adult-oriented preparedness. Its novelty lies in integrating place, culture, play, and values into a developmentally appropriate curriculum that promotes socio-ecological awareness and mitigation behaviour.Paper type Conceptual paper
Fenomena Fear of Missing Out dalam Self Branding Mahasiswa Kota Semarang di Instagram Rana Indera Reksa; Ferani Mulianingsih
Tarbiyah bil Qalam : Jurnal Pendidikan Agama dan Sains Vol. 10 No. 1 (2026): Vol X Edisi I 2026
Publisher : Sekolah Tinggi Ilmu Tarbiyah Al-Bukhary Labuhanbatu

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

Abstract

Perkembangan media sosial khususnya Instagram, telah mengubah pola interaksi sosial mahasiswa sekaligus memunculkan fenomena Fear of Missing Out (FoMO) dan praktik self-branding di ruang digital. Penelitian ini bertujuan menganalisis keterkaitan antara FoMO dan praktik self-branding mahasiswa di Instagram dalam konteks budaya digital perkotaan. Penelitian menggunakan pendekatan kualitatif deskriptif dengan desain studi kasus kolektif dan metode netnografi. Data dikumpulkan melalui observasi akun Instagram, wawancara semi-terstruktur, dan dokumentasi digital terhadap 30 mahasiswa dari empat perguruan tinggi di Semarang yang dipilih secara purposive. Analisis data dilakukan menggunakan analisis tematik dengan model Miles dan Huberman. Hasil penelitian menunjukkan bahwa mayoritas mahasiswa berada pada kategori FoMO tinggi, yang ditandai dengan dorongan kuat untuk terus terhubung, memantau aktivitas sosial, dan menjaga kehadiran digital. Praktik self-branding mahasiswa terbagi ke dalam tiga kategori utama, yaitu personal identity, estetika visual, dan professional akademik. Penelitian juga mengungkap bahwa FoMO berperan dalam memperkuat tekanan untuk mengunggah konten secara konsisten, mendorong perfeksionisme visual, serta meningkatkan kebutuhan akan validasi sosial. Keterkaitan ini menunjukkan bahwa self-branding mahasiswa tidak hanya bersifat strategis, tetapi juga dipengaruhi oleh dinamika psikologis dan sosial dalam budaya digital. Penelitian ini menegaskan pentingnya literasi digital dan regulasi diri agar mahasiswa dapat membangun identitas digital seimbang tanpa mengabaikan kesejahteraan akademik dan psikologis.
EFEKTIVITAS PENGGUNAAN MEDIA PEMBELAJARAN CLAP CARD TERHADAP HASIL BELAJAR MATA PELAJARAN IPS SISWA KELAS VII SMP NEGERI 5 SEMARANG Erwanti Setiyoningrum; Sanita Carolina Sasea; Ferani Mulianingsih
Sosiolium: Jurnal Pembelajaran IPS Vol. 8 No. 1 (2026): April
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sosiolium.v8i1.28992

