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KNOWING ABOUT HUMAN AND COMPUTER INTERACTION Dewi Agushinta Rahayu; Dyah Pratiwi
Jurnal Psikologi Vol 13, No 1 (2008)
Publisher : Universitas Gunadarma

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

Abstract

Human computer interaction is a study learning about human computer interaction and its task. Its principle is how about human and computer interactively done the task effectively. HCI is a mix study form technique and art and its involving principles, clues and methods for making evaluation from interactive system. Key words: psychology, computer science, HCI, interface
Web-Based Human Resource System Quality Analysis Using ISO 25010:2011 Method Based on Usability Characteristics Grace Desi Geoloni; Dewi Agushinta R.
Sistemasi: Jurnal Sistem Informasi Vol 12, No 2 (2023): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v12i2.2791

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The application of information technology is a crucial aspect of Human Resources (HR) activities in an organization (company) to manage its employees, such as attendance data, personal data, and performance appraisals. This data can produce information to make a decision. To assist HR in carrying out their duties, an IT company implements a Human Resources Information System (HRIS), but it has never been tested. The purpose of this research is to test the Human Resource system that has been implemented using the ISO 25010:2011 method with usability characteristics. The research stage starts with analyzing the employees' problems with using the system. Tests are divided into 2 types, namely on employees who often use the system and employees who rarely use the system, and determining the research method. Afterward, determine the characteristics and sub-characteristics and their weight, make assessment indicators of the sub-characteristics, assess the usability characteristic testing, and at the end, total calculation of them. The results showed that the lowest ratings were still obtained for the employee learnability sub-characteristics, namely 77.2% and 65.3% for both types. Therefore, it is recommended that the company should make a detailed user guide and prepare training for all employees. So they will understand the system well.
APLIKASI SISTEM INFORMASI PERPUSTAKAAN SMPN 11 DEPOK DENGAN QR CODE Haniyah Haniyah; Irwan Bastian; Ahmad Hidayat; Dewi Agushinta R.
Jurnal Ilmiah Teknologi dan Rekayasa Vol 28, No 3 (2023)
Publisher : Universitas Gunadarma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35760/tr.2023.v28i3.4949

Abstract

Perpustakaan merupakan bagian dari sumber belajar yang harus dimiliki oleh setiap sekolah maupun perguruan tinggi. Hal ini karena peserta didik dapat dengan mudah mencari informasi atau ilmu pengetahuan melalui fasilitas perpustakaan. SMPN 11 Depok yang beralamatkan di Perumahan Sukatani Permai, kota Depok Jawa Barat memiliki perpustakaan yang kondisinya masih kurang efektif karena sistem pengelolaan data perpustakaan secara konvesional khususnya dalam transaksi peminjaman dan pengembalian buku. Dengan adanya perkembangan teknologi membuat manusia berfikir untuk dapat bekerja secara lebih efektif dan efisien, yaitu dengan membuat suatu perubahan sistem informasi perpustakaan dari konvensional menjadi sebuah sistem yang terkomputerisasi. Pengembangan website perpustakaan untuk SMPN 11 Depok dibuat dengan penambahan penerapan QR Code untuk membantu mempermudah proses login ke dalam sistem. Website ini dapat diakses melalui alamat website https://librarysmpn11depok.xyz. Website ini telah dibuat dengan menggunakan kelengkapan fitur yang ditentukan dan memeriksa kesesuaian terhadap antarmuka yang merepresentasikan fitur tersebut. Pengujian dilakukan dengan menggunakan metode User Acceptance Test (UAT) melalui kuisioner yang diisi oleh 70 siswa SMPN 11 Depok, dengan hasil 88.13% dari responden sangat setuju bahwa website perpustakaan SMPN 11 Depok mudah digunakan dan sudah memenuhi kebutuhan sehingga website telah layak untuk digunakan.
ANALISIS KESUKSESAN WAREHOUSE DIGITALIZATION (WADIG) MENGGUNAKAN MODEL DELONE DAN MCLEAN (STUDI KASUS : ASTRA MOTOR) Paujiah, Syifah; Agushinta R., Dewi; Nursanta, Edy
Jurnal Nasional Teknologi Komputer Vol 2 No 2 (2022): Volume 2 Nomor 2 April 2022
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (902.73 KB) | DOI: 10.61306/jnastek.v2i2.27

