p-Index From 2021 - 2026
12.993
P-Index
This Author published in this journals
All Journal Jurnal Media Infotama InfoTekJar : Jurnal Nasional Informatika dan Teknologi Jaringan Jurnal Informatika Upgris Jurnal DIDIKA: Wahana Ilmiah Pendidikan Dasar JURNAL PETIK JURNAL PENDIDIKAN TAMBUSAI Jurnal Nasional Komputasi dan Teknologi Informasi Informatik : Jurnal Ilmu Komputer Jurnal Manajemen Informatika CSRID (Computer Science Research and Its Development Journal) Antivirus : Jurnal Ilmiah Teknik Informatika Jurnal Pendidikan dan Konseling Jurnal Manajemen Informatika dan Sistem Informasi Pena Kreatif : Jurnal Pendidikan JSR : Jaringan Sistem Informasi Robotik JATI (Jurnal Mahasiswa Teknik Informatika) Joined Journal (Journal of Informatics Education Media Jurnal Informatika Journal Peqguruang: Conference Series Education Achievement: Journal of Science and Research Juwara : Jurnal Wawasan dan Aksara J-Intech (Journal of Information and Technology) Buletin Sistem Informasi dan Teknologi Islam Journal Of Human And Education (JAHE) Jurnal Educative: Journal of Educational Studies Knowbase : International Journal of Knowledge in Database Jurnal Dedikasia : Jurnal Pengabdian Masyarakat ANTHOR: Education and Learning Journal Jurnal Mahasiswa Ilmu Komputer KOLONI Indonesian Research Journal on Education Innovative: Journal Of Social Science Research Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Intellect : Indonesian Journal of Learning and Technological Innovation Journal of Educational Management and Strategy Jurnal Solusi Masyarakat (JSM) ANTHOR: Education and Learning Journal
Claim Missing Document
Check
Articles

Perancangan Media Evaluasi Pembelajaran Berbasis Game Menggunakan Quizwhizzer : Media Evaluasi Andika Permana, Surya; Musril, Hari Antoni; Derta, Sarwo; Okra, Riri
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 3 No. 2 (2024): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v3i02.358

Abstract

The purpose of this article is to discuss the design of game-based educational evaluation media shown for class VIII SMP N 1 Bukittinggi. The problem faced by Informatics teachers at SMP N 1 Bukittinggi is that the media used in evaluations still use conventional media, namely paper for practice. On the other hand, students feel bored and feel bored, making it difficult for students to do the evaluation given by the teacher and the lack of interest in learning from students so that it affects learning outcomes. This research uses the Research and Development (R&D) method of the GDLC (Game Development Life Cycle) version which is organized into six stages, namely the stages of initiation, pre-production, production, testing, beta and release. The results of this study are proven that the results of the validity test conducted obtained a score of 0.74 and were declared valid, the results of the practicality test obtained a score of 0.91 with a very high category, and the results of the effectiveness test obtained a final score of 0.90 with a high effectiveness category. The impact of this research is that the learning process of students is more focused in the learning atmosphere so that students' understanding of the material increases. Abstrak Tujuan artikel ini adalah untuk membahasa perancangan media evaluasi pendidikan berbasis game yang ditunjukkan untuk kelas VIII SMP N 1 Bukittinggi. Persoalan yang dihadapi guru Informatika di SMP N 1 Bukittinggi bahwa media yang digunakan dalam evaluasi masih menggunakan media konvensional yaitu kertas untuk latihan. Disisi lain peserta didik merasa jenuh dan merasa bosan, sehingga menyulitkan siswa dalam melakukan evaluasi yang diberikan oleh guru dan kurangnya minat belajar peserta didik sehingga berpengaruh kepada hasil belajar. Penelitian ini menggunakan metode Research and Development (R&D) versi GDLC (Game Development Life Cycle) yang disusun dalam enam tahapan, yaitu tahapan initiation, pre-production, production, testing, beta dan release. Hasil penelitian ini dibuktikan bahwah hasil uji validitas yang dilakukan mendapatkan skor 0,74 dan dinyatakan valid, hasil dari uji praktikalitas mendapatkan nilai 0,91 dengan kategori sangat tinggi, dan hasil dari uji efektivitas didapatkan nilai akhir 0,90 dengan kategori efektivitas tinggi. Dampak penelitian ini, proses pembalajaran siswa semakin fokus dalam suasana belajar sehingga pemahaman siswa terhadap materi semakin meningkat.
Perancangan Media Pembelajaran Game Based Learning Menggunakan Scracth Pada Mata Pelajaran Informatika di MTsN 8 Agam Ahmad, Engla Sedugo Putri; Derta, Sarwo; Musril, Hari Antoni; Okra, Riri
Jurnal Pendidikan Tambusai Vol. 9 No. 1 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v9i1.25819

