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MENINGKATKAN KEMAMPUAN MEMBACA PERMULAAN MELALUI MEDIA FLASH CARD PADA SISWA KELAS I DI SDN 2 LIMBOTO BARAT KABUPATEN GORONTALO Annisa Septianingrum Hasan; Wiwy Triyanty Pulukadang; Rusmin Husain; Fidyawati Monoarfa; Sukri Katili
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i1.8915

Abstract

Early reading skills are a crucial foundation in basic education, but problems at SDN 2 Limboto Barat, Gorontalo Regency, indicate the low competency of first-grade students in this aspect due to the lack of varied learning media. Initial observations indicated that out of 13 students, only 2 students (15%) had adequate reading skills. This study focused on efforts to improve these skills through the implementation of flashcard media, which was considered capable of attracting students' visual attention. Using a Classroom Action Research (CAR) design, this study was conducted in two cycles covering the stages of planning, action, observation, and reflection, with data collection through tests and observations. The research findings showed a significant progressive increase; in cycle I, learning completeness moved from 23% in the first meeting to 38% in the second meeting. The positive trend continued optimally in cycle II, where the success percentage jumped from 69% to 85% in the final meeting. This increase proves that flashcard media is effective in helping students recognize letters and syllables more easily and increasing learning enthusiasm. It was concluded that the implementation of flashcard media succeeded in significantly improving students' early reading skills, exceeding the established performance indicators. ABSTRAK Kemampuan membaca permulaan merupakan fondasi krusial dalam pendidikan dasar, namun permasalahan di SDN 2 Limboto Barat, Kabupaten Gorontalo, menunjukkan rendahnya kompetensi siswa kelas I dalam aspek ini akibat kurangnya variasi media pembelajaran. Observasi awal mengindikasikan bahwa dari 13 siswa, hanya 2 siswa (15%) yang memiliki kemampuan membaca memadai. Penelitian ini berfokus pada upaya peningkatan keterampilan tersebut melalui implementasi media flash card yang dinilai mampu menarik perhatian visual siswa. Menggunakan desain Penelitian Tindakan Kelas (PTK), studi ini dilaksanakan dalam dua siklus yang mencakup tahapan perencanaan, tindakan, observasi, dan refleksi , dengan pengumpulan data melalui tes dan observasi. Temuan penelitian memperlihatkan peningkatan progresif yang signifikan; pada siklus I, ketuntasan belajar bergerak dari 23% pada pertemuan pertama menjadi 38% pada pertemuan kedua. Tren positif berlanjut secara optimal pada siklus II, di mana persentase keberhasilan melonjak dari 69% hingga mencapai 85% pada pertemuan terakhir. Peningkatan ini membuktikan bahwa media flash card efektif dalam membantu siswa mengenal huruf dan suku kata dengan lebih mudah serta meningkatkan antusiasme belajar. Disimpulkan bahwa penerapan media flash card berhasil meningkatkan kemampuan membaca permulaan siswa secara signifikan hingga melampaui indikator kinerja yang ditetapkan.  
MENINGKATKAN KREATIVITAS KARYA SENI 3 DIMENSI MELALUI MODEL PjBL PADA SISWA KELAS IV Jihan Larasati Budiman; Wiwy Triyanty Pulukadang; Sukri Katili; Mimy Astuty Pulukadang; Rustam I Husain
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i1.8926

Abstract

Fine arts learning in elementary schools often faces obstacles in fostering student creativity, as found at SDN 7 Tapa, Bone Bolango Regency, which showed the low ability of fourth-grade students in creating 3-dimensional artworks due to the lack of variety in teaching methods and technical understanding. This study aims to address this problem by improving student creativity through the implementation of the Project Based Learning (PjBL) model. Using a Classroom Action Research (CAR) design, this study involved 18 students as research subjects carried out in two cycles, including the stages of planning, implementation, observation, and reflection. Data collection was carried out comprehensively through observation, interviews, performance tests, and documentation. The research findings showed a significant and consistent trend of increasing results; in cycle I, the percentage of students who were able to create increased from 6% in the first meeting to 33% in the second meeting. A more optimal increase was recorded in cycle II, where the success rate moved from 67% to finally reaching 78% in the final meeting. This achievement has clearly exceeded the established success indicators, so it can be concluded that the implementation of the PjBL model has proven effective in facilitating students to explore ideas and improve their technical skills and creativity in producing 3-dimensional works of art. ABSTRAK Pembelajaran seni rupa di sekolah dasar seringkali menghadapi kendala dalam menumbuhkan kreativitas siswa, sebagaimana temuan di SDN 7 Tapa Kabupaten Bone Bolango yang menunjukkan rendahnya kemampuan siswa kelas IV dalam membuat karya seni 3 dimensi akibat minimnya variasi metode pengajaran dan pemahaman teknik. Penelitian ini bertujuan untuk mengatasi permasalahan tersebut dengan meningkatkan kreativitas siswa melalui implementasi model Project Based Learning (PjBL). Menggunakan desain Penelitian Tindakan Kelas (PTK), studi ini melibatkan 18 siswa sebagai subjek penelitian yang dilaksanakan dalam dua siklus, meliputi tahapan perencanaan, pelaksanaan, observasi, dan refleksi. Pengumpulan data dilakukan secara komprehensif melalui observasi, wawancara, tes kinerja, dan dokumentasi. Temuan penelitian menunjukkan adanya tren peningkatan hasil yang signifikan dan konsisten; pada siklus I, persentase siswa yang mampu berkreasi meningkat dari 6% pada pertemuan pertama menjadi 33% pada pertemuan kedua. Peningkatan yang lebih optimal tercatat pada siklus II, di mana tingkat keberhasilan bergerak dari 67% hingga akhirnya mencapai 78% pada pertemuan terakhir. Capaian ini secara nyata telah melampaui indikator keberhasilan yang ditetapkan, sehingga dapat disimpulkan bahwa penerapan model PjBL terbukti efektif dalam memfasilitasi siswa untuk mengeksplorasi ide dan meningkatkan keterampilan teknis serta kreativitas mereka dalam menghasilkan karya seni 3 dimensi.  
MENINGKATKAN KREATIVITAS SISWAMENGGUNAKAN METODE BERMAIN PERAN PADA PEMEBELAJARAN SBDP DI KELAS III SD Nurhayati Eka Saputri; Wiwy Triyanty Pulukadang; Mimy Astuty Pulukadang; Rustam Husain; Sukri Katili
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i2.9696

