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All Journal DeKaVe SITEKIN: Jurnal Sains, Teknologi dan Industri E-Dimas: Jurnal Pengabdian kepada Masyarakat JADECS (Journal of Art, Design, Art Education and Culture Studies) Jurnal EMT KITA Jurnal Sains Dan Teknologi (SAINTEKBU) JURNAL TEKNIK INFORMATIKA DAN SISTEM INFORMASI Jurnal Desain Edsence: Jurnal Pendidikan Multimedia JTIM : Jurnal Teknologi Informasi dan Multimedia Journal of Information Systems and Informatics ILKOMNIKA: Journal of Computer Science and Applied Informatics JISA (Jurnal Informatika dan Sains) Jurnal of Applied Multimedia and Networking Gestalt : Jurnal Desain Komunikasi Visual Letters in Information Technology Education (LITE) CITRAWIRA : JOURNAL OF ADVERTISING AND VISUAL COMMUNICATION Judikatif: Jurnal Desain Komunikasi Kreatif JoMMiT : Jurnal Multi Media dan IT Insearch: Information System Research Journal International Journal Software Engineering and Computer Science (IJSECS) Journal of Informatics and Communication Technology (JICT) Jurnal Sains Terapan : Wahana Informasi dan Alih Teknologi Pertanian Viswa Design : Journal of Design Asian Journal of Community Services (AJCS) Jurnal Riset Rumpun Seni, Desain dan Media (JURRSENDEM) Easta Journal of Innovative Community Services Jurnal Kajian dan Penelitian Umum Seniman: Jurnal Publikasi Desain Komunikasi Visual Jurnal Mahasiswa Kreatif Kohesi: Jurnal Sains dan Teknologi Nusantara Journal of Multidisciplinary Science International Journal of Multilingual Education and Applied Linguistics Journal of Informatics and Communication Technology (JICT)
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Pelatihan Penggunaan Microsoft Excel untuk Analisis Soal Ujian di SMAN 1 Cibungbulang Kabupaten Bogor Sofiyanti Indriasari; Walidatush Sholihah; Inna Novianty; Gema Parasti Mindara; Amata Fami
E-Dimas: Jurnal Pengabdian kepada Masyarakat Vol 12, No 2 (2021): E-DIMAS
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/e-dimas.v12i2.6024

Abstract

Proses evaluasi pembelajaran salah satunya adalah melaksanakan ujian untuk mendapatkan nilai. Perolehan nilai erat kaitannya dengan soal ujian. Soal ujian yang diberikan harus menjadi alat ukur yang memadai untuk melakukan evaluasi. Untuk mendapatkan informasi tentang karakteristik setiap butir soal perlu dilakukan analisis soal dengan melihat aspek nilai pembeda dan tingkat kesukaran. SMAN 1 Cibungbulang adalah salah satu intitusi pendidikan yang ada di Kabupaten Bogor Jawa Barat. Guru harus melakukan analisis terhadap soal yang telah dibuatnya. Kegiatan ini dilakukan secara manual. Hal tersebut seringkali menemui kendala seperti terjadi salah perhitungan dan proses pengolahan datanya memakan waktu yang lama. Oleh karena itu, diperlukan pelatihan yang bermanfaat untuk meningkatkan kemampuan guru dalam melakukan analisis soal menggunakan Microsoft Excel yang lebih cepat dan akurat. Pelatihan ini dilaksanakan selama tiga hari dan diikuti oleh guru di SMAN 1 Cibungbulang sebanyak 45 orang. Langkah evaluasi dalam pelaksanaan pelatihan dilakukan dengan memberikan tugas analisis soal sesuai mata pelajaran yang diampu oleh guru dan melaksanakan post test. Berdasarkan hasil evaluasi tersebut, 69% peserta dapat menyerap materi dengan baik dan sisanya 31% masih perlu pendampingan intensif untuk melakukan analisis soal menggunakan Microsoft Excel.
Pembuatan Motion Graphic Program Konselor Sebaya Tim Bimbingan Konseling IPB: The Making of Peer-Counselor Program’s Motion Graphics of IPB University Counseling Center Amata Fami; Fathny Syafa Rasyidah
Jurnal Sains Terapan : Wahana Informasi dan Alih Teknologi Pertanian Vol. 10 No. 1 (2020): Jurnal Sains Terapan, Volume 10 Nomor 1, Tahun 2020
Publisher : IPB University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (688.383 KB) | DOI: 10.29244/jstsv.10.1.26-39

