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All Journal Al-Zahra : Journal for Islamic and Arabic Studies KOMUNITAS: INTERNATIONAL JOURNAL OF INDONESIAN SOCIETY AND CULTURE Lembaran Ilmu Kependidikan Jurnal Informatika dan Teknik Elektro Terapan Jurnal Komunikasi Jurnal Administrasi dan Manajemen Pendidikan Dinamisia: Jurnal Pengabdian Kepada Masyarakat JTAM (Jurnal Teori dan Aplikasi Matematika) ORBITA: Jurnal Pendidikan dan Ilmu Fisika Paedagoria : Jurnal Kajian, Penelitian dan Pengembangan Kependidikan JCES (Journal of Character Education Society) SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan CIVICUS : Pendidikan-Penelitian-Pengabdian Pendidikan Pancasila dan Kewarganegaraan Scientific Journal of Reflection : Economic, Accounting, Management and Business Jurnal Sisfokom (Sistem Informasi dan Komputer) Jurnal Riset Teknologi dan Inovasi Pendidikan (Jartika) Jurnal Pendidikan Sejarah dan Riset Sosial Humaniora (KAGANGA) Journal of Education and Instruction (JOEAI) BIOEDUSAINS: Jurnal Pendidikan Biologi dan Sains Jurnal Pendidikan Matematika (JUDIKA EDUCATION) LUGAS Jurnal Komunikasi WIDYA LAKSANA Jurnal SPORTIF : Jurnal Penelitian Pembelajaran FONDATIA Jurnal Informatika dan Rekayasa Perangkat Lunak JATI (Jurnal Mahasiswa Teknik Informatika) JAMP : Jurnal Administrasi dan Manajemen Pendidikan Abdi Masyarakat Journal of Elementary School (JOES) Jurnal PORKES AS-SABIQUN: Jurnal Pendidikan Islam Anak Usia Dini MURHUM : JURNAL PENDIDIKAN ANAK USIA DINI Jurnal Nuansa Akademik: Jurnal Pembangunan Masyarakat Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Bima Abdi: Jurnal Pengabdian Masyarakat Jurnal Pengabdian Masyarakat Formosa (JPMF) Cessie : Jurnal Ilmiah Hukum VOKAL: Jurnal Ilmiah Bahasa dan Sastra Indonesia Jurnal Indonesia Sosial Sains Jurnal Informasi Pengabdian Masyarakat Abdimas Mandalika Abdinesia: Jurnal Pengabdian Kepada Masyarakat Jurnal Inovasi Global Jurnal Penelitian dan Pengkajian Ilmiah Bima Journal of Elementary Education Nusantara Mengabdi kepada Negeri EduBase: Journal of Basic Education Jurnal Pendidikan Dasar dan PAUD
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Efektivitas Penggunaan Media Pembelajaran Berbasis Gamifikasi untuk Meningkatkan Pemahaman Konsep IPA Siswa SD Muzanni, Ahmad; Kartiani, Baiq Sarlita; Sudarwo, Raden; Anam, Khaerul; Handayani, Monika
PeDaPAUD: Jurnal Pendidikan Dasar dan PAUD Vol 4, No 1 (2025): PEDAPAUD: JURNAL PENDIDIKAN DASAR DAN PAUD
Publisher : Yayasan Pendidikan Intan Cendekia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47165/pedapaud.v4i1 April.584