Abstract

The problem addressed in this study is whether the role-playing method can improve students’ creativity in SBdP (Arts, Culture, and Crafts) learning in Grade III at SDN 2 Kabila Bone, Bone Bolango Regency. The purpose of this study is to improve students’ creativity through the application of the role-playing method in SBdP learning in Grade III at SDN 2 Kabila Bone, Bone Bolango Regency. This study employed classroom action research (CAR). Data collection techniques included tests, observation, and documentation. Based on observations conducted on January 20, 2024, during the pre-study phase at SDN 2 Kabila Bone, students’ creativity was found to be relatively low. This was evident during the learning process, as some students required considerable assistance from the teacher to complete activities, while others were unable to express their own ideas without guidance from the teacher, and still others were reluctant and shy when asked to come to the front of the class. The findings of Cycle I’s first meeting indicated that the predetermined assessment indicators had not yet been achieved, as overall student performance remained low: of the 22 students, only 4 (18%) met the criteria, while 18 (82%) did not. In Cycle I, the second meeting, students’ creativity, as measured by the role-playing method, increased, with 9 students (41%) meeting the criteria and 13 students (59%) not yet meeting the criteria. Furthermore, in Cycle II, the first meeting, there was a further improvement, with 13 students (59%) meeting the criteria and 9 students (41%) not meeting the criteria. Based on the findings of the actions in Cycle II, the second meeting, it can be concluded that students’ creativity, as measured through the use of the role-playing method in SBdP learning in Grade III at SDN 2 Kabila Bone, Bone Bolango Regency, improved and reached the targeted level. ABSTRAK Masalah dalam penelitian ini, apakah metode bermain peran dapat meningkatkan kreativitas siswa pada pembelajaran SBDP di kelas III SDN 2 Kabila Bone Kabupaten Bone Bolango? Tujuan penelitian ini adalah untuk meningkatkan Kreativitas Siswa Menggunakan Metode Bermain Peran Pada Pemebelajaran SBdP Di Kelas III SDN 2 Kabila Bone Kabupaten Bone Bolango. Jenis penelitian ini adalah penelitian tindakan kelas (PTK). Teknik pengumpulan data dalam penelitian ini diantaranya tes, observasi, dan dokumentasi. Berdasarkan hasil observasi yang telah dilakukan pada tanggal 20 Januari 2024 saat pra penelitian di SDN 2 Kabila Bone, dimana daya kreativitas anak masih rendah. Hal ini dapat di lihat saat proses pembelajaran ada sebagian anak yang melakukan kegiatan harus banyak dibantu oleh guru, sebagian anak belum bisa mengungkapkan idenya sendiri kalau tidak dibantu oleh guru, dan sebagian anak masih malu-malu saat guru meminta untuk maju kedepan kelas. Dari hasil siklus I pertemuan pertama bahwa indikator penilaian yang telah direncanakan belum tercapai dilihat dari kemampuan siswa secara keseluruhan masih kurang yakni dari 22 siswa yang mampu hanya 4 atau 18% siswa dan yang belum mampu 18 atau 82% siswa.Pada siklus I pertemuan kedua kreativitas siswa menggunakan metode bermain peran meningkat dari 22 siswa yang mampu 9 dan 41% siswa dan yang belum mampu 13 atau 59% siswa. Selanjutnya pada siklus II pertemuan pertama juga mengalami peningkatan dari 22 siswa yang mampu 13 atau 59% siswa dan yang belum mampu sebanyak 9 atau 41% siswa. Berdasarkