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PENGEMBANGAN MODUL AJAR BERBASIS MODEL SCRUM SEBAGAI INOVASI UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA PADA MATA PELAJARAN SKI Muhammad Maulana Husin; Jasiah Jasiah
JOURNAL SAINS STUDENT RESEARCH Vol. 3 No. 1 (2025): Jurnal Sains Student Research (JSSR)
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jssr.v3i1.3577

Abstract

This study aims to develop a Scrum-based teaching module as an innovation to improve students' learning motivation in the subject of Islamic Cultural History (SKI). The research method used is Research and Development with the ADDIE model approach, which includes needs analysis, design, development, implementation, and evaluation. The results of the study indicate that the implementation of Scrum-based teaching modules can significantly increase student involvement and motivation in the learning process. The collaborative and interactive approach in the teaching module makes students more connected to the material being studied, thus having a positive impact on their understanding and learning outcomes. Thus, the development of this teaching module is expected to be an effective solution to overcome existing learning challenges and stimulate students' interest in learning SKI.
Pengaruh Model Pembelajaran Experiential Learning Terhadap Keterampilan Berpikir Kritis Siswa Pada Mata Pelajaran Sejarah Kebudayaan Islam Ridho Akbar; Jasiah Jasiah
JOURNAL SAINS STUDENT RESEARCH Vol. 3 No. 1 (2025): Jurnal Sains Student Research (JSSR)
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jssr.v3i1.3578

Abstract

Critical thinking can be defined as the process and ability used to understand concepts, apply, synthesize and evaluate information obtained or information produced. Not all information obtained can be used as knowledge that is believed to be true to guide action, and not always the information produced is correct information. Critical thinking is a higher order thinking skill and has been known to play a role in moral development, social development, mental development and cognitive development. The author's aim is to find out whether there is an increase in students' critical thinking skills who are taught using the problem-based learning model (experiential learning). In the context of Islamic education, the learning media used must be in accordance with Islamic values ​​and can provide real experiences to students. This author aims to describe the application of an experience-based learning model (experiential learning), using quantitative methods with the subject of improving students' critical thinking skills in class XI Islamic cultural history subjects at MA Darul Ulum Palangka Raya.
Pengembangan Game Blooket untuk Meningkatkan Minat Belajar Siswa pada Materi Fiqih Muamalah Sebagai Media Pembelajaran di MTS Hidayatul Muhajirin Palangka Raya Maulida Sari; Jasiah Jasiah
Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial Vol. 3 No. 1 (2025): Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/nakula.v3i1.1481

Abstract

This study aims to develop and design the Blooket Game, Blooket is a website-based interactive learning platform in the form of a quiz game that functions as a learning media in class and can increase student learning interest in Fiqh Muamalah material as a learning media at Mts Hidayatul Muhajirin Palangka Raya. The method used is development research (R&D) with the Borg and Gall model, which includes ten stages but the researchers here only take four stages, namely: 1) Identification of Potential and Problems, 2) Data Collection, 3) Product Design, 4) Design Validation and researchers added one more stage, namely 5) Main Trial. So in this study there are five stages developed. The research subjects consisted of 30 students of class IX MTs Hidayatul Muhajirin. Data was collected through Google Forms given to students after the use of the media, as well as feedback on students' learning experiences in the classroom. The results showed that the use of Blooket educational game significantly increased students' interest in learning. With the average score of students' interest in learning before the use of the media was 50%, and increased to 90% after implementation in the classroom. In addition, students also showed higher enthusiasm in following the learning and actively participating in learning activities. This study concludes that Blooket educational game-based learning media can be an alt.
Dampak Penggunaan Game Blooket dengan Model Borg dan Gall Terhadap Minat Belajar Siswa pada Materi Fikih Muamalah di MTs Hidayatul Muhajirin Hafizah Nuraini Ghani; Jasiah Jasiah
Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial Vol. 3 No. 1 (2025): Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/nakula.v3i1.1487

