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Meningkatkan Daya Saing UMKM di Kelurahan Pesantren Dengan Memanfaatkan Sosialisasi Pemasaran Digital Hervian, Rendy Putra; Novanzah, Tria; Putri, Rania Ferinda Kusuma; Maulana, Catur Juinudin; Sulaksono, Prasetyo Dwi Cahyo; Andrian, Riki Dwi; Rosadi, Asyadam Abriel; Putri, Amelia Kusumaning; Sevryan, Aura; Hayu, Yuana Arshella Khoyrun Nisa; Rahma, Farikha; Adelta, Sherly Flavia; Wenda, Dhian Dwi Nur; Nugrahadini, Amalia Dyah Putri; Maftuh, Ainul
Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Pendidikan Dasar Vol 4 No 1 (2024): Juni
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/dedikasi.v4i1.25216

Abstract

In the context of digital marketing, socialization activities aim to provide understanding to business actors, especially MSMEs, about the importance of Digital Marketing and how they can use it to develop their businesses more effectively. This socialization activity was carried out in Pesantren Village, Pesantren District, Kediri City, attended by students of KKNT group 41 with participants focusing on business actors in the Pesantren village. At the observation stage, the main problem was found in 43 MSME actors, namely that business actors were not too familiar with technology broadly, which caused the reach of their product marketing to be too narrow and less able to compete with other products that had innovated. After the socialization and monitoring assistance activities, we obtained several evaluation results that became our benchmark for understanding business actors in digital marketing, including: 1) Business actors gained additional understanding of e-commerce and increased the enthusiasm of business owners to open stores in the online market, 2) MSME products in Pesantren village are increasingly known by the wider community, even outside the city of Kediri, 3) Increased turnover of business actors after the monitoring assistance activities, 4) Business actors are increasingly confident to sell their products through e-commerce so that they can compete with other products.
Development of Capcut Application-Based Learning Video Media on Fraction Materials for Third Grade Students of Sd Negeri Burengan 2 Kediri City Ningrum, Niken Probo Setya; Wenda, Dhian Dwi Nur; Wiguna, Frans Aditia
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 4 No. 3 (2025): Vol. 4 No. 3 2025
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v4i3.836

Abstract

This research aims to produce Capcut application-based learning videos on fraction materials for third grade students of SDN Burengan 2 Kediri. Development was carried out through the five stages of ADDIE: Analysis, Design, Development, Implementation, and Evaluation. The research subjects were third grade students. The feasibility of the product was tested through three aspects: validity, practicality, and effectiveness, using questionnaires and evaluation questions as data collection methods. The results of media expert validation showed a score of 88% and material expert 89%, both of which were in the very valid category. Practicality test from student questionnaires obtained an average score of 94%, and from teachers 93%, indicating that the media is very practical. The effectiveness test based on evaluation results showed 90% of students scored above average. Thus, this learning video is declared very feasible and can be used in the process of learning math fraction material.
Development of Flipbook Teaching Materials on Earth Surface Changes to Improve Learning Outcomes of Fifth Grade Elementary School Students Ariani, Alvida; Wenda, Dhian Dwi Nur; Kurnia, Ita
International Journal Education and Computer Studies (IJECS) Vol. 5 No. 2 (2025): JULY
Publisher : Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijecs.v5i2.4867