Abstract

ABSTRACTThe Guidance and Counseling Team of the Bogor Agricultural Institute (TBK-IPB) is a team that provides services in the form of guidance and counseling for students at IPB. TBK-IPB facilitates students to be able to adjust to campus life so that they can achieve optimal academic performance and are able to plan a good career achievement in the future. TBK-IPB has a peer counselor or story partner program to help listen to student problems who feel uncomfortable consulting with senior counselors/counselor lecturers. In order to disseminate information about the peer counseling program to IPB students, a product (motion graphics) that is informative, interesting and easy to distribute is needed. The methods used in the manufacture of motion graphics products are Development, Preproduction, Production, Postproduction and Delivery. The result is a product with a video format, loaded with images, text and audio that is easy to share via social media. ABSTRAKTim Bimbingan dan Konseling Institut Pertanian Bogor (TBK-IPB) adalah tim yang memberikan layanan berupa bimbingan dan konseling kepada mahasiswa di IPB. TBK-IPB memfasilitasi mahasiswa agar dapat menyesuaikan diri dengan kehidupan kampus sehingga mencapai prestasi akademik yang optimal dan mampu merencanakan pencapaian karir yang baik di masa yang akan datang. TBK-IPB memiliki program konselor sebaya atau teman cerita untuk membantu mendengarkan permasalahan mahasiswa yang merasa belum nyaman berkonsultasi dengan konselor senior/dosen konselor. Dalam rangka menyebarkan informasi mengenai program konselor sebaya kepada mahasiswa IPB, dibutuhkan sebuah produk (motion graphics) yang informatif, menarik dan mudah dalam distribusinya. Metode yang digunakan dalam pembuatan produk motion graphics ini adalah Development, Preproduction, Production, Postproduction dan Delivery. Hasilnya adalah sebuah produk berformat video, memiliki muatan gambar, teks dan audio yang mudah disebarkan via media sosial. Kata kunci: Motion Graphics, Tim Bimbingan Konseling, Bimbingan dan Konseling, Konselor Sebaya
Pembuatan Motion Graphic Sebagai Media Informasi Bagi Pengunjung Di PT Pembangunan Jaya Ancol: The Production Of Motion Graphics As An Information Media For Visitors At PT Pembangunan Jaya Ancol Sascorio Ade Akbar; Amata Fami; Novi Asri Maharani
Jurnal Sains Terapan : Wahana Informasi dan Alih Teknologi Pertanian Vol. 9 No. 1 (2019): Jurnal Sains Terapan, Volume 9 Nomor 1, Tahun 2019
Publisher : IPB University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (451.43 KB) | DOI: 10.29244/jstsv.9.1.17-26

Abstract

ABSTRACT This final assignment was created with the aim of making multimedia content in the form of motion graphics. The content is expected to be an alternative content for Taman Impian Jaya Ancol which is published to its visitors, especially for increasing their brand value. The Production of Motion Graphics as an Information Media for Visitors at PT Pembangunan Jaya Ancol were using my own development method. The results of this final assignment were in the form of six video products in the form of motion graphics and two of them as information media for Taman Impian Jaya Ancol’s visitors. ABSTRAK Tugas Akhir dibuat dengan tujuan membuat konten multimedia dengan bentuk motion graphic. Konten ini diharapkan menjadi konten alternatif bagi pihak Taman Impian Jaya Ancol yang akan dipublikasikan kepada pengunjung. Di sisi lain pembuatan konten juga dapat meningkatkan brand value Taman Impian Jaya Ancol PT kepada audience. Pembuatan motion graphic sebagai media informasi bagi pengunjung di PT Pembangunan Jaya Ancol ini menggunakan metode pengembangan sendiri. Hasil dari kegiatan PKL berupa enam produk video berbentuk motion graphic dan dua diantaranya sebagai media informasi bagi pengunjung Taman Impian Jaya Ancol.
TEKNOLOGI AUGMENTED REALITY UNTUK MEMORABILIA PAMERAN: “OURCHETYPE”: Augmented Reality Technology for Exhibition Memorabilia : "Ourchetype" Amata Fami; Alif Muhammad Hikmat
Jurnal Sains Terapan : Wahana Informasi dan Alih Teknologi Pertanian Vol. 12 No. 2 (2022): Jurnal Sains Terapan : Wahana Informasi dan Alih Teknologi Pertanian, Volume 1
Publisher : IPB University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29244/jstsv.12.2.60-76