Abstract

This study examines the impact of using the educational game Blooket, developed through the Borg and Gall model, on students' learning interest in the subject of Fiqh Muamalah at MTs Hidayatul Muhajirin. In the digital era, interactive learning methods such as educational games have become a popular choice to enhance student engagement. Blooket, as a game-based quiz platform, provides a fun and competitive learning environment. The research employs a case study approach with qualitative methods, involving interviews, observations, and documentation. The results indicate that the use of Blooket significantly enhances students' interest and understanding. Students became more enthusiastic about learning, as evidenced by increased participation, improved evaluation results, and active classroom discussions. Additionally, the Borg and Gall model facilitated the development of relevant and effective media tailored to students' needs. Despite challenges such as limited access to technology, the strengths of this medium in creating engaging learning experiences make it a modern solution for teaching challenging subjects like Fiqh Muamalah. The study concludes that technology-based innovations can increase learning interest if implemented effectively and supported by adequate facilities
Efektivitas Game Blooket pada Model Borg and Gall terhadap Minat Belajar Siswa di MTs Hidayatul Muhajirin Ariyani, Nili; Jasiah, Jasiah
YASIN Vol 4 No 6 (2024): DESEMBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v4i6.4500

Abstract

This research focuses on developing Blooket-based educational games as learning aids for Muamalah Fiqh material, aimed at class IX students at MTs Hidayatul Muhajirin. The methodology used is Research and Development (R&D) based on the Borg and Gall model. Even though this model includes ten stages, the research only utilized two main steps, namely the development stage and the implementation stage. A total of 26 class IX students were involved as participants in this research. Data was obtained by filling out a questionnaire which was distributed online using Google Form after implementing the learning media. Additionally, analysis of student feedback was conducted to gain additional insights. Based on the analysis results, it was found that the application of Blooket significantly increased students' enthusiasm for learning. The average student interest score before using this media was 65, and increased to 93 after its implementation. Students also stated that the Blooket game made the learning process more interesting and efficient. The results of this research indicate that Blooket can function as an innovative learning media that is effective in increasing learning motivation. In the future, it is hoped that this media can provide great benefits for the teaching and learning process at MTs Hidayatul Muhajirin and become an inspiration for the development of similar media.
Pengembangan Modul Digital Interaktif Menggunakan Canva pada Materi Infak dan Sedekah sebagai Penguatan Literasi Digital Siswa Maghfirah, Ulfa; Jasiah, Jasiah
MASALIQ Vol 5 No 1 (2025): JANUARI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/masaliq.v5i1.4436

Abstract

People are highly motivated to create new things, such as teaching materials, along with the rapid development of technology. One of the innovations in teaching materials is the switch from printed modules to electronic modules, known as E-Modules. The aim of this article is to develop an effective and practical Interactive Digital Module for classroom learning by utilizing Canva. The method used in this research is Research and Development (R&D) with a 4D model. This research was carried out at MTs Terpadu Berkah Palangkaraya. The Digital Module is adjusted by conducting validity and practicality tests. Validation is carried out by media experts and material experts. The results of the media validation of the interactive digital module at MTs Terpadu Berkah Palangkaraya show that this module is valid with a media expert validation percentage of 86% and material expert validation of 83.33%. Meanwhile, the results of practical tests carried out at the research school showed that 82.5% of students gave positive responses. Thus, the use of Canva-based interactive digital modules at MTs Terpadu Berkah Palangkaraya can be considered valid and practical to apply in learning.
Research Trends and Gaps in Learning Environment Characteristics in Communities: A Bibliometric Analysis (2019–2024) Hamdi, Hamdi; Santiani, Santiani; Jasiah, Jasiah; Syi'bul Huda, Ali Anhar; Mualimin, Mualimin
J-PAI: Jurnal Pendidikan Agama Islam JPAI Vol. 11 No. 1 Juli-Desember 2024
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/jpai.v11i1.29990