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This study was motivated by existing issues at SDN Tarokan 4. Based on the results of interviews, classroom observations, and an analysis of students’ learning outcomes by the grade V teacher, it was found that there was a lack of variety in teaching materials and suboptimal use of technology in the classroom. Out of 41 students, only 13 achieved scores above the Minimum Learning Mastery Criteria (KKTP) in the topic of changes to the Earth's surface. To address these issues, a flipbook-based teaching material was developed to improve student learning outcomes. The aim of this research is to determine the validity, practicality, and effectiveness of the developed flipbook teaching material. This study employed a Research and Development (R&D) approach using the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The trial subjects comprised 41 students, with 10 participating in the limited trial and 31 in the broader trial. Instruments used included validation sheets, teacher and student response questionnaires, as well as pretest and posttest assessments. Validation results from subject matter experts and teaching material experts indicated that the product falls under the “highly valid” category, with an average percentage of 93%. Practicality analysis based on teacher response questionnaires in the limited trial showed a percentage of 100%, while student response questionnaires in the broader trial yielded a percentage of 82.5%. Both are categorized as “highly practical.” Meanwhile, the effectiveness of the teaching material was demonstrated through the N-gain test, which showed a 77.07% increase between pretest and posttest scores, classified as “effective.” Based on these results, the flipbook teaching material is deemed suitable for use in teaching the topic of changes to the Earth's surface to improve learning outcomes for grade V elementary students.
Development of Koperwuz Media Incorporating the Nature of Science (NOS) to Improve Learning Outcomes of Fourth Grade Elementary School Students Azizah, Laily Nur; Wenda, Dhian Dwi Nur; Kurnia, Ita
International Journal Education and Computer Studies (IJECS) Vol. 5 No. 2 (2025): JULY
Publisher : Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijecs.v5i2.4869

Abstract

Low student achievement and limited engagement in science classes, particularly on the topic of changes in the state of matter, prompted this study. Teachers have continued to rely on conventional instructional methods, with teaching materials primarily sourced from textbooks. Existing media have not succeeded in improving learning outcomes, and instructional processes rarely connect scientific concepts to students’ everyday experiences. This research aims to evaluate the validity, practicality, and effectiveness of the Koperwuz instructional comic, which incorporates the Nature of Science (NoS) approach, in enhancing student performance on the topic of phase changes in fourth-grade classes at SDN Tarokan 4 Kediri. The study adopted a Research and Development (R&D) methodology, following the ADDIE development framework. Validation was conducted by subject matter and media experts. Practicality was assessed through large-scale questionnaires completed by both teachers and students, while effectiveness was measured using pretest and posttest scores from a broad trial group. The findings indicate that the Koperwuz comic achieved high validation scores from both media (88%) and subject experts (100%), categorizing it as highly valid. Teacher responses yielded a practicality score of 87%, while students rated it at 75%, suggesting the medium is practical for classroom use. Analysis of learning outcomes showed a significant improvement, with average pretest and posttest scores rising from 60.8 to 90.1. The calculated N-Gain score was 0.7639, classified as high, and the N-Gain percentage reached 76.39%, indicating the medium’s effectiveness. These results support the conclusion that the NoS-based Koperwuz comic is a viable tool for improving science learning outcomes among fourth-grade students.
PENGEMBANGAN MEDIA KOMIK DIGITAL BERBASIS PIXTON.COM PADA MATERI KENAMPAKAN ALAM UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V SDN CARANGREJO 2 Maulana, Eka Luthfi; Permana, Erwin Putera; Wenda, Dhian Dwi Nur
Cendikia: Jurnal Pendidikan dan Pengajaran Vol. 2 No. 9 (2024): Cendikia: Jurnal Pendidikan dan Pengajaran
Publisher : Cendikia: Jurnal Pendidikan dan Pengajaran