Abstract

Tujusemesta strives to build exhibitions that attract visitors and involve visitors directly. The exhibition entitled "Ourchetype" or defined as "Our Archetype" uses a human empathy approach from C.G. Jung. Archetypes are patterns, habits, and symbols that appear in the human subconscious and shape personality and influence decision-making. Jung stated that Archetypes were ancient legacies that humans could share in common. Archetypes are the main content in this second exhibition with the help of visualization using interactive media in the form of Augmented reality, which appears as an innovation. Innovation is needed to improve the quality of exhibitions while remaining relevant and attracting more visitors. Augmented reality technology can help visitors feel closer to the exhibition because visitors can slowly understand the topic of Archetypes for a long time so that interactive media can function optimally. Visitors will receive the merchandise in character stickers according to their respective archetypes, which are "markers" of the created Augmented reality so that visitors can continue to explore content outside of exhibition time. The addition of Augmented reality Technology to this exhibition uses applied practical methods as needed by considering various references and literacy. The stages used are ideation, software selection, prototyping, approval, production process work, product presentation, providing company feedback, and making the final product. Augmented reality application content for Ourchetype Interaction exhibition memorabilia has been successfully designed and implemented. The Android Augmented reality application has been successfully built and tested. This application can be used on Android smartphones with a minimum API level of 25, namely Android 7.1 Nougat, and supports the Vuforia Fusion library. ABSTRAKTujusemesta berusaha untuk membangun pameran yang menarik pengunjung dan melibatkan pengunjung secara langsung. Pameran yang bertajuk “Ourchetype” atau didefinisikan sebagai “Our Archetype” ini menggunakan pendekatan empati manusia dari C.G. Jung. Arketipe adalah pola, kebiasaan, dan simbol yang muncul di alam bawah sadar manusia dan membentuk kepribadian serta memengaruhi pengambilan keputusan. Jung menyatakan bahwa Arketipe adalah warisan kuno yang dapat membuat manusia berbagi hal yang sama. Arketipe merupakan konten utama dalam pameran kedua ini dengan bantuan visualisasi menggunakan media interaktif berupa Augmented reality, yang muncul sebagai sebuah inovasi. Inovasi diperlukan untuk meningkatkan kualitas pameran namun tetap relevan dan menarik lebih banyak pengunjung. Teknologi Augmented reality dapat membantu membuat pengunjung merasa lebih dekat dengan pameran, karena pengunjung dapat memahami topik Arketipe secara perlahan dan dalam waktu yang lama sehingga memungkinkan media interaktif dapat berfungsi secara optimal. Pengunjung akan mendapatkan merchandise berupa stiker karakter sesuai Arketipe masing-masing, yang merupakan “marker” dari Augmented reality yang dibuat, sehingga pengunjung dapat terus mengeksplorasi konten di luar waktu pameran. Penambahan Teknologi Augmented reality pada pameran ini menggunakan metode praktis terapan sesuai kebutuhan dengan mempertimbangkan berbagai referensi dan literasi. Tahapan yang digunakan adalah ideation, pemilihan software, pembuatan prototype, approval, pengerjaan proses produksi, presentasi produk dan pemberian feedback dari perusahaan, serta pembuatan produk akhir. Konten aplikasi Augmented reality untuk memorabilia pameran Ourchetype Interaction telah berhasil dirancang dan diimplementasikan. Aplikasi Android Augmented reality telah berhasil dibangun dan diuji. Aplikasi ini dapat digunakan pada smartphone Android dengan API level minimal 25 yaitu Android 7.1 Nougat, dan mendukung library Vuforia Fusion.
Jurnal Proses Pra Produksi Ebook Cermat Bertani Dengan Kalender Tanam Husnu Tazkiya Ulwah, Yuni Nur Rohmatilah, Amata Fami
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 2 (2022): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v6i2.4935