Abstract

Penelitian ini bertujuan untuk mengukur dan membuktikan adanya perbedaan dalam kemampuan pemahaman konsep IPA siswa sebelum dan setelah menggunakan media pembelajaran berbasis gamifikasi. Pendekatan yang digunakan dalam penelitian ini adalah kuantitatif, dengan desain penelitian pra-eksperimen dalam bentuk one group pretest-posttest, yang berarti dilakukan pengukuran sebelum dan sesudah penerapan metode pembelajaran. Sampel penelitian terdiri dari 31 siswa kelas V SDN 5 Mataram. Data dikumpulkan melalui metode tes, yang kemudian dianalisis menggunakan uji t (paired sample t-test) untuk menilai efektivitas penggunaan media gamifikasi terhadap pemahaman konsep IPA. Hasil penelitian menunjukkan adanya perbedaan yang sangat signifikan dalam pemahaman konsep IPA sebelum dan sesudah penggunaan media pembelajaran berbasis gamifikasi. Hal ini dibuktikan dengan hasil probabilitas (Sig. 2-tailed) = 0,000, yang lebih kecil dari ? = 0,05, bahkan lebih kecil dari ? = 0,01, menandakan bahwa penerapan gamifikasi memberikan dampak yang signifikan terhadap peningkatan pemahaman siswa. Dengan demikian, dapat disimpulkan bahwa media pembelajaran berbasis gamifikasi efektif dalam membantu siswa memahami konsep IPA dengan lebih baik. Oleh karena itu, disarankan bagi para guru untuk menerapkan metode pembelajaran berbasis gamifikasi dalam pelajaran IPA. Pendekatan ini tidak hanya membuat pembelajaran lebih menarik dan menyenangkan, tetapi juga meningkatkan motivasi siswa, kepercayaan diri, keterlibatan aktif, serta minat belajar mereka. Dengan pengalaman belajar yang lebih interaktif, siswa lebih mudah menghubungkan konsep IPA dengan situasi kehidupan nyata, yang pada akhirnya berkontribusi pada peningkatan hasil belajar secara keseluruhan.
Meningkatkan Hasil Belajar IPA Pada Materi Struktur dan Fungsi Bagian Tumbuhan Melalui Metode Diskusi Nurwahidah; Khaerul Anam
Bima Journal of Elementary Education Vol 1 No 2 (2023): Bima Journal of Elementary Education
Publisher : STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/bijee.v1i2.1218

Abstract

This study aims to determine the improvement of learning outcomes in Science, specifically on the topic of plant structure and function, for fourth-grade students at SDN 2 Dena through the implementation of the Discussion method. Data were collected from 17 students through two cycles of classroom action research. The results of the study showed a significant improvement in students' learning outcomes between Cycle I and Cycle II, with the class average increasing from 62.65 to 80. This improvement has reached the predetermined target. Additionally, the study revealed that the Discussion method effectively enhances the monitoring of teacher and student actions during the learning process, with the percentage of action monitoring increasing from 65% in Cycle I to 85% in Cycle II. These findings align with previous research indicating that the Discussion method can enhance students' understanding, active participation, and communication skills. The results of this study have important implications for educational practitioners in designing interactive and effective Science instruction to achieve desired learning objectives.
Evaluasi Media Pembelajaran Augmented Reality Bangun Datar/Ruang dengan Pendekatan Etnomatematika Rumah Adat Lengkong dalam Meningkatkan Kemampuan Spasial Siswa Sekolah Dasar Cicilia Clara Devi Anggraini; Gunawan Wiradharma; Mario Aditya Prasetyo; Khaerul Anam
Journal of Education and Instruction (JOEAI) Vol. 7 No. 2 (2024): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v7i2.12081

Abstract

Mathematics learning at the school level really needs to be linked to local culture by being incorporated into mathematics learning media to make it more contextual and interesting. This is known as the ethnomathematics approach. Previous research has produced augmented reality-based learning media applications for learning mathematics flat and spatial building materials using the cultural products of the lengkong traditional house from West Java. The product utilizes the latest technological developments that are used as learning media. This application is designed as a support in visualizing the learning of flat and space shapes materials at the elementary school (SD) level. A questionnaire was employed as the data collection procedure. Respondents of this study consisted of two parties, namely experts who were teaching staff (lecturers and teachers) and users who were PGSD students and students who used the application. The filled questionnaire measures the assessment which includes usefulness, ease of use, ease of learning, and user satisfaction. Data analysis in this research is quantitative descriptive. The learning application developed integrating augmented reality (AR) technology with an ethnomathematics approach showed significant results in improving the spatial abilities of elementary school students. AR technology allows a more real and interactive visualization of geometry objects, which is difficult to achieve through conventional learning methods. With this visualization, students can observe and interact with two- and three-dimensional building models so that their understanding of the structure and dynamics of spatial buildings increases. The ethnomathematics approach that connects mathematical concepts with local culture has made the subject matter more relevant to students' daily lives. This increases students' learning motivation as they can see firsthand the application of mathematical concepts in their cultural context.
Usability of SIPAHAJI: An Information and Communication System Innovation to Support Jakarta Smart City Priono, Mochamad; Sufandi, Unggul Utan; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Anam, Khaerul
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2272