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The performance of Supply Chain Management and information strategies cannot be ignored for expanding the business. Sharing information in a technology-based supply chain or commonly called Digitalization Supply Chain (DSC) is very important. Astra Motor has developed a DSC application called WArehouse DIGitalization (WADIG) since 2016. The application has been implemented in most Honda Sales Operation (HSO) branches in March 2018. After an information system penetrates the implementation phase in the life cycle of information system development, a post-implementation review is required. The effectiveness of WADIG (how far the system can reach its goals) and the factors that influenced the successful implementation of the application were examined and analyzed. This research used the success model of The Updated DeLone &McLean information system. Before data processing using SmartPLS, validity, reliability, and linearity tests of each indicator include service quality, information quality, system quality, user satisfaction, and individual impact conducted. The statistical results showed that the WADIG application is successful in providing benefits for its users
Pembelajaran 3D Sistem Ekskresi Manusia Berbasis Virtual Reality dan Android Agushinta R., Dewi; Satria, Agung
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 5 No 4: Agustus 2018
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (63.186 KB) | DOI: 10.25126/jtiik.201854665

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Perkembangan dunia pendidikan saat ini sangat sejalan dengan perkembangan teknologi yang mendukung, khususnya perkembangan teknologi ponsel yang sangat cepat. Dalam perkembangan teknologi, salah satu perkembangan tersebut berbasis Virtual Reality. Virtual Reality adalah teknologi yang dibuat agar pengguna dapat berinteraksi dengan suatu lingkungan yang disimulasikan oleh komputer (computer-simulated environment). Virtual Reality dapat diimplementasikan dalam beberapa bidang, salah satunya yaitu dalam bidang pendidikan. Teknologi pembelajaran dengan teknologi Virtual Reality ini dapat menambah minat pengguna dalam mempelajari suatu informasi. Pada mata pelajaran ilmu pengetahuan alam atau sains, terdapat materi yang berisi tentang ginjal sebagai sistem ekskresi manusia. Untuk mempelajari materi sains misalnya, terutama tentang ginjal sebagai sistem ekskresi manusia, alat yang dipergunakan masih sangat terbatas. Namun, dengan adanya teknologi Virtual Reality dapat digunakan untuk melengkapi media pembelajaran dalam dunia pendidikan. Aplikasi ini berbasis Android dan model objek 3D organ ginjal dibuat menggunakan perangkat lunak Blender, dan Unity 3D untuk membuat Virtual Reality sekaligus juga dijadikan sebagai workspace dan menggunakan metode SDLC Waterfall. Berdasarkan hasil uji coba melalui soal dan data analisis kuesioner dari responden, aplikasi ini memberikan manfaat dan kemudahan para pelajar maupun orang awam untuk mempelajari ginjal manusia sebagai alat sistem ekskresi beserta pencegahan penyakitnya. AbstractThe development of the world of education today is in line with technological developments support, especially the fast development of mobile technology. In the technology development, one such development based on Virtual Reality. Virtual Reality is a technology created for users to interact with a computer-simulated environment. Virtual Reality can be implemented in several fields, one of which is in the field of education. Learning technology with Virtual Reality technology can increase user interest in learning an information. In the subject of natural science or science, there is a material that contains about the kidney as a system of human excretion. To study science materials for example, especially about the kidneys as a system of human excretion, the tools used are still very limited. However, with the Virtual Reality technology can be used to complement the learning media in the world of education. This Android-based application and 3D object model of kidney organ are created using Blender software, and Unity 3D to create Virtual Reality as well as being used as a workspace and using SDLC Waterfall method. Based on the results of the trial through questionnaire data and questionnaire of respondents, this application provides benefits and convenience of students and laymen to study human kidneys as a means of the excretory system along with the prevention of disease.
Analisis Pola Masa Studi Mahasiswa Fakultas Teknik Universitas Darma Persada Menggunakan Metode Clustering Hardianti, Ayu; Agushinta. R, Dewi
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 7 No 4: Agustus 2020
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2020741001