Abstract

The development of all-digital information technology facilitates access to e-book. The existence of e-books will certainly make it easier for readers to access the desired reading sources wherever and whenever. Therefore, we need an e-book design that is made as attractive as possible. E-book creation is carried out through several processes with graphic design concepts as a reference, namely pre-production, production and post-production. The method used in making this journal is an applied method, where this method aims to solve practical life problems. This journal aims to educate public about the pre-production process in making e-books. The pre-production process for making e-books includes design concepts, media, visualization, client briefs and brainstorming. The pre-production process is the key to producing an interesting e-book. This e-book which contains 41 pages aims to convey information in the form of an invitation to the public to be careful in farming using the planting calendar as an effort to minimize the occurrence of crop failure which is packaged in an attractive design and makes it easier for readers. The community is expected to be able to produce e-book works well, after getting to know the pre-production stage to continue at the production and post-production stages.
Aplikasi Augmented Reality (AR) untuk Pengenalan Varietas Anggur Hasil Balitbangtan Annisa Amanda Nelvi; Amata Fami; Dhila Aprilianti
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 4 No 4 (2023): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v4i4.267

Abstract

Augmented reality is a combination of two worlds: virtual and real world, which mean objects in the virtual world can be displayed in the real world. The use of augmented reality in the introduction media, in the form of applications on android smartphones designed as the introduction of varieties of grape from Balitbangtan. Balitbangtan (Badan Penelitian dan Pengembangan Pertanian) is the highest structural office in the Ministry of Agriculture with the task of researching, developing and innovating in agriculture. The purpose of this application is to introduce the grape varieties from Balitbangtan in the ebook, “Budidaya Tanaman Anggur” in a more interactive and easy to understand way by displaying objects in 3D virtual and can make sounds containing explanations about the variety of grape from Balitbangtan. This application will show three types of grape varieties of Balitbangtan with markers according to the image of the grape variety in the ebook. Apps are built using Unity, Vuforia, and Blender. The method used in this study is the method of collection of data questionnaires (wags) which is a data collection technique performed by asking questions or written statements to respondents to answer them. The questionnaire was conducted by researchers by spreading a list of questions to students and millennial farmers who read the e-book. Results from questionnaires found that 80% of respondents agreed with the implementation of augmented reality in the introduction of Balitbangtan grape varieties with category “Totally Agree”.Method that used in this research is MDLC method (multimedia development life cycle). There are six steps in this method such as concepting, designing material collection, creating, testing, and distribution. We are testing applications and user satisfaction. Testing user satisfaction done through survey or questionnaire. survey done by researcher with spread question list to college student and millennial farmer that read ebook Budidaya Tanaman Anggur and they have installed and using application introduction to grape variety from Balitbangtan. The result of the survey found that 80% respondent agree with augmented reality applied to the introduction to grape variety from Balitbangtan.
Implementation of Sound Effects and Voice Over Techniques in Creating Motion Graphic “Budidaya Ayam Kampung Unggul Balitbangtan” Ihsanul Hadi; Amata Fami; Benito Ibrahim Delano
Jurnal Pendidikan Multimedia (Edsence) Volume 5 No 1 (June 2023)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v5i1.52731

Abstract

In the current era of technological advances used to provide information has grown very rapidly. Various kinds of media are used, one of them is Motion Graphic. The motion graphic entitled "Budidaya Ayam Kampung Unggul Balitbangtan" aims to make people aware of how to cultivate Ayam Kampung Unggul Balitbangtan. Motion graphics have several important things, one of which is voice-over and sound effects, because they can convey messages well to the community. In the process of making it can start with designing, then proceed with production and end with product testing. The making of this motion graphic refers to the method from the e-book Motion Graphics Budidaya Ayam Kampung Unggul Balitbangtan. Voice-over and sound effects used greatly affect the final result of the motion graphic made Both of them can present the topics that are displayed to the public and the public can understand the intent and purpose of this motion graphic. Voice-over cannot only be applied to motion graphics but can also be applied to commercial videos.
Bridging Young Learners’ English Proficiency through Interactive Educational Games at SDN Ciheuleut 2, Bogor City Occy Bonanza; Ira Resmayasari; Amata Fami; Irma Rasita Gloria Barus; Rhino Abikusno; Bontisesari Wahyoedi
Asian Journal of Community Services Vol. 3 No. 5 (2024): May 2024
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ajcs.v3i5.7084