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

Abstract

Dalam observasi dan wawancara di SDN Carangrejo 2 menunjukkan bahwa guru hanya menggunakan media gambar yang terdapat dalam buku tema dan tidak menggunakan media pembelajaran yang sesuai dengan karakteristik siswa. Akibatnya siswa merasa bosan, kurang aktif, dan pembelajaran terkesan monoton. Hal ini berdampak pada hasil belajar mereka, dengan nilai yang rendah dan sebagian siswa masih belum memahami apa yang diajarkan guru. Peneliti ini mengkaji masalah diantaranya 1) Bagaimana kevalidan media komik digital berbasis pixton.com pada materi kenampakan alam di SDN Carangrejo 2. 2) Bagaimana kepraktisan media komik digital berbasis pixton.com pada materi kenampakan alam di SDN Carangrejo 2. 3) Bagaimana keefektifan media komik digital berbasis pixton.com pada materi kenampakan alam di SDN Carangrejo 2. Penelitian ini menggunakan metode pengembangan Research and Development (R&D) dengan model ADDIE, yang berarti analisis, desain, pengembangan, pelaksanaan, dan evaluasi. Subjek penelitian adalah siswa kelas V SDN Carangrejo 2, dan teknik analisis data yang digunakan mencakup hasil belajar siswa, serta angket validasi ahli media, angket validasi ahli materi, dan angket respons guru. Hasil dari penelitian pengembangan ini adalah sebagai berikut: 1) Media pembelajaran komik digital mendapatkan nilai rata-rata 90.25% dari validasi ahli media dan validasi ahli materi; 2) Pada uji coba terbatas dan luas, media pembelajaran komik digital mendapatkan nilai rata-rata 92.5%, yang menunjukkan bahwa media pembelajaran yang dibuat sudah sangat praktis untuk digunakan. Hasil uji coba terbatas dan luas menunjukkan ketuntasan klasikal siswa sebesar 100%, yang menunjukkan bahwa media pembelajaran komik digital sangat efektif. (3) Nilai-nilai ini diperoleh dari survei guru dan siswa pada uji coba terbatas dan luas. Berdasarkan hasil penelitian diatas maka dapat disimpulkan media komik digital berbasis pixton.com pada materi kenampakan alam kelas V di SDN Carangrejo 2 yang telah dikembangkan dinyatakan valid, praktis dan efektif sehingga layak digunakan dalam pembelajaran.
PENGEMBANGAN MEDIA PRISMA PUTAR PADA MATERI MAKHLUK HIDUP KELAS III SEKOLAH DASAR Sakti, Rio Agusti Prabowo; Saidah, Karimatus; Wenda, Dhian Dwi Nur
INCARE, International Journal of Educational Resources Vol. 1 No. 5 (2021): February 2021
Publisher : FKDP (Forum Komunikasi Dosen Peneliti)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59689/incare.v1i5.201

Abstract

Learning that only relies on books and pictures often makes students bored during the learning process. Education in modern times requires teachers to continue to innovate in learning, product development needs to be done to improve the quality of learning. The need for media that is attractive and can be touched directly so that students are more motivated in the learning process. The purpose of this study was to determine the feasibility of rotating prism media. The product developed is expected to increase learning motivation in grade III elementary school students. This development research uses the ADDIE model (Analysis, Design, Development, Implementation and Evaluation). This product is considered quite easy to use and is not linked to only one material because it is easy to replace with other materials.
PENGEMBANGAN MULTIMEDIA INTERAKTIF SITAYA (SISTEM TATA SURYA) UNTUK SISWA KELAS 6 DI SDN KRATON KABUPATEN KEDIRI NINGTIYAS, ELOK SULISTIYA; WENDA, DHIAN DWI NUR; WIGUNA, FRANS ADITIA
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 4 No. 1 (2024)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v4i1.3018

Abstract

Penelitian ini bertujuan untuk menghasilkan multimedia Interaktif SITAYA(sistem tata surya) untuk siswa kelas 6 di SDN Kraton kabupaten kediri. Metode penelitian ini menggunakan (R&D) (Research and Development) dengan model ADDIE yang terdiri dari 5 langkah yaitu (1) Analisis (Analyze), (2) Perancangan (Design), (3) Pengembangan (Development), (4) Implementasi (Implementation), dan (5) Evaluasi (Evaluation). Subyek penelitian ini adalah siswa kelas 6 SDN Kraton Kabupaten Kediri yang berjumlah 27 siswa. Data yang dikumpulkan adalah data kuantitatif dan data kualitatif yang digunakan untuk mengetahui kevalidan, kepraktisan, dan keefektifan. Hasil penelitan ini menunjukkan bahwa. (1) Hasil validasi yang diperoleh dari validator media mencapai persentase 84% dan validator materi mencapai presentase 86%. Maka hasil kevalidan dari multimedia interaktif sitaya (sistem tata surya) untuk siswa kelas 6 Di SDN Kraton Kabupaten Kediri memperoleh rata-rata presentase sebesar 85% dengan kriteria sangat valid. (2) Hasil angket respon guru mencapai presentase 88% dan hasil angket respon siswa mencapai presentase 90%. Maka hasil kepraktisan dari multimedia interaktif sitaya (sistem tata surya) untuk siswa kelas 6 Di SDN Kraton Kabupaten Kediri memperoleh kriteria sangat praktis. (3) Hasil dari analisis soal evaluasi (post-test) memperoleh rata-rata presentase sebesar 88,7% dengan kriteria sangat efektif. Jadi, dapat disimpulkan bahwa multimedia interaktif sitaya (sistem tata surya) untuk siswa kelas 6 Di SDN Kraton Kabupaten Kediri yang dikembangkan dinyatakan valid, praktis, dan efektif. Sehingga layak digunakan dalam proses kegiatan pembelajaran.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS PETA KONSEP PADA MATERI BENTUK DAN FUNGSI TUMBUHAN UNTUK SISWA KELAS IV SD MUHAMMADIYAH ASSALAM GURAH SARI, FADILA PUTRI INDAH; WENDA, DHIAN DWI NUR; WIGUNA, FRANS ADITIA
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 4 No. 2 (2024)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v4i2.2966