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Penelitian ini bertujuan menganalisis pola lama studi mahasiswa fakultas teknik universitas Darma Persada daridata akademik. Metode yang digunakan adalah clustering algoritma K-Means. Variabel yang dianalisis adalah jurusan, daerah asal, umur, jenis kelamin, Indeks Prestasi Komulatif (IPK), Satuan Kredit Semester (SKS), tahun masuk, lama studi. Analisis dilakukan menggunakan perangkat lunak WEKA. Penelitian dilakukan melalui pengumpulan data dari arsip atau  database biro Administrasi Akademik yaitu berupa data akademik mahasiswa fakultas teknik Universitas Darma Persada angkatan 2009 sampai 2014. Tahapan selanjutnya adalah preprocessing data yang dilakukan melalui analisis metode clustering menggunakan algoritma K-Means dengan terlebih dahulu menentukan jumlah cluster menggunakan metode Elbow dan interpretasi hasil. Berdasarkan hasil metode Elbow, jumlah cluster sebanyak 4 cluster. Berdasarkan hasil proses K-Means clustering, pembagian data pada masing-masing cluster adalah cluster 1 berjumlah 556 data (26%), cluster 2 berjumlah 414 data (19%), cluster 3 berjumlah 189 data (9%) dan cluster 4 berjumlah 1010 data (46%). Selanjutnya, yang memiliki lama studi lebih dari 4 tahun (lebih dari 8 semester) berada pada cluster 2, cluster 3, cluster 4 sedangkan mahasiswa yang memiliki masa studi 4 tahun (8 semester) berada pada cluster 1.AbstractThe duration of student study is one of the factors that influence the completing students' timeliness. Based on the policy of the National Accreditation Board of Higher Education (BAN-PT) in Regulation No. 4 of 2017 concerning the Policy for Preparing Accreditation Instruments, the duration of study is one of the benchmarks and evaluation elements in accreditation of study programs. From the Faculty of Engineering academic data, Darma Persada University, many students take more than four years of study. The duration of study is one of the problems of the study program manager in terms of academic performance. This study aims to analyze the old patterns of study by students of the Faculty of Engineering, Darma Persada University from academic data. K-Means algorithm clustering technique is used with the variables are majors, the area of origin, age, gender, Grade Point Average (GPA), Semester Credit Unit (SKS), year of entry and study duration. The Waikato Environment for Knowledge Analysis (WEKA) software is used as an analytic tool. The initial stage of research is through collecting data from archives or Academic sections, namely academic data from students of the Faculty of Engineering, Darma Persada University, 2009 to 2014. The next stage is preprocessing data through K-Means algorithm clustering analysis by first calculating many clusters using the Elbow method and result interpretation. From the Elbow method result, the number of clusters used is 4 (four) clusters. Based on the results of the K-Means clustering process, the data sharing in each cluster is cluster 1 (one) totaling 556 data (26%), cluster 2 (two) totaling 414 data (19%), cluster 3 (three) totaling 189 data (9%) and cluster 4 (four) totaling 1010 data (46%). Furthermore, those who have more than 4 years of study are in cluster 2, cluster 3, cluster 4 and students who have a 4-year study period are in cluster 1. 
Analisis Tingkat Kepuasan Pengguna Aplikasi Mytelkomsel Menggunakan Evaluasi Heuristik dan Metode Pieces (Studi Kasus : Mahasiswa Kampus Karawaci Universitas Gunadarma) Nugraha, Fajar; Rahayu, Dewi Agushinta; Bastian, Irwan
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 9 No 3: Juni 2022
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2022924403