Abstract

This research addresses the problem of insufficient information and communication systems for halal tourism in Jakarta, which affects both tourists and local stakeholders. The study aims to evaluate the Android-based SIPAHAJI application, designed to support the Smart City concept by providing tourists with efficient and effective information about halal tourism destinations in Jakarta. The app employs collaborative filtering and location-based filtering to offer personalized recommendations based on user preferences and location. The methodology includes black box testing to assess the app's functionality and User Acceptance Testing (UAT) to evaluate user satisfaction. Respondents, consisting of experts and public stakeholders with professional experience or education in the tourism industry, were selected through quota sampling. Questionnaires were used for data collection. The results indicate that the application functions effectively, demonstrating excellent usability and high user acceptance. Respondents reported satisfaction with the app’s easy-to-use interface, which enhances the overall travel experience. Additionally, the app has the potential to optimize the Smart City concept, helping tourists navigate halal attractions and potentially increasing tourist visits, which could positively impact the local economy in alignment with the Sustainable Development Goals (SDGs).
Penanaman Sikap Nasionalisme Melalui Pelatihan Upacara Bendera Bagi Siswa Mahsup, Mahsup; Jariah, Ainun; Susanti, Susi; As’ad, Muhammad; Aini, Hizratun; Ismunandar, Ismunandar; Anam, Khaerul; Sudarwo, Raden; Muhardini, Sintayana; Handayani, Monika
Abdimas Mandalika Vol 4, No 3 (2025): Mei
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/am.v4i3.26447

Abstract

Abstrac: The purpose of the service activity is to describe the cultivation of nationalism through the Flag Ceremony training. The method of service activities with stages consists of socialization, implementation of activities and evaluation. The results of the service activities that the flag ceremony has gone well and had a positive impact on students. They not only acquire technical skills in the implementation of ceremonies, but also foster a sense of love and pride for the homeland, which they hope will continue to carry in their daily lives.Abtrak: Tujuan kegiatan pengabdian untuk mendeskripsikan mengenai penanaman sikap nasionalisme melalui pelatihan Upacara Bendera. Metode kegiatan pengabdian dengan tahapan terdiri dari sosialisasi, pelaksanaan kegiatan dan evaluasi. Hasil kegiatan pengabdian bahwa upacara bendera telah berjalan dengan baik dan memberikan dampak positif bagi siswa. Mereka tidak hanya memperoleh keterampilan teknis dalam pelaksanaan upacara, tetapi juga menumbuhkan rasa cinta dan kebanggaan terhadap tanah air, yang diharapkan akan terus mereka bawa dalam kehidupan sehari-hari.
Efektivitas Gim Edukasi Berbasis Virtual Reality dengan Pendekatan Etnomatematika Luti Gendang Batam dalam Meningkatkan Motivasi Belajar Siswa SD Anam, Khaerul; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Suryani, Nining
Jurnal Pendidikan Matematika : Judika Education Vol. 8 No. 4 (2025): Jurnal Pendidikan Matematika:Judika Education
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/mx53f077