Abstract

This research aims to produce interactive multimedia learning based on concept maps on the form and function of plants for fourth grade elementary school students at SD Muhammadiyah Assalam. This research method uses Research and Development using the ADDIE research development model (analyze, design, development, implementation, evaluation). The respondents in this research were 30 fourth grade students at SD Muhammadiyah Assalam. The data collected is quantitative data and qualitative data which is used to determine validity, practicality and effectiveness. The results of research on the development of interactive learning multimedia are (1) interactive multimedia is said to be very valid by obtaining a percentage from media experts of 88%, and results from material experts of 94% with an average validity of 91% which is declared very valid. (2) interactive multimedia is said to be practical by obtaining results from teacher and student response questionnaires on a limited test of 92% and results from teacher and student response questionnaires on a broad test of 93%, with an average practicality of 92.5% which is stated to be very practical . (3) interactive multimedia is said to be very effective, which can be seen from the analysis of student learning outcomes in limited trials, obtaining results of 89% and in extensive trials, obtaining results of 90%, with an average effectiveness of 89.5%, which is stated to be very effective because it has exceeded the KKM value. . Based on the results of the research that has been carried out, it can be concluded that interactive multimedia based on concept maps can be declared very valid, very practical and effectively used to improve the quality of learning on plant form and function material for fourth grade students at SD Muhammadiyah Assalam. ABSTRAKPenelitian ini bertujuan untuk menghasilkan multimedia pembelajaran interaktif berbasis peta konsep pada materi bentuk dan fungsi tumbuhan untuk siswa SD kelas IV SD Muhammadiyah Assalam. Metode penelitian ini menggunakan Research And Development dengan menggunakan model penelitian pengembangan ADDIE (analyze, design, development, implementation, evaluation). Responden dalam penelitian ini berjumlah 30 siswa kelas IV SD Muhammadiyah Assalam. Data yang dikumpulkan adalah data kuantitatif dan data kualitatif yang digunakan untuk mengetahui kevalidan, kepraktisan, dan keefektifan. Hasil dari penelitian pengembangan multimedia pembelajaran interaktif adalah (1) multimedia interaktif dikatakan sangat valid dengan memperoleh presentase dari ahli media sebesar 88%, dan hasil dari ahli materi sebesar 94% dengan rata-rata kevalidan 91% yang dinyatakan sangat valid. (2) multimedia interaktif dikatakan praktis dengan memperoleh hasil dari angket respon guru dan siswa pada uji terbatas sebesar 92% dan hasil dari angket respon guru dan siswa pada uji luas sebesar 93%, dengan rata-rata kepraktisan 92,5% yang dinyatakan sangat praktis. (3) multimedia interaktif dikatakan sangat efektif yang dapat dilihat dari analisis hasil belajar siswa pada uji terbatas memperoleh hasil 89% dan pada uji coba luas memperoleh hasil 90%, dengan rata rata keefektifan 89,5% yang dinyatakan sangat efektif karena telah melebihi nilai KKM. Berdasakan hasil penelitian yang telah dilakukan dapat disimpulkan bahwa multimedia interaktif berbasis peta konsep dapat dinyatakan sangat valid, sangat praktis dan efektif digunakan untuk meningkatkan kualitas pembelajaran pada materi bentuk dan fungsi tumbuhan untuk siswa kelas IV SD Muhammadiyah Assalam.
PENGEMBANGAN MEDIA PEMBELAJARAN (PCGM) PAPERCRAFT GAME MINECRAFT PADA MATERI KEGIATAN EKONOMI UNTUK SISWA KELAS 4 DI SDN TIRON 4 Asih Nanda Sari; Dhian Dwi Nur Wenda; Erwin Putera Permana
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.23123