Abstract

Berbagai teknik dan inovasi yang dilakukan untuk meningkatkan kualitas pendidikan agar diharapkan proses pembelajaran dapat berjalan dengan efektif,efisien, menyenangkan dan tidak monoton serta lebih terstruktur.Pembelajaran akan berjalan lebih efektif dan efisien apabila di dukung dengan adanya media pembelajaran yang tepat. Penggunaan Power Point sebenarnya sudah bagus akan tetapi hanya berfokus pada tulisan sehingga tampilan menjadi kurang menarik dan siswa merasa cepat bosan. Guru yang mengajar tidak mengalami kesulitan saat menggunakan media, tetapi guru tidak tahu apakah siswa sulit untuk memahami pembelajaran. Penelitian ini bertujuan untuk merancang media pembelajaran yang valid, praktis dan efektif, sehingga siswa bisa lebih fokus dan senang dalam menerima pembelajaran. Jenis penelitian yang digunakan adalah penelitian dan pengembangan atau Research and Development (R&D). Metode pengembangan multimedia ini terdiri dari enam tahap yaitu : concept (konsep), design (pendesainan), material collecting (pengumpulan materi), assembly (pembuatan), testing (pengujian), dan distribution (pendistribusian). Penelitian ini berhasil menghasilkan sebuah produk Media Pembelajaran Biologi untuk kelas XI menggunakan platform Heyzine di SMAN 3 Sawahlunto. Produk ini terbukti memberikan kemudahan dalam proses belajar mengajar. Hasil uji validitas produk dengan dua orang ahli komputer dan satu orang ahli di bidang kebahasaan di peroleh nilai dikategorikan valid, hasil uji praktikalitas dengan 1 orang guru di MTs N 8 Agam diperoleh nilai 1 dikategorikan dengan Tingkat kepraktisan sangat tinggi, dan hasil uji efektivitas dengan dua puluh siswa dan siswi kelas VII diperoleh nilai 0,86 dikategorikan dengan ekfektif.
Desain Media Evaluasi Pembelajaran TIK Menggunakan Aplikasi Hot Potatoes Di MTsN 6 Solok Mai Randa, Viska; Antoni Musril, Hari; Okra, Riri; Derta, Sarwo
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 1 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i1.846

Abstract

This article is based on the learning evaluation process which is still done manually which takes time to correct students' answers, the obstacles that often occur are due to the limited number of printed books used to see the questions where students have to share printed books with their deskmates. Therefore, students become unfocused when working on the questions given by the teacher. So that the learning evaluation process becomes less effective with the methods used by the teacher. Therefore, valid, practical and effective learning evaluation media are needed to help teachers and students in the learning evaluation process at MTsN 6 Solok. Research and Development (R&D) research method. Media development with PEE consists of planning, production, evaluation. Evaluation of the validity, practicality, and effectiveness of the product is carried out using a questionnaire to assess the media that has been developed. This assessment involves media experts, teachers, and students. The test results showed that the validity test involving 4 experts produced a score of 0.82 with a valid category. The practicality test involving 11 respondents produced a score of 0.94 with a very high category. Meanwhile, the effectiveness test conducted by 1 teacher and 34 students obtained a score of 0.89 with a high effectiveness category. Abstrak Artikel ini didasarkan pada proses evaluasi pembelajaran masih dengan cara manual yang membutuhkan waktu untuk mengoreksi jawaban peserta didik, kendala yang sering terjadi karena terbatasnya buku cetak yang digunakan untuk melihat soal dimana peserta didik harus berbagi buku cetak dengan teman sebangku. oleh karena itu peserta didik menjadi tidak fokus saat mengerjakan soal yang diberikan guru. Sehingga proses evaluasi pembelajaran menjadi kurang efektif dengan metode yang digunakan guru. Oleh karena itu diperlukan media evaluasi pembelajaran yang valid, praktis dan efektif agar dapat membantu guru dan peserta didik dalam proses evaluasi pembelajaran di MTsN 6 Solok. Metode penelitian Research and Development (R&D). Pengembangan media dengan PEE terdiri dari planning atau perencanaan, production atau memproduksi, evaluation atau evaluasi. Evaluasi terhadap validitas, kepraktisan, dan keefektifan produk dilakukan dengan menggunakan angket untuk menilai media yang telah dikembangkan. Penilaian ini melibatkan ahli media, guru, dan peserta didik. Hasil pengujian menunjukkan bahwa uji validitas yang melibatkan 4 ahli menghasilkan skor 0,82 dengan kategori valid. Uji kepraktisan yang melibatkan 11 responden menghasilkan skor 0,94 dengan kategori sangat tinggi. Sementara itu, uji efektivitas yang dilakukan oleh 1 guru dan 34 peserta didik memperoleh skor 0,89 dengan kategori efektivitas tinggi.
Perancangan Media Pembelajaran Informatika Menggunakan Powtoon Di SMPN 2 Bukittinggi Pasaribu, Rizky Handayani; Musril, Hari Antoni; Okra, Riri; Derta, Sarwo; Amanda, Ryan
J-INTECH (Journal of Information and Technology) Vol 11 No 2 (2023): J-Intech : Journal of Information and Technology
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/j-intech.v11i2.956