Abstract

This report investigates the integration of interactive educational games aimed at enhancing English language learning in elementary level. Conducted at SDN Ciheuleut 2 in Bogor City, the study focused on three games—"Shout Out Loud," "Guess the Animal," and "Stack the Blocks"—specifically designed for vocabulary and language development. Employing pre-test/post-test assessments, the study aimed to uncover their impact on student proficiency levels. The results showed an increase in students’ test scores following the integration of these games, showing a 20.65% rise in overall test scores. Classroom observations also noted heightened student enthusiasm during class activities. These findings highlight the positive relationship between educational games and students’ language development, establishing an engaging learning atmosphere crucial for young learners' language acquisition.
Analisis Desain Karakter dalam Ebook Desa Sambeng Menggunakan Metode Manga Matrix Hanaanam Maliyyaa; Amata Fami; Allicia Galuh Paramita; Sholastika Divia Valentina
DeKaVe Vol 17, No 1 (2024): DeKaVe Vol. 17 No. 1 2024
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v17i1.11165

Abstract

Desain karakter yang mempresentasikan tokoh/karakter secara visual merupakan salah satu komponen penting suatu produk. Pada ebook Desa Sambeng, terdapat karakter utama Sam yang menemani pembaca menjelajahi wisata Desa Sambeng. Tujuan kajian ini dilakukan untuk menganalisis tampilan visual dan mengetahui seberapa jauh penerapan prinsip desain pada Sam telah dikerjakan. Penelitian yang dilakukan berjenis kualitatif dan implementasinya menggunakan metode Manga Matrix. Metode Manga Matrix dikembangkan oleh Hiroyoshi Tsukamoto pertama kali pada tahun 2006. Penelitian dilakukan dengan menelaah elemen-elemen dari karakter dan mengurainya dalam bentuk matriks. Karakter dijelaskan melalui matriks bentuk, matriks kostum, dan matriks sifat. Berdasarkan hasil analisis, ditemukan bahwa komposisi desain karakter Sam belum terkonsep dengan maksimal dan masih memiliki celah untuk ditingkatkan. Penelitian diharapkan dapat membantu dalam pemahaman yang baik akan desain karakter dan menjadi acuan penciptaannya agar lebih terarah. Sebaiknya suatu desain karakter yang dihasilkan tidak hanya menarik tetapi juga memiliki pengaruh yang kuat.
The Influence of Canva Application Features on The Graphic Design Confidence: A Case Study of College Students Desinta Nur Rahma; Kayla Attya Ramadhani; Marcella Corazon; Amata Fami; Irma Rasita Gloria Bagus
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v8i1.7684