Abstract

This study aims to develop and evaluate the effectiveness of a game-based learning media (Paper Craft Game Minecraft or PCGM) in enhancing students' interest and understanding of economic activities. This learning media is specifically designed for fourth-grade students at SDN Tiron 4, utilizing a more interactive and engaging approach to optimize the learning experience. The research method employed is Research and Development (R&D) using the ADDIE model, which consists of five main stages: needs analysis, design, development, implementation, and evaluation. Research instruments, including questionnaires and interviews, were used to assess the quality of the learning media based on validity, practicality, and effectiveness aspects. The results indicate that Paper Craft Game Minecraft received a validity score of 82% from subject matter experts and media experts, signifying that this media is highly suitable for use in learning. In terms of practicality, it obtained a score of 98%, reflecting ease of use and alignment with the needs of students and teachers. Meanwhile, in terms of effectiveness, the media achieved an excellent score of 92%, indicating its success in improving students' understanding of economic concepts. Based on these findings, it can be concluded that this game-based learning media is effective in enhancing students' comprehension and can serve as an innovative alternative in elementary school learning. The implications of this study highlight the importance of using interactive learning media to create a more engaging learning experience, as well as the need for further development to expand the variety and scope of the material covered.
Multimedia pembelajaran berbasis learning trajectory untuk meningkatkan kemampuan pemecahan masalah matematika siswa kelas IV sekolah dasar Samijo, Samijo; Wenda, Dhian Dwi Nur; Jatmiko, Jatmiko; Handayani, Aprilia Dwi
Wiyata Dharma: Jurnal Penelitian dan Evaluasi Pendidikan Vol 11 No 2 (2023)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/wd.v11i2.16411