Abstract

Abstract. The learning atmosphere, especially in the environment, is still not optimal so that it does not have a positive impact on the learning process. The purpose of this study is to describe Research Trends and Gaps in Characteristic Learning Environment in the Community: A Bibliometric Analysis (2019–2024). The approach used is quantitative which specifically uses bibliometric analysis. Data source from Crossref, a publish or perish (PoP) application with 500 articles as a sample with the keyword characteristics of the learning environment in the community for the period 2019-2024 produced 1000 articles which were then analyzed using the VOSViewer application version 1.6.20. The results of the research on the topic of characteristics of the learning environment in the community with a span of 2019-2024 show that the ups and downs of publications seem to be decreasing in 2024. The results of the research with the most publications on the characteristics of the learning environment in the community in 2020 (27 publications). Productive researchers include Michael Cann, Gary Harfitt, Marjorie Mayo, Ntimi Mtawa, Muhammad Hassan Raza, Rachael W. Shah, and Osly Usman. Based on the source from VOSViewer, a map of research development was produced, there are 3 clusters. Cluster 1 (36 items), cluster 2 (31 items), and cluster 3 (20 items). The keywords that are widely researched include characteristic, teaching, community engagement, program, and analysis. Meanwhile, those that are included in the category of research recommendations that still do not have research are community service, learning process, learner, higher education, online learning environment.  The topic of community service makes a very positive contribution in creating a learning environment and of course the learning environment is not only directly manum but must also be done through learning in an online learning environment.
Pemanfaatan Video Pembelajaran Dan Game Edukasi Puzzle Untuk Meningkatkan Interaktif Siswa Pada Mata Pembelajaran Fiqih Materi Puasa Di SMP Darul Ulum Palangka Raya Jasiah, Jasiah; Sudrajat, Adisti Aulia
Widya Balina Vol. 9 No. 2 (2024): Jurnal Widya Balina
Publisher : widya balina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53958/wb.v9i2.630

Abstract

Abstract. Based on research at Smp Darul Ulum Palangka Raya, the learning process is still relatively passive due to the lack of utilization of learning media, which still seems like learning with lecture methods by teachers so that there is a lack of student interactivity in the learning process, especially in islamic religious education subjects, namely fiqh. Therefore, the results of the study show that teachers do not utilize learning media during learning so that student interactivity is lacking in learning so that they get bored quickly, do not understand and students do not participate actively in learning. So with this, researchers try to help overcome the use of learning media, especially in fiqh learning subjects, so that teachers and students can interact and interact and achieve learning goals. Abstrak. Berdasarkan Penelitian di Smp Darul Ulum Palangka Raya bahwa proses pembelajaran masih terbilang pasif dikarenakan kurangnya pemanfaatan media pembelajaran, yang masih terkesan pembelajaran dengan metode ceramah oleh guru sehingga kurangnya interaktif siswa selama proses pembelajaran. Tujuan dari penelitian ini adalah untuk memanfaatkan media pembelajaran yaitu menggunakan video pembelajaraan serta game edukasi puzzle untuk meningkatkan interaktif siswa dalam proses pembelajaran terutama pada mata pelajaran pendidikan agama islam yaitu fiqih. Oleh karena itu dari hasil penelitian bahwasannya guru kurang memanfaatkan media pembelajaran selama pembelajaran berlangsung sehingga interaktif siswa kurang dalam pembelajaran sehingga cepat bosan, kurang memahami dan siswa kurang berpartisipasi aktif dalam pembelajaran. Maka dengan ini peneliti mencoba membantu mengatasi pemanfaatan media pembelajaran terkhusus pada mata pembelajaran fiqih, agar guru dan siswa bisa berinteraktif dan mencapai tujuan pembelajaran.
Pengembangan Media Pembelajaran Berbasis Game Educaplay untuk Meningkatkan Keaktifan Siswa pada Mata Pelajaran SKI Saiful Anwar; Jasiah Jasiah
Jurnal Budi Pekerti Agama Islam Vol. 3 No. 1 (2025): February: Jurnal Budi Pekerti Agama Islam
Publisher : Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jbpai.v3i1.913

Abstract

Education in the digital era faces challenges in creating an interesting and effective learning process, especially in the subject of Islamic Cultural History (SKI) which is often considered monotonous. This study aims to develop Educaplay game-based learning media to increase student activeness in learning SKI. This research uses a Research and Development approach using the Dick and Carey model with a research sample of seventh grade students of MTS Muslimat NU Palangka Raya. The results showed that the use of Educaplay game media can increase students' activeness, as well as improve their understanding of SKI material, despite challenges in technology adaptation and understanding abstract concepts. This research shows the importance of technological innovation in Islamic learning, especially in creating relevant learning experiences in the digital era.
Pengembangan Media Pembelajaran Interaktif Berbasis Mobile Learning untuk Meningkatkan Keterampilan Literasi Siswa, Media Pembelajaran, dan Kebugaran Jasmani Nur Kumala, Azizah; Jasiah, Jasiah
Journal of Multidisciplinary Inquiry in Science, Technology and Educational Research Vol. 2 No. 1b (2025): NOVEMBER 2024 - JANUARI 2025 (TAMBAHAN)
Publisher : UNIVERSITAS SERAMBI MEKKAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/mister.v2i1b.2652