Abstract

Informatics learning in class VII at SMPN 2 Bukittinggi experiences problems, namely students feel bored and waste time because they write too much material. so learning media such as learning videos are needed. This video was developed using powtoon. The research method used is Research and development (R&D) with the Planning, Production, Evaluation (PPE) development model. The results of this research produced a product in the form of a learning video created using Powtoon and accessed via the Linktree platform. The product test results show that the validity test involving 5 experts produced a score of 0.80 in the "valid" category. The practicality test involving 3 respondents produced a score of 0.94 in the "very high" category. The effectiveness test involving 1 teacher and 28 students produced a score of 0.86 in the "high effectiveness" category. This shows that learning video products created using Powtoon and distributed via Linktree are considered to have high validity, practicality and effectiveness in the learning process.
PERANCANGAN SISTEM INFORMASI EKSTRAKURIKULER BERBASIS WEBSITE DI MTSN 2 PAYAKUMBUH Alif Maulidhani; Derta, Sarwo; Efryanti, Liza; Antoni Musril, Hari
Jurnal Mahasiswa Ilmu Komputer Vol. 6 No. 1 (2025): Jurnal Mahasiswa Ilmu Komputer March 2025
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ilmukomputer.v6i1.8344

Abstract

Pendidikan merupakan fondasi utama dalam pembentukan karakter dan peningkatan kapasitas intelektual generasi muda serta memiliki peran spiritual dalam Islam. Namun di MTsN 2 Payakumbuh, pengelolaan kegiatan ekstrakurikuler masih dilakukan secara manual, menyebabkan ketidakefisienan dalam pemeliharaan, pencatatan prestasi, dan pelaporan kegiatan. Penelitian ini bertujuan untuk mengembangkan sistem informasi berbasis web guna meningkatkan efisiensi manajemen ekstrakurikuler di sekolah tersebut. Metode penelitian yang digunakan adalah SDLC Agile Software Development, yang memungkinkan pengembangan sistem secara iteratif dan fleksibel sesuai dengan kebutuhan pengguna. Hasil penelitian menunjukkan bahwa sistem informasi yang dikembangkan mampu memenuhi kebutuhan siswa, guru pembina, dan staf administrasi, serta memberikan kemudahan dalam pendaftaran online, manajemen jadwal, dan pelaporan kegiatan. Implementasi sistem ini meningkatkan efisiensi administrasi, transparansi informasi, serta partisipasi siswa dalam kegiatan ekstrakurikuler. Penelitian ini berkontribusi dalam penerapan teknologi informasi untuk meningkatkan kualitas pengelolaan ekstrakurikuler di sekolah, meskipun masih terbatas pada kegiatan di luar kurikulum formal di MTsN 2 Payakumbuh.
Pemanfaatan Aplikasi AI dalam meningkatkan Kompetensi Guru KKG PAI Kecamatan Baso Yuspita, Yulifda Elin; Okra, Riri; Musril, Hari Antoni; Derta, Sarwo; Jasmienti, Jasmienti; Alamsyah, Yudi; Tanjung, Rahmatin Nihmah; Putra, Muhammad Ade
Jurnal Dedikasia : Jurnal Pengabdian Masyarakat Vol. 3 No. 2 (2023): Desember 2023
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/dedikasia.v3i2.8085