Abstract

This study aims to measure the effectiveness of a Virtual Reality (VR)-based educational game developed with an ethnomathematics approach to improving elementary school students' learning motivation. This approach is rooted in R&D following the ADDIE paradigm, with a focus on the implementation and evaluation stages. A one-group pretest-posttest research design was used for this study. The research subjects were 30 fifth-grade students at an elementary school, who participated in learning using SIVIRA: Social Arithmetic Virtual Reality Application media. Data were collected through a learning motivation questionnaire covering intrinsic and extrinsic aspects, and supplemented by learning observations. The analysis results showed a significant increase in students' learning motivation scores from pre-test (M = 2.94) to post-test (M = 3.79), with a t (29) value = 8.54 and p < 0.001. The effectiveness value based on Cohen's d was 1.56 (high category). Improvements occurred in both intrinsic and extrinsic motivation equally. In conclusion, this study shows that students' learning motivation can be significantly improved through the use of VR learning materials that incorporate local culture. This approach can be widely used to teach basic mathematics.   Keywords: Educational Games; Learning Motivation; Virtual Reality; Ethnomathematics; Social Arithmetic
MOOCs dalam Pendidikan Bisnis: Peningkatan Keterampilan Negosiasi dan Pemasaran Digital di Lombok Prihandoyo, Windi Baskoro; Suryani, Nining; Anam, Khaerul
CIVICUS : Pendidikan-Penelitian-Pengabdian Pendidikan Pancasila dan Kewarganegaraan Vol 13, No 2 (2025): September 2025
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/civicus.v13i2.34732

Abstract

Tujuan dari penelitian ini adalah untuk merancang dan mengembangkan Massive Open Online Courses (MOOCs) yang berfokus pada peningkatan keterampulan negosiasi dan pemasaran digital bagi pelaku UMKM di Lombok. Latar belakang penelitian ini adalah keterbatasan akses pelatihan formal yang menyebabkan pelaku usaha lokal kesulitan bersaing di era transformasi digital. Penelitian menggunakan pendekatan research and development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Untuk menggali kesenjangan kompetensi dilakukan kegiatan analisis kebutuhan yang dilakukan melalui wawancara dengan praktisi, dosen, dan pelaku UMKM di Lombok. Hasil penelitian menunjukkan bahwa terdapat ketidaksesuaian yang signifikan antara kebutuhan keterampilan negosiasi dan pemasaran digital dengan pelatihan yang tersedia. Pembelajaran pada MOOCs ini dikembangkan dengan model model self-paced learning berbasis Learning Management System (LMS) dengan delapan materi, video animasi interaktif, serta materi diskusi dan soal evaluasi formatif. Untuk memastikan kelayakan dilakukan pengujian oleh ahli media, bahasa, dan materi yang menunjukkan kualitas baik hingga sangat baik (rata-rata >80%), sehingga dinyatakan layak untuk digunakan.The purpose of this study was to design and develop Massive Open Online Courses (MOOCs) focused on improving negotiation and digital marketing skills for MSMEs in Lombok. The background of this research is limited access to formal training, which makes it difficult for local businesses to compete in the era of digital transformation. The study employed a research and development (R&D) approach, utilizing the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. To explore competency gaps, a needs analysis was conducted through interviews with practitioners, lecturers, and MSMEs in Lombok. The results revealed a significant disparity between the demand for negotiation and digital marketing skills and the available training. The learning in this MOOC was developed using a self-paced learning model based on a Learning Management System (LMS) with eight materials, interactive animated videos, discussion materials, and formative evaluation questions. To ensure feasibility, testing was conducted by media, language, and material experts, which demonstrated good to excellent quality (average >80%), thus being declared suitable for use.
Optimizing Cultural Awareness Through Augmented Reality: An Analysis of Educational Media Needs in Indonesian Elementary Schools Andayani; Khaerul Anam; Prabowo, Suryo
EduBase : Journal of Basic Education Vol. 6 No. 2 (2025): EduBase : Journal of Basic Education
Publisher : LJPI UI Bunga Bangsa Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47453/edubase.v6i1.3195