Abstract

This study aims to develop mobile learning-based instructional media for physical fitness activities. The research and development method employed in this study follows a Research and Development approach. The subjects were Grade X students. Data collection instruments included observation and questionnaires. The data analysis technique used in this research involved descriptive percentages to process qualitative and quantitative data. This study underwent validation by two experts: one expert in physical fitness and one media expert, yielding average percentages of 100% for the physical fitness expert, 96% for the media expert, and 90% for the group trial. Hence, the product was deemed feasible and valid for use. Furthermore, product effectiveness testing resulted in a score of 83%, efficiency testing recorded a time of 29 minutes, and product attractiveness testing achieved a percentage of 83%. In conclusion, the mobile learning-based physical fitness instructional media, supported by these results, is categorized as excellent. Therefore, the developed product can be utilized effectively in the teaching and training processes.
Co-Authors Abdul Azis Abdul Qodir Abdul Qodir Adilla, Raisa Adyaputri, Elvira agustin, Marlina Ahmad Aspiani AHMADI Akhmad Kastalani Akhmad Sairaji Aldianor, Aldianor Alfika, Lila Suci Alvin, Jeck Thomas Alya Fitriani Amel, Putri Aminaty, Diny Ananda, Salsabilla Andika Putra Ani Purwanti Anisa Anisa Anisa Anisa Apriza, Berta Ardiani, Ni Putu Vidya Ariani, Rizka Ariyana, Fadilla Neva Ariyani, Nili Arrasyid , Ihsan Auliya Artika, Erinthya Asri Ady Bakri Astuti Muh. Amin Aulia Safitri, Suci Aulia, Nor Heni Badriah, Siti Badrouzzaman, Zamzam Baiti, Nor Barokah, Devi Cahyono, Yoga Tri Christo, Aldy Fito Cristie, Lidya Dakir Dakir Dalimunthe , Reza Maulana Dedy Suhada Dela, Cristina Deviani Deviani Dewi Aulia Dewi Indriani Eko Giono Elfa Fitria elsa, elsa Elvira, Cindy Emawati Emawati Espihani, Rahmad Fachlevi, Muhammad Rieza Fadhilla, Siti Zahwa Fatimah Malini Lubis Fauzi, Nurul Ahmat Fauzianor, Ahmad Fazry, Muhammad Febrina, Wetri Fiani, Tuti Fimeir Liadi Fimier Liady Fitria Husnatarina Fitria, Norhalijah Lira Gunanti Hafizah Nuraini Ghani Hafizah, Tia Hajizah, Hajizah Hakim, Muhammad Haliza, Noor Hamdi Hamdi Haniko, Paulus Hasibuan, Kalijunjung Hayati, Rahmi Helda Oktarina helda oktarina Helmi Ali Hesti, Rodhia Dyah Hidayah, Noviani Hikmah, Aida Nurul Husnul Khatimah I Putu Agus Dharma Hita Ica, Ica Idriyani, Natris Ilmika Raudhatul Jannah Infa Minggawati Istiyati Mahmudah Ita Rahmania Kusumawati Jakirah Jakirah Jamilus Jamilus Janah, Umi Muthiyah Wardatul Jeffry Simson Supardi Jumrodah Jumrodah, Jumrodah Kalijunjung Hasibuan Khairina, Auliya Khairunnisa Khairunnisa Khalilurrahman, Muhammad Khofifah Khofifah Kinasih, Anya Dani Labibah, Sabilah Lamiang, Lamiang