Abstract

The professional competence of a teacher has a crucial role in transferring knowledge to students. Learning media becomes the teacher's main tool in the knowledge transfer process, with impacts that include improving cognitive, psychomotor and effective aspects of students' learning outcomes. To achieve this goal, teacher creativity and innovation in delivering material, both through direct delivery and the use of learning media, are key. One of the innovations that can be developed is the creation of learning media that can foster students' interest in learning independently or with the help of teachers.Learning media, as an intermediary in learning, can be visual or non-visual, such as video, text, and audio known as multimedia. Although technology has developed, not all teachers are able to utilize multimedia in learning. Effective learning design for subjects in elementary school should be able to attract and motivate students in accordance with the learning objectives.
Perancangan SIAKAD Berbasis Web Menggunakan Framework Laravel 10 (Studi Kasus: Jurusan TKJ SMK N 1 Bukittinggi) M.T, Edryan Sulthan; Okra , Riri Okra; Musril, Hari Antoni; Derta, Sarwo
KOLONI Vol. 4 No. 2 (2025): JUNI 2025
Publisher : Universitas Pahlawan Tuanku Tambusai

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

Abstract

This research aims to improve the efficiency of data management and academic processes at SMK Negeri 1 Bukittinggi through the implementation of a web-based Academic Information System (SIAKAD). The current academic administrative management is inefficient due to the use of manual systems and outdated data backup methods. Academic processes, especially in communicating students’ grades, are cumbersome and time-consuming. The implementation of SIAKAD is expected to provide accurate, fast, and timely information, as well as enhance the quality of services and the efficiency of academic data management. This study employs the Research and Development (R&D) method to develop and test the feasibility of the product. The system development model used is the System Development Life Cycle (SDLC) with the waterfall model, which emphasizes sequential and analytical stages, flowing from top to bottom like a waterfall. Product testing results show a high level of validity (average score of 0.95) from validation by two experts and excellent practicality (average score of 0.98) based on assessments by two practitioners. The effectiveness test also shows a high level of success (average score of 0.91) based on the kappa formula analysis involving 15 respondents. The web-based academic information system developed using Laravel 10 framework demonstrates excellent performance in speed, responsiveness, and stability. The design of this system successfully resulted in the website http://siakadsmk.uinftik.my.id. The testing results of SIAKAD at the TKJ department of SMK Negeri 1 Bukittinggi indicate an average validity score of 0.95, practicality of 0.98, and effectiveness of 0.91. This application proves to be effective and efficient in managing academic data, facilitating interactions among teachers, students, and administrators, and improving the quality of academic information services at SMK Negeri 1 Bukittinggi.
Perancangan Media Pembelajaran Augmented Reality (AR) Pada Mata Pelajaran Kimia Menggunakan Unity di SMA Negeri 1 Bukittinggi Irma, Widia; Okra, Riri; Musril, Hari Antoni; Derta, Sarwo
Jurnal Manajemen Informatika JAMIKA Vol 14 No 1 (2024): Jurnal Manajemen Informatika (JAMIKA)
Publisher : Program Studi Manajemen Informatika, Fakultas Teknik dan Ilmu Komputer, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/jamika.v14i1.12076

Abstract

SMA Negeri 1 Bukittinggi is one of the educational institutions in Indonesia. At SMA Negeri 1 Bukittinggi there is an issue that learning activities are carried out using textbooks and PowerPoint slides as the main teaching tools. It was concluded from the results of interviews between researchers and several teachers at SMA Negeri 1 Bukittingi that the average learning media still uses conventional media. This is less effective in its application, especially in chemistry lessons which require special media that are more realistic, such as pictures of molecules and are easily visible inside and outside the classroom. Regarding this problem, research was carried out with the aim of designing Augmented Reality (AR) based chemistry learning media at SMA Negeri 1 Bukittinggi. Researchers use the Unity application as a media design tool. The aim of this research is to design Augmented Reality learning media using Unity at SMA N 1 Bukittinggi that is valid, practical and effective. Researchers use the Hannafin and Peck model as one of the development models for the SDLC method in this research. In the final stage, researchers used validity, practicality and effectiveness tests to draw conclusions about this research. The results of the effectiveness test from 34 students of class 4 validators got an average score of 0.85 (valid). This value test proves that the learning media that has been designed is useful and can be used in learning.
Perancangan Media Belajar Mandiri Berbasis Canva Pada Mata Pelajaran Pendidikan Agama Islam Untuk Siswa Sma N 1 Matur Nasution, Ahmad Zulkarnain; Musril, Hari Antoni; Derta, Sarwo; Rahmat, Tasnim
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 1 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i1.1400