Abstract

Indonesia’s rich cultural heritage faces challenges due to globalization and inadequate innovative educational methods. Objective: This study analyzes the need for Augmented Reality (AR)-based learning media to enhance cultural awareness in Indonesian elementary schools. Novelty: New insights into students’ perceptions and expectations towards the use of AR in local cultural learning. Methods: Using a quantitative, cross-sectional survey with purposive sampling (N=160, consisting of 150 students and 10 teachers), this study collected perceptions about traditional and AR-based cultural learning. Results: Findings from the study showed that 62% of students found traditional cultural learning uninteresting, while 87% expressed strong interest in AR due to its interactivity and ease of use. Conclusions: These findings underscore the potential of AR as a transformative tool for cultural education, urging policymakers and educators to adopt immersive technologies. Future studies could explore the long-term impact of AR on cultural retention.
Improving the Spatial Ability of Distance Learning Students on the Material of Three-Dimensional Shapes through Mobile Learning Applications Based on Augmented Reality Anam, Khaerul; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Suko, Imelda Paulina
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 7, No 4 (2023): October
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v7i4.16902

Abstract

This research develops a mobile learning application that produces a feasible and attractive product to be used as a learning resource. Then, the product was tested quantitatively on users to determine the product's readiness and its relationship to increasing the user's spatial abilities. This research is a continuing research that has been carried out previously regarding the development of ABRAR (Application of three-dimensional shapes with Augmented Reality) application (Anam et al., 2022). The product has been validated by content and media experts and has received positive feedback from student users. Data was collected in Nusa Tenggara: Regional Offices of UT Mataram and UT Kupang, involving 3.098 Elementary Education Study Program students. The sample size consisted of 310 respondents, determined using the Lemeshow formula. The product produced from this research is an augmented reality-based mobile learning application that serves as a learning resource. The results of the mobile learning media trial developed were interpreted as very positive. It shows that using mobile learning in geometry subjects provides a positive response and increases motivation in the learning process. In addition, the implementation of mobile learning in spatial ability has shown a 30% improvement in imagining the position of three-dimensional shapes. It indicates that mobile learning has influenced the respondents' spatial ability. Respondents can visualize three-dimensional shapes from a certain point of view by utilizing augmented reality (AR) technology. Furthermore, based on the feasibility test results, the resulting mobile learning meets the criteria of being excellent and feasible to use as a geometry learning medium. The result of the research is mobile learning application so that it can be applied for distance education with requirements has an Android application system and easy to connect the internet. Thus, the ABRAR application can support learning anytime and anywhere, improve understanding of the material, and improve students' spatial abilities.
Pengembangan Media Pembelajaran Leap Motion Materi Pengenalan Hewan untuk Meningkatkan Motorik Anak Usia Dini Kurniawati Mahardika, Esti; Wiradharma, Gunawan; Aditya Prasetyo, Mario; Anam, Khaerul; Pramitasari, Muktia
BIOEDUSAINS:Jurnal Pendidikan Biologi dan Sains Vol. 8 No. 5 (2025): Bioedusains: Jurnal Pendidikan Biologi dan Sains
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/veph3n31