Loso Judijanto Luthfi, Muhammad Rifaldi Maghfirah, Ulfa Mahmudah Mahmudah Mahrita, Mahrita Maliana Julia Saputri Mardiana Mardiana Mardiati Mardiati Marsiah Marsiah Martina, Noormalina Marwah, Siti Mas'ud Muhammadiah Masitoh, Dwi Masriah Masriah Maulida Sari Mawarni, Tamara Mayasari Mayasari, Mayasari Mazrur, Mazrur Mega, Mega Dwi Kaputri Melaweny, Melaweny Meldi, Meldi Melta Ayunitha Miftahul Rahmah Miksaldi, Miksaldi Miranda, Miranda misbah misbah Mita, Mahrita Mokodenseho, Sabil Mualimin Mualimin Muh. Safar Muhaimin Muhaimin Muhammad Indra Muhammad Iqbal Muhammad Irwan Muhammad Jarir Muhammad Khair Muhammad Maulana Husin Muhammad Riski, Muhammad Muhammad Rizqi Muhammad Rizqi Bahrain Muharam, Suhari Munawarah Munawarah, Munawarah Munisah, Eny Murtadlo, Ghulam Muslimah Muslimah Nafila, Mecca Fitriashka Najwa, Fatma Izzatun Ningsih, Eka Dwi Ningsih, Jinny Ningsih, Nony Wahyu Ningsih, Salsabila Hady Nofri Yudi Arifin Noor Hujjatusnaini* Noormila, Cahya NOORWAHIDAH NOORWAHIDAH Norhidayah Norhidayah Norhidayah, Siti Norhidayani, Norhidayani Normuliati, Sri Normuslim Normuslim, Normuslim Novelti Novia Anggraeni Nur Aida, Nur Nur Hilmi, Iqbal Nur Kumala, Azizah Nuramila Nuramila Nurrahmi, Dwi Nurul Ahmat Fauzi Nurul Hikmah Kartini Nurul Septiana Nurul Wahdah Pahmi Pahmi Palangi, Mispayati Palias, Sosiopater Parinussa, Jolanda Dessye Parwati, Eka Pebriani, Ela Permatasari, Aprilia Rizqi Pindarto, Mario Pithriani Pithriani Prasetyo, Adirasa Hadi Pratama, Mahsa Ramadhan Rachman, Reza Saeful Rahma, Yunia Rahmad Rahmad Rahmah, Miftahur Rahman, Zaini Rahmayani, Anita Ramadhan, Sindegi Afsana Oktaviani Ramadhani, Hidayati raudatul jannah Raudhatul Jannah Resty Aulia Nurmaya Ulfi Ridho Akbar Rinovian Rais Rita Juliawati Riwun, Riwun Riyana, I Kadek Rizaq, Muhammad Rizki Lestari Roziqin, Muhammad Arif rusita rusita Sabil Mokodenseho Safira Nurlita Safitri, Novia Sahgianor, Sahgianor SAIFUL ANWAR Saiful Anwar Sakti, Prabavesa Premananda Salsabila, Fitriannisa Salsabilla, Nazwa Santiani Santiani Saputra, Vigo Sarrin Sari, Tanti Nurmala Satriya Nugraha Selvia Selvia Setria Utama Rizal Sidqi, Ansori Silvia Arianti Siminto Siminto, Siminto Siti Nurlaila, Siti Sondak, Adrian SRI FATMAWATI Sri Hidayati Sri Panca Setyawati Sudarmanto, Eko Sudrajat, Adisti Aulia Sugiarti, Erna Suhada , Dedy Suhari Muharam Sulistyowati Sulistyowati Sultan Andilah Sumiatie Suryadi Suryadi Sutiharni Suwahono Suwahono Syar, Nur Inayah Syi'bul Huda, Ali Anhar Thoyibah, Firda Amalia Triadi, Defri Tumiwa, Joseph Ulfa Maghfirah Ulum, Jauharotul Urip, I Nyoman Vandan Wiliyanti Villia Anggraini Wibowo, Niswatun Al-Anah Wijaksono, Lutfi Wijanarko, Janu Annas Winati, Rachel Winda Winda Wirayudha, Ramadhan Wulandzari, Anni Yase, I Kadek Kartika Yeni Apriliyanti Yetti Elfina Yuliana Yuliana Yulistiana, Afda Zainab Hartati Zainatur Rahmah Zainol Hasan