Abstract

Tujuan penelitian dan pengembangan ini adalah untuk mengembangkan multimedia pembelajaran berbasis Learning Trajectory untuk meningkatkan kemampuan pemecahan masalah matematika pada siswa kelas IV SD.  Metode penelitian yang digunakan adalah metode research and development (R&D dengan menggunakan model penelitian ADDIE. Adapun model pengembangan ADDIE memiliki tahapan yaitu 1) Analis, 2) Desain, 3) Development, 4) Implementation, and 5) Evaluation.  Lokasi penelitian ini dilakukan di SDN Selosari II Kabupaten Kediri dengan jumlah subjek coba siswa kelas IV SD sebanyak 29 orang siswa. Data yang digunakan untuk melihat kelayakan produk produk yaitu data terkait kevalidan, kepraktisan dan keefektifan. Instrumen penelitian yang digunakan berupa lembar observasi, angket validasi ahli, angket respon guru dan tes hasil belajar. Hasil analisis data tingkat kevalidan produk berdasarkan hasil penilaian ahli media pembelajaran dan ahli materi matematika SD menunjukkan rata-rata skor 86,75% dengan kriteria sangat valid. Hasil analisis data uji kepraktisan produk berdasarkan angkat respon guru mendapat skor 90% dengan kriteria sangat praktis. Sedangkan hasil analisis data terkait uji keefektifan produk yang dilihat dari hasil belajar siswa memperoleh nilai rata-rata klasikal 81,5 dengan kriteria efektif. Berdasarkan hasil analisis data yang telah dilakukan dapat disimpulkan bahwa multimedia pembelajaran berbasis Learning Trajectory layak digunakan untuk meningkatkan kemampuan pemecahan masalah matematika pada siswa kelas IV SD.   Multimedia learning based on learning trajectory to improve the mathematical problem-solving abilities of Class IV elementary school students   Abstract: This research and development aims to develop Learning Trajectory-based multimedia learning to improve mathematical problem-solving abilities in fourth-grade elementary school students. The research and development method (R&D using the ADDIE research model) is used. The ADDIE development model has stages, namely Analysis, Design, Development, Implementation, and Evaluation. The location of this research was carried out at Selosari II Elementary School, Kediri Regency, with a total of 29 elementary school fourth-grade students as test subjects. The data used to see the suitability of the product is data related to validity, practicality, and effectiveness. The research instruments used were observation sheets, expert validation questionnaires, teacher response questionnaires, and learning outcomes tests. The results of data analysis on product validity levels based on the assessment results of learning media experts and elementary school mathematics material experts show an average score of 86.75% with very valid criteria. The results of product practicality test data analysis based on teacher responses received a score of 90% with very practical criteria. Meanwhile, the results of data analysis related to product effectiveness testing, as seen from student learning outcomes, obtained a classical average score of 81.5 with effective criteria. Based on the results of the data analysis that has been carried out, it can be concluded that Learning Trajectory-based multimedia learning is suitable for improving mathematical problem-solving abilities in fourth-grade elementary school students.
Co-Authors Abidah, Bintan Adelta, Sherly Flavia Ahmat Wahyu Mualifi Al DARMONO Al darmono darmono Al Darmono, Al Alfi Laila, Alfi Alma’un, Kurnia Andrian, Riki Dwi Anggara Teja Arya Kusuma Aniza, Khoirotul Aprilia Dwi Handayani, Aprilia Dwi Ardi Sanjaya Ariani, Alvida Arim Septiawan Asih Nanda Sari Azizah, Fadhilatul Nur Azizah, Laily Nur Damariswara, Rian Danang Wahyu Widodo Dwi Sela Erif Ahdhianto, Erif Erwin Putera Permana Eryn Tri Lastyanggun Fahruddin, Rafid Frans Aditia Wiguna Handayani, Rizky Hayu, Yuana Arshella Khoyrun Nisa Hervian, Rendy Putra Ida Dwi Wijayanti Imron, Ilmawati Fahmi Ita Kurnia Jatmiko Jatmiko Juli Sulaksono Kukuh Andri Aka Kurnia, Ita Kusuma, Natara Krisna Lourensa, Diva Melvina Maftuh, Ainul Maulana, Catur Juinudin Maulana, Eka Luthfi Meiningtias, Riska Melati, Laurenza Aprilya Milenia Almira Yusuf Muhamad Basori, Muhamad Mukmin, Bagus Amirul Mumun Nurmilawati Nara Setya Wiratama Nikmah Fitria Surya Nikmah Fitria Surya Ningrum, Niken Probo Setya NINGTIYAS, ELOK SULISTIYA None Nur Fadila Novanzah, Tria Novi Nitya Santi Novi Nitya Santi, Novi Nitya Nugrahadini, Amalia Dyah Putri Nurita Primasatya Primasari, Berliana Esti Prisella Ula Asfida Alma Putri Mulanisya Ayu Wardani Putri, Amelia Kusumaning Putri, Kharisma Eka Putri, Rania Ferinda Kusuma Rada Wijayana Rahma, Farikha Rian Damariswara Rio Agusti Prabowo Sakti Rizki Ahmad Luthfi Rizki Akhmad Luthfi Rosadi, Asyadam Abriel Saidah, Karimatus Saidah, Karimatus Sakti, Rio Agusti Prabowo Samijo, Samijo SARI, FADILA PUTRI INDAH Sasmoko, Heppi Selan, Detika Amelia Sevryan, Aura Sopyan Azhari Assi Diki Azhari Sulaksono, Prasetyo Dwi Cahyo Sutrisno Sahari, Sutrisno Wahid Ibnu Zaman Wahyu Cahyo Utomo Wiganata, Siken Agil Wiguna, Frans Aditya Zahara Violina Afya Zunaidah, Farida Nurlaila