Abstract

Perkembangan teknologi yang sangat pesat, menjadikan banyak terciptanya inovasi baru. Telkomsel adalah salah satu provider terbesar yang ada di indonesia. Telkomsel meluncurkan sebuah aplikasi pada 1 Juli 2015 kepada masyarakat dengan nama MyTelkomsel. Tujuan aplikasi ini untuk memberikan informasi tentang sisa pulsa, kuota internet yang aktif, masa aktif kartu Subscriber Identity Module (SIM), dan masih banyak lagi. Penelitian ini ditujukan untuk mengukurtingkat kepuasan pengguna aplikasi MyTelkomsel menggunakan evaluasi heuristik dan metode PIECES. Pengumpulan data dilakukan menggunakan Google Form sebagai media untuk mengumpulkan respon pengguna melalui pernyataan yang sudah disediakan. Pengelolaan data analisis menggunakan Data Analysis Tools  yang tersedia di https://www.ueq-online.org/. Hasil dari penelitian ini adalah 2 dari 6 skala UEQ berada pada sisi positif yaitu Daya Tarik dengan skor 0,022 dan Kejelasan dengan skor 0,045. 4 skala lainnya berada pada sisi negatif yaitu Efisiensi  skornya -0,025, Ketepatan -0,051, Stimulasi -0,056, Kebaruan -0,053. Berdasarkan skor tersebut aplikasi MyTelkomsel membutuhkan peningkatan terutama dalam hal efisiensi, ketepatan, stimulasi dan kebaruan. AbstractThe rapid development of technology, making many innovations. Telkomsel is one of the largest providers in Indonesia. Telkomsel launched MyTelkomsel app on July 1, 2015. This application provides information about the remaining credit balance, active internet quota, the active period of the Subscriber Identity Module (SIM) card, and many. This research is to measure the user satisfaction level of MyTelkomsel application using heuristic evaluation and the PIECES method. Data collection is collected from respondents using Google Form as a medium through the statements already provided. Analytics data are managed using the Data Analysis Tools available at https://www.ueq-online.org/. This research shows 2 of 6 UEQ scales are on the positive side namely Attractiveness with a score of 0.022 and Perspicuity with a score of 0.045.  The other 4 scales are on the negative side namely Efficiency with score -0.025, Dependability -0.051, Stimulation -0.056, Novelty -0.053. Based on these scores MyTelkomsel application requires improvement especially in terms of efficiency, dependability, stimulation, and novelty.
Pengukuran Kapabilitas Tata Kelola TI Sistem Informasi Tiras dan Transaksi Bahan Ajar Universitas Terbuka Menggunakan Cobit 5 Trihapningsari, Denisha; Agushinta R., Dewi; Banowosari, Lintang Yuniar
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 8 No 5: Oktober 2021
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2021854648