Abstract

As technology evolves rapidly, opportunities for enhancing skills, such as graphic design, among college students continue to expand. Graphic design plays a crucial role in visually communicating ideas and messages. Canva, a popular graphic design platform, offers a user-friendly interface and diverse design templates, facilitating the creation of compelling graphics. This study aims to investigate the influence of the Canva application on the confidence levels of college students in their graphic design skills. Specifically, this research seeks to identify how Canva contributes to increasing students' confidence in creating graphic designs from the perspectives of interest, effectiveness, and time efficiency. Using a mixed-methods approach, the study employed both a questionnaire and interviews. The questionnaire, consisting of eight questions, collected responses from 67 participants. Additionally, in-depth interviews were conducted with 8 participants to gain further insights. The study finds that Canva significantly boosts graphic design confidence among college students. Its user-friendly interface and diverse templates enable easy creation of professional-quality designs, fostering creativity and skill development. This empowers students to feel more competent and self-assured in their design abilities, highlighting Canva's valuable role in education.
Co-Authors Adzani, Rivanka Marsha Akhdan Ravi Andaman Alen, Shereen Alfan Fathoni Alif Muhammad Hikmat Allicia Galuh Paramita Amelia Setya Puspa Ananda Prathama Saputra Anatasya Wenita Putri Andhika Pratama Putra Andreinadya, Desy Irma Anggraeni, Aulia Anka Luffi Ramdani Annisa Amanda Nelvi Aprilian, Adelia Tri Ardhani, Muhammad Naufal Aria Wardana Athallah Yacob Asy'ari Athallah, Ananda Salma Aulia Anggraeni Azizi, Jovita Nabilah Barus, Irma R.G Barus, Irma Rasita Beda, Glorian Hilarius Kiantin Benito Ibrahim Delano Bennefit Christy Saragih Bintang, Denty Nirwana Bontisesari Wahyoedi Daffa Akmal Aminuddin Damara, Rafli Dany Fadhillah Desinta Nur Rahma Devyanti, Kharisma Nur Dhila Aprilianti Dimas Akbar Tama Elfanes, Ferdy Farid Ammar Fathny Syafa Rasyidah Fauzi Adi Saputra Faylasuf, Hafiz Fadli Fedrianingsih, Devi Gema Parasti Mindara Hakim, Ghaeril Juniawan Parel Hanaanam Maliyyaa Hapsari, Helena Dewi Hardika, Bagus Harits Achmad Fauzan Hasna Nabiilah Widiani Hidayat, Daffala Viro Holik, Wildan Husni Mubarok Ramadhan Ibrahim Anwar, Setiady Ihsanul Hadi Ihzra Fahrullizian Yusuf Inna Novianty Ira Resmayasari Irma Rasita Gloria Bagus Irma Rasita Gloria Barus Irma RG Barus Jonathan Cristiano Rabika Juhendra, Gandi Juliansyah, Rizki Kania Sofiantina Rahayu Kayla Attya Ramadhani Kemas Muhammad Adnan Fakhri Sjaf Fawwaz Khairunnisa Hayyu Kusnadi Kinaya Khairunnisa Komariansyah Lina Khariyyah Lubis, Muhammad Anggi Mahardhika, Bima Julian Mahendar, Ibnu Aqil Malvian Fikra Raifa Manurung, Maryetha Marcella Corazon Maryadi, Muhammad Rahmat Maulidya, Icha Mia Putri Yeza Mindara, Gema Parasti Mohamad Carfine Iskandar Mu'taz, Faris Afra Mubin, Ardi Fathul Muhammad Al Amin Muhammad Aldryansyah Pamungkas Muhammad Farhan Alkautsar Muhammad Farhan Fahrezy Muhammad Fawwaz Naufal Muhammad Hafidz Sidqi Riupassa Muhammad Ilham Nurfajri Muhammad Rafi Fadhilah Muhammad Sukriyatma Mulia Lasardi, Ekky Muthiah Humaira Marwa Muzaqi, Anggito Rangkuti Bagas Najla Amelia Putri Novi Asri Maharani Nurfitriana, Andi Occy Bonanza Prameswari, Zhafirah Prastowiyono, Daffarizqy Prastyo, Ari Dian Pratama, Reza Pratiwi, Iswi Nur Prayudo, Galih Ario Putra, Nanda Wijaya Putranto, Firmansyah Adi Putri, Anatasya Wenita Putri, Evlyn Jane Putri, Najla Amelia Putri, Tiara Ariyanto Rabika, Jonathan Cristiano Ramdhana, Muhammad Fathi Rasendriya, Achmad Syahmi Ratu Hasna Tsana Khoerunnisa Rayhan Ananda Hafiz Pradipta Regina Frida Zahrani Reneta Mega Zaskia RG Barus, Irma Rhino Abikusno Rieke Setiawati Riski, Maulida Risqi Akbar Marsudi Rohim, Annisa Aulia Rohmat Hidayatulloh Rudiansyah, Cahya Salma, Cynthia Octavania Putri Salsabila Diba Cahyani Salsabila, Alya Putri Saputra, Fikri Sascorio Ade Akbar Shabilla, Kanaya Sholastika Divia Valentina Sholihah, Walidatush Sofiyanti Indriasari Sri Yusrina Sundari, Nita Syahrul Alimudin Jabbar Thahir, Raisa Mutia Valencia, Cindy Valenza, Ihsan Lana Wafa, Saniyyah Wahyoedi, Bontisesari Wahyoedi5, Bontisesari Wicaksana, Arya Dimas Yulanda Rizqi Ramadhini Zahir, Rafi Hilal Zahra, Afnan