Abstract

This research was motivated by the use of learning media that has not yet supported the learning process of Islamic Religious Education at SMA N 1 Matur. Based on interviews conducted by the author with teachers and students, it was found that the learning media used in Islamic Religious Education consisted of printed books, blackboards, and the teaching method was mostly lecture-based. The use of computer technology in education not only facilitates the learning process but also opens up new opportunities for innovation and more interactive self-directed learning. By using digital platforms such as Canva in the development of learning media, teachers can present materials in a more engaging and easily understood manner for students. Based on the results of observations and interviews with Islamic Religious Education (PAI) teachers at SMA N 1 Matur, it was found that the use of digital learning media is still limited and predominantly relies on lecture methods and textbooks. This condition causes students to be less active in the learning process and less motivated to study independently. This study uses the Research and Development (R&D) model with the Hannafin and Peck approach, which consists of three stages: needs analysis, design, and implementation. The developed product was tested for its validity, practicality, and effectiveness. The validity test results showed that the developed media fell into the "very valid" category with a score of 0,948. The practicality test obtained a high score of 0.97, and the effectiveness test also showed a high result with a score of 0.73. Therefore, the Canva-based self-learning media in the Islamic Religious Education subject is declared valid, practical, and effective for use in the learning process of students at SMA N 1 Matur, and it can encourage students to learn actively and independently. Abstrak Penelitian ini berangkat dari permasalahan penggunaan media pembelajaran yang belum optimal dalam mendukung proses belajar Pendidikan Agama Islam di SMA N 1 Matur. Berdasarkan hasil wawancara dengan guru dan siswa, diketahui bahwa media yang digunakan masih terbatas pada buku cetak, papan tulis, serta metode ceramah sebagai pendekatan utama. Padahal, pemanfaatan teknologi komputer dalam dunia pendidikan tidak hanya mempermudah jalannya pembelajaran, tetapi juga memberikan peluang besar untuk menghadirkan inovasi dan menciptakan pembelajaran mandiri yang lebih interaktif. Melalui pemanfaatan platform digital seperti Canva, guru berkesempatan menyajikan materi secara lebih menarik dan mudah dipahami oleh peserta didik. Hasil observasi dan wawancara peneliti dengan guru PAI menunjukkan bahwa penggunaan media digital masih minim dan dominan menggunakan metode ceramah serta buku paket, sehingga membuat siswa kurang aktif serta tidak terlalu termotivasi untuk belajar mandiri. Penelitian ini menggunakan metode Research and Development (R&D) dengan pendekatan Hannafin dan Peck yang mencakup tiga tahapan, yaitu analisis kebutuhan, desain, dan implementasi. Produk media yang dikembangkan kemudian diuji melalui uji validitas, praktikalitas, dan efektivitas. Hasil uji validitas menunjukkan bahwa media yang dihasilkan termasuk kategori sangat valid dengan skor 0,948. Pada uji praktikalitas diperoleh nilai tinggi sebesar 0,97, sedangkan uji efektivitas memberikan hasil tinggi dengan skor 0,73. "Dengan demikian, media pembelajaran mandiri berbasis Canva pada mata pelajaran Pendidikan Agama Islam ini dinyatakan valid, praktis, serta efektif untuk digunakan dalam proses belajar siswa SMA N 1 Matur, sekaligus mampu mendorong mereka agar lebih aktif dan mandiri dalam belajar. Penelitian ini berkontribusi dalam memperkaya literatur mengenai pengembangan media pembelajaran digital pada mata pelajaran Pendidikan Agama Islam, memberikan alternatif solusi praktis bagi guru dalam menciptakan pembelajaran interaktif, serta dapat dijadikan acuan bagi penelitian selanjutnya dalam pengembangan media pembelajaran inovatif.
Desain Media Pembelajaran Interaktif Mata Pelajaran IPA untuk Anak Tunagrahita Ringan Kelas VIII di SLB Amanah Bunda Sitapung Nagari Balai Gurah Kecamatan Ampek Angkek Agam Elbazs, Qadisa Awdidia; Derta, Sarwo; Efriyanti , Liza; Khairuddin, Khairuddin
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (603.255 KB) | DOI: 10.31004/irje.v3i1.37