Abstract

Layanan bahan ajar Universitas Terbuka (UT) menerapkan Sistem Informasi Tiras dan Transaksi Bahan Ajar (SITTA) yang dalam prosesnya ditemui masalah terkait operasional dan optimalisasi Teknologi Informasi. Oleh sebab itu evaluasi perlu dilakukan untuk mengetahui sejauh mana sistem telah memenuhi kebutuhan organisasi tata kelola TI. Sebelumnya sistem belum pernah dievaluasi menggunakan mekanisme kontrol audit sistem informasi dengan framework COBIT 5. Penelitian ini bertujuan untuk mengukur tingkat kapabilitas tata kelola TI SITTA menggunakan framework COBIT 5. Fokus evaluasi pada sistem ini yaitu terkait manajemen layanan TI sehingga disepakati untuk mengevaluasi domain proses EDM01, EDM04, DSS01, DSS02, dan DSS03. Hasil penelitian diperoleh kapabilitas proses EDM01, EDM04, dan DSS01 saat ini berada di level performed process (level 1), proses DSS02 dan DSS03 berada di level managed process (level 2). Capaian tingkat kapabilitas yang diharapkan manajemen untuk proses yang dievaluasi tersebut yaitu level optimizing process (level 5). Hal inimenunjukkan bahwa organisasi belum sepenuhnya menerapkan beberapa best practices untuk tujuan proses yang dievaluasi, meski telah ada standar layanan tata kelola TI namun belum dapat diimplementasikan secara maksimal. Rekomendasi aktivitas kebijakan tata kelola layanan TI yang diperoleh dari penelitian ini diharapkan menjadi referensi prosedur monitoring dan pengukuran kemampuan TI di layanan bahan ajar UT yang lebih bersifat efektif dan implementatif. Penelitian ini menghasilkan pengukuran tingkat kapabilitas proses TI pada COBIT 5 domain terpilih, analisis kondisi organisasi untuk capaian tingkat kapabilitas proses, kriteria prioritas perbaikan, dan rekomendasi perbaikan untuk tiap proses agar dapat mencapai level kapabilitas optimizing process (level 5) di kemudian hari. AbstractThe Open University (UT) teaching material service implements the Information System for Learning Materials and Transactions (SITTA) which in the process encountered problems related to the operation and optimization of Information Technology. Therefore, it is necessary to evaluate to determine the extent to which the system has met the needs of the IT governance organization. The SITTA system had never been evaluated before using an information system audit control mechanism with the COBIT 5 framework. This study aims to measure the level of SITTA IT governance capabilities using the COBIT 5 framework. The focus of evaluation on the system is related to IT service management so it was agreed to evaluate the domain of the EDM01, EDM04, DSS01, DSS02, and DSS03 processes. The results showed that the capabilities of the EDM01, EDM04, and DSS01 processes are currently at the performed process level (level 1), while the DSS02 and DSS03 processes are at the managed process level (level 2). The achievement of the capability level is expected by management for the process being evaluated is the optimizing process level (level 5). It can be shown that the organization has not fully implemented some best practices for the process being evaluated, even there are already IT governance service standards but it has not been implemented optimally. The recommendations for IT service governance policy activities obtained from this study are expected to become a reference for monitoring procedures and measuring IT capabilities in UT teaching material services that are more effective and implemented. This research produces measurement of IT process capability level in selected COBIT 5 domains, analysis of organizational conditions to achieve process capability level, improvement priority criteria, and recommendations for improvement for each process to achieve optimizing process capability level (level 5) in the near future.
PROGRAM KLASIFIKASI MANAJEMEN LABA PADA BANK SYARIAH MENGGUNAKAN LOGIKA FUZZY BERBASIS MATLAB Putri, Rizka Yulianti; Agushinta R, Dewi; Octavia, Martina; Ediraras, Dharma Tintri
Computatio : Journal of Computer Science and Information Systems Vol. 3 No. 2 (2019): COMPUTATIO : JOURNAL OF COMPUTER SCIENCE AND INFORMATION SYSTEMS
Publisher : Faculty of Information Technology, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/computatio.v3i2.6029

Abstract

Earnings management behavior is management's intervention in the financial accounting process to produce financial reports to external parties in order to achieve a certain profit level, which aims to benefit himself or the entity. A Fuzzy method is a system built with definitions, ways of working, and clear descriptions based on Fuzzy logic theory and has several processes such as Fuzzy rules, inference, fuzzification, defuzzification. A Fuzzy method can handle the obscurity, uncertainty of the variables used and can map an input space into the output space using Fuzzy rules. Earnings management is defined as the efforts of company managers to intervene or influence the information in financial statements to trick stakeholders who want to know the performance and condition of the company. A program to classify several Sharia banks in Indonesia and Malaysia is made to find out and compare whether the Sharia banks do earnings management. The input used is the calculation result of the average Islamic bank earnings management that has been normalized, while the output is the classification of bank earningsmanagement. Fuzzy Inference uses the Mamdani method. The forming process of this Fuzzy model requires MATLAB R2017a software Perilaku manajemen laba atau earning management adalah campur tangan manajemen dalam proses akuntansi keuangan untuk menghasilkan laporan keuangan kepada pihak eksternal guna mencapai tingkat laba tertentu, yang bertujuan untuk menguntungkan dirinya sendiri atau entitas. Metode Fuzzy adalah suatu sistem yang dibangun dengan definisi, cara kerja, dan deskripsi yang jelas berdasarkan teori logika Fuzzy dan memiliki beberapa proses seperti aturan Fuzzy, inferensi, fuzzifikasi, deffuzifikasi. Studi ini bertujuan untuk mengklasifikasikan bentuk praktek manajemen laba pada bank Syariah di Indonesia dan Malaysia (ASEAN) dibuat untuk mengetahui dan membandingkan polla praktek manajemen laba. Input yang digunakan dalam penelitian ini adalah hasil perhitungan rata-rata manajemen laba bank Syariah yang telah dinormalisasi, sedangkan output pada penelitian ini adalah klasifikasi manajemen laba bank tersebut. Inferensi Fuzzy yang digunakan adalah metode Mamdani. Proses pembentukan model Fuzzy dibuat dengan software MATLAB R2017a. 
Analysis of QRIS's Role in Encouraging Indonesia's Financial Inclusion and Digital Economic Growth Using Qualitative Methods with a Phenomenological Approach Barchia, Azerwin; Bastian, Irwan; Dewi Agushinta R.
Dinasti International Journal of Education Management And Social Science Vol. 7 No. 2 (2025): Dinasti International Journal of Education Management And Social Science (Decem
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/dijemss.v7i2.5657