Abstract

This study aims to develop an interactive learning medium based on Leap Motion, namely LeapZoo: Zoo-Based Educational Game, which is designed to improve early childhood motor skills through virtual animal recognition. The method used was research and development (R&D) with the ADDIE model, focusing on the design and development stages. Validation was carried out by media, language, and early childhood education experts to assess technical and pedagogical feasibility. The results showed that LeapZoo is feasible to be used as a learning medium in early childhood education. In conclusion, gesture-based interactions such as stroking and feeding animals can stimulate children’s fine and gross motor coordination and align with Vygotsky’s theory, which emphasizes the role of social interaction and digital scaffolding in the zone of proximal development.  Keywords: Early Childhood, Gesture-Based Learning, Leap Motion, Learning Media, Motor Skills, Animal Recognition
Co-Authors -, Ibrahim - Adamy, Zulham Adi Apriadi Adiansha Aditya Prasetyo, Mario Agung, Amin Hidayatullah Agus Herianto Agus Herianto Ahmad Faqih Ahmad Muzanni, Ahmad Aini, Hizratun Ainun Jariah Al Munawar, Said Agil Husin Ali Mutafi Aliahardi Winata Alpin Herman Saputra Andayani ANDAYANI ANDAYANI Andayani Andayani Annisa, Azizah Mujahidah arina rubyasih, arina Arofah, Zianul Arpan Islami Bilal Arpan Islami Bilal Asmahul Husnah As’ad, Muhammad Aufa, Azhar Azhar Fikri, Lalu Muhammad Baiq Sarlita Kartiani, Baiq Sarlita Kartiani Baiq Yuliatin Ihsani Bani Nurhakim Cicilia Clara Devi Anggraini Cicilia Clara Devi Anggraini, Cicilia Clara Devi Dede Kurniyawan Denni Pratama Deviana Mayasari Dewi, Danar Kristiana Dikananda, Fatihanursari Dwi Desi Yayi Tarina Eka Fitriani Faizah Faizah Faizah, Fitriatul Fiani, Isma Dwi Firdaus, Zakiyah Fujiaturrahman, Sukron Gani, Ramlah AH Gani, Ramlah H. A. Haeruni Haeruni Haifaturrahmah, Haifaturrahmah Hardi, Rahmat Sulhan Hardiyanti, Lesha Hasbi hasbi hasbi Hery Susanto Hulaifi Hulaifi, Hulaifi I Nyoman Nugraha Ardana Putra Ibrahim Ibrahim Ibrahim Ibrahim Imansyah, Yadi Irma Setiawan, Irma Isma Dwi Fiani Ismunandar Jariah, Dian Ainun Karina Pramita Ningrum Khosiah Khosiah Khosiah Khosiah Khosiah Khosiah, Khosiah Koesanto, Stefani M. A. A. Kukuh Tri Admaja Kurniawati Mahardika, Esti Kurniyawan, Dede Lalu Mariawan Alfarizi Lalu Moh Yuda Isnaini Lalu Parhanuddin Larasati, Ratih Lasimin, Lasimin Lilik Evitamala Linda Ayu Darmurtika Mahsup Mahsup Mahsup, Mahsup Mario Aditya Prasetyo Mario Aditya Prasetyo Mario Aditya Prasetyo Mariyati, Yuni Mariyati, Yuni Mas’ad, Mas’ad Mayasari, Deviana Ma’arif, Samsul Meirani Harsasi Melisa Arisanty Milandari, Baiq Desi Mohamad Hariyono Monika Handayani, Monika Mubarok, Imam Subhi Mujiburrahman Mujiburrahman Mukti Amini Mutiara Magta Nanang Diana Ni Made Santi Pratiwi Nining Suryani Nining Suryani Nur Farida Nurdiansyah, Aulia Nurdin Nurdin Nurdin Nurhidayat, Yustisiana Kusuma Hapsari Nurjannah Nurjannah Nurmanita, Tiara Sevi Nurul Hidayanti Nurwahidah Nurwahidah Pramitasari, Muktia Prasetyo, Mario Aditya Prihandoyo, Windi Baskoro Priono, Mochamad Raden Sudarwo Rahman, Nanang Ramadhania, Aini Rani Darojah Rhamadanti, Anisa Riady, Yasir Rifa'i, Ahmad Rizal Rusyana Rizky Fitri Robiansyah, Anton Rohiani, Dewi Rohmah, Dewi Wardah Mazidatur Romadhona, Farid Sabaryati, Johri SAPUTRA, ANGGUN ANGGITA Sari, Novitalia Ablinda Sevi Nurmanita, Tiara Shafwatul, Rif’at Sintayana Muhardini Siti Aisyah Siti Sanisah Sri Tatminingsih Stefani Made Ayu Subaegi, Angga Sudarwo Sudarwo Sudarwo, Raden Sudarwo, Raden Sudarwon, Raden Suko, Imelda Paulina Suparti Suparti Suprapto Suprapto Suryo Prabowo, Suryo Susi Susanti Susilawati Susilawati Syarifuddin Syarifuddin Syinta, Irhamny Maya Sylvana Yaka Saputra Tiara Sevi Nurmanita Unggul Utan Sufandi Wahidah, Ananda Wahyuni, Ayu Nur Widiyanto Windi Baskoro Prihandoyo Windi Baskoro Prihandoyo Winengan Winengan Wiradharma, Gunawan Wiwik Handayani Yadi Imansyah Yasir Riady Yulia, Irla Zul Fahmi