Abstract

Penelitian ini bertujuan untuk menguji efektivitas penggunaan media pembelajaran Clap Card terhadap hasil belajar peserta didik pada mata pelajaran Ilmu Pengetahuan Sosial (IPS) kelas VII di SMP Negeri 5 Semarang. Latar belakang penelitian ini didasarkan pada rendahnya partisipasi dan capaian hasil belajar siswa yang disebabkan oleh dominasi metode pembelajaran konvensional yang cenderung pasif dan minim interaksi. Penggunaan Clap Card sebagai media berbasis gamifikasi diharapkan mampu menciptakan suasana pembelajaran yang lebih menarik, interaktif, serta meningkatkan hasil belajar siswa. Penelitian ini menggunakan pendekatan kuantitatif dengan desain quasi-eksperimen yang melibatkan dua kelas, yaitu kelas eksperimen yang menggunakan media Clap Card dan kelas kontrol yang menggunakan metode pembelajaran konvensional. Teknik pengumpulan data dilakukan melalui pretest dan posttest untuk mengukur hasil belajar peserta didik, dengan analisis data menggunakan uji-t. Hasil penelitian menunjukkan bahwa penggunaan Clap Card memberikan pengaruh yang signifikan terhadap peningkatan hasil belajar siswa. Kelas eksperimen mengalami peningkatan nilai yang lebih tinggi dibandingkan kelas kontrol, yang mengindikasikan bahwa media ini efektif dalam meningkatkan pemahaman dan keterlibatan peserta didik dalam proses pembelajaran. Berdasarkan temuan ini, penggunaan media pembelajaran interaktif seperti Clap Card direkomendasikan sebagai alternatif  strategi  inovatif  dalam  meningkatkan  kualitas  pembelajaran  IPS. This study aims to examine the effectiveness of using the Clap Card learning media on students' learning outcomes in Social Studies (IPS) for seventh-grade students at SMP Negeri 5 Semarang. The research is motivated by low student participation and achievement, primarily due to the dominance of conventional teaching methods that tend to be passive and lack interaction. The use of Clap Card, a gamification-based learning medium, is expected to create a more engaging and interactive classroom environment, thereby improving student learning outcomes. A quantitative approach was employed using a quasi-experimental design involving two classes: an experimental class that used the Clap Card media and a control class that used conventional teaching methods. Data were collected through pretests and posttests to measure student learning outcomes, and the data were analyzed using a t-test. The results indicate that the use of Clap Card significantly improves student learning outcomes. The experimental class showed a greater increase in scores compared to the control class, suggesting that this media is effective in enhancing students'
Co-Authors ., Tukidi A.A. Ketut Agung Cahyawan W Abdul Ghofur Abdul Muntholib Aisyah Nur Sayidatun Nisa, Aisyah Nur Sayidatun Aizawa, Yosio Al Arifin, Azzahra Nafa Ambrosius Heri Krismawanto Amin Pujiati Ananto Aji, Ananto Andarweni Astuti Anggi Jazilatur Rahma Anggraeni, Putri Arum Arif Purnomo Aristiadi, Jefri Astuti, Andarweni Aulia Rahman Azzahra Nafa Al Arifin Cahyaningtias, Sekar Ayu Calista Meryna Putri Dany Miftah M. Nur Dany Miftah M. Nur Edi Nugroho, Antonius Edi Siswanto, M. Bambang Eko Handoyo Em, Sereyrath Erni Suharini Erwanti Setiyoningrum Faiqotul Himmah Fajar Fajar Ferdianita, Naila Ferdianita Naila Fitriani, Tarisa Ganda Febri Kurniawan Gunawan, Ali Hidayat, Fansuri Nur Kalip, Kalip Khoirul Anwar Khoirul Anwar Kintoko Kintoko Lestari, Widyaningsih M. NUR, DANY MIFTAH Mahmudah, Mellania Nur Mapa, Mohammad Tahir Moch. Arifien, Moch. Moh. Shofi Mubarok Muh Soleh Muh. Ilham Usman, Muh. Ilham Nurhaliza, Ira Octaviani, Nurul Army Popi Monika Pranichayudha Rohsulina Prayetno ., Prayetno Puji Hardati Purnani, Syarifah Niken Purwatiningsih, Ary Putri Rachmadyanti Rahma, Anggi Jazilatur Ramadhania, Melati Ramansyach Ragil Wicaksono Rana Indera Reksa Raudya Setya Wismoko Putri Restu Ayu Mumpuni, Restu Ayu Riyani, Mufti Sanita Carolina Sasea Sari, Shafarina Septian Aji Permana Setiyoko, Didik Tri Shintasiwi, Fitri Amalia Sudirman Sudirman Sugiantoro Sugiantoro Suharyati Suharyati Sumaryunan Sumaryunan Syahrul Syah Sinaga Tukidi Tukidi, Tukidi Ubaidillah, Darorie Noor Ulul Azmi, Frishana Selaksa Yuni Suprapto Yuni Suprapto, Yuni