Abstract

Quick Response Code Indonesian Standard (QRIS) is one of the innovations in digital payment systems that are increasingly used by MSMEs in Indonesia. This study aims to understand the role of QRIS in increasing sales and profitability of MSMEs, specifically a coffee shop in East Jakarta. This research employs a qualitative method with a phenomenological approach to explore the experiences of coffee shop owners and customers in using QRIS. It was conducted through several stages, including problem identification, data source selection, data collection (interviews, participatory observation, and documentation), data analysis, data validation, and presentation of findings. The respondents in this study consist of three coffee shop owners and fourteen customers who use QRIS. The findings show that QRIS helps coffee shop owners record transactions digitally, reduces the risk of losing cash, and enhances customer convenience. Some challenges were identified, such as network disruptions and infrastructure limitations. QRIS plays an important role in promoting financial inclusion by facilitating MSMEs' access to formal financial services, such as loans and other facilities. The success of QRIS in driving the largely digital economy depends on government support, clear regulations, and adequate infrastructure.
Co-Authors -, Hustinawaty Achmad Benny Mutiara Adam Huda Nugraha Aditia Arga Pratama Ahmad Hidayat Akbar, Rizky Alif Ahmad Syamsudduha Andi Shahreza Harahap Anggari, Elevanita Anindito Yoga Pratama Anindito Yoga Pratama Anindito Yoga Pratama Anindito Yoga Pratama Antonius Angga Kurniawan Ardhani Reswari Yudistari Armita Widyasuri Barchia, Azerwin Besty Ghina Cyntya Widyarsih Delvita Dita Putri Anggrayni Diana Tri Susetianigtias Dini Sundani Dyah Pratiwi Emirul Bahar Ety Sutanty Fajar Nugraha Ferina Ferdianti Gagah Lanang Ramadhan Grace Desi Geoloni Hafiz Ma'ruf Hanifah Aprilia Nur’aini Haniyah Haniyah Hardianti, Ayu Harya Iswara A.W. Henny Medyawati Henny Medyawati Henri Muel Herry Sussanto Hustinawaty Hustinawaty, Hustinawaty Ihsan Jatnika Ika Setiowati Suprihatin Indira Mahayani Irwan Bastian Jhordy Wong Johanna Sindya Widjaya Jonathan Hindharta Khoirul Islam Lia Ambarwati Lintang Yuniar Banowosari Lintang Yuniar Banowosari M. Abdul Mukhyi Mariono Reksoprodjo Martina Octavia Mega Maralisa Putri Metty Mustikasari Muhammad Edy Supriyadi Murniyati Murniyati Neneng Winarsih Nursanta, Edy Octavia, Martina Paujiah, Syifah Putri, Rizka Yulianti Regy Dwi Septian Remi Senjaya Remi Senjaya riamande jelita tambunan Rifki Kosasih Rindani, Fiena Rizka Yulianti Putri Rodiah Rodiah Rr. Dharma Tintri Edi Raras Rustam M. Ali Sandi Agung Sarifuddin Madenda Satria, Agung Sigit Widiarto Soeltan Zaki Sova, Erma Sri Rahayu Puspita Sari sugrio dwi darmawan Suryadi H. S. Suryadi Harmanto Trihapningsari, Denisha Vega Valentine Yahya Novi Andi Cuhwanto Yoga Yuniadi Yogi Oktopianto Yurista Vipriyanti Yusuf Triyuswoyo Yuti Dewita Arimbi