Abstract

Special schools (SLB) are special schools for children who have difficulty participating in learning either due to physical, emotional or mental disorders. At the Amanah Bunda Sitapung Special School (SLB) the problems found by researchers were that the learning media used were less varied which caused boredom while studying, because students were bored and the focus of students was also reduced, and there was no animated video-based learning media. From these problems, interactive learning media were designed for science subjects regarding growth and development in humans, especially the physical characteristics of boys and girls at puberty for Tugrahita children with the Tellagami application. The results of the design of interactive learning media in the form of videos. The manufacturing process starts from thecollection of materials, assembly, distribution, distribution, and finally product testing. The method used is the 4-D version of RnD development method which consists of: define, design, develop, desseminate with the Luther-Sutopo Multimedia development model. The results of Interactive learning media research on science subjects get an average validity test value of 0.80 with very valid criteria, practicalitytest an average value of 0.89 with very high criteria, and an effectiveness test an average value of 0.80 with criteria very effective. Based on the results of product testing, the science learning media for mentally retarded children using the Tellagami application is valid, practical, effective and can facilitate students in the learning process.
Co-Authors Abda Abda Adam, Edwar Adrian Putra Ahmad, Engla Sedugo Putri Alamsyah, Yudi Alif Maulidhani Amanda, Ryan Amir Salim Khairul Rijal ‎ Andika Permana, Surya Anita, Rezza Shafitri Annas, Firdaus Arianda, M. Teguh Ashary, Mirfa Reza Aulia Rahim, Dini Avrilia, Layla Ayuri, Arthi Candra Surya Chaliq Alwafi, Muhammad Cindiana Putri, Windy Dachi, Djulfikri Darsal Darmawati, Gusnita Darmawati, Gusnita Darul Ilmi Defrian, Fauzi Risna Dwi Putra, Roynerfa Efriyanti , Liza Efriyanti, Liza Efryanti, Liza Elbazs, Qadisa Awdidia Fajriah, Fenni Fakhira, Indah Naurah Fakhri, Muhammad Aulia Ferdian, Muhammad Arif Firdaus Annas Haddad, Najib Al Haikal, M. Hardiana Putri, Tiara Hargiani, Fransisca Xaveria Hari Antoni Musril Harni Haryati, Lina Hasanah Fitri Hasannah, Nonny Nuriswatun Hasibuan, Indra Efendi Saputra Husna, Rabbiatul Fadhilah Ilham Rosia Indra, Novia Insani, Chindy Rahmatul Irma, Widia Irsan, M Islami, Hafizah Jannah, Nur Syabillahtul Jasmienti Jasmienti, Jasmienti Khairuddin Khairuddin - Khairuddin Khairuddin Khairuddin Khairuddin Khairunnisa Khairunnisa Kubro, Khodijatul Liza Efriyanti Liza Efriyanti M. Dede Nanda Pratama M. Irfan M.T, Edryan Sulthan Maharani, Rathih Yulia Mai Randa, Viska Marsela, Mutiara Irce Muhammad Luthfi Muhiddinur Kamal Nandes, Fer Nasution, Ahmad Zulkarnain Nawani Harahap, Siska Niska, Reza Novel, Ismail Novianti , Elvina Nurleni Okra , Riri Okra Pasaribu, Rizky Handayani Pratama, Ridho Putra, Muhammad Ade Putri Adinda, Elza Putri, Nadiatul Putri, Yulia Elsa Qadisa awdidia Elbazs Qalbi, Rizky Wahyuni Qomaliah Harahap, Indah Raffiedi, Rahmattia Rafika Sani Rahayu, Eka Sri Rahma Sari, Artika Rahmah, Zakia Rahmi, Hayattul Ramli, Nelson Rahmad Ratna Anggraini Razi Alfarisy, Muhammad Resnawita Resnawita Resnawita Retna Fitri Rezi, Muhamad Rezza Shafitri Anita Rifal, Abdul Riri Okra Rosani, Junita Saidhi, Ridwan Salsabila, Ayunda Salsabila, Hanifa Sari, Lia Kartika Sari, Salsabila Sasti, Tiara ‎ Siregar, Annisa Fitri Siregar, Riski Ana Putri Suha Maisaroh Suhaila, Mia Amanda Supriadi Supriadi Supriadi Supriadi Supriadi Tanjung, Imam Dwi Jaya Tanjung, Rahmatin Nihmah Tasnim Rahmat, Tasnim Termulo Mitrasyah, Aprian Tri Agusti Farma Umul Aiman Vernanda, Lousia Wati , Irma Wibowo, Alfaruq Ersat Yuditihwa, Adesia Yulia Elsa Putri Yulifda Elin Yuspita Yurmanalis Yurmanalis Zakir, Supratman Zulhidayati Zulhidayati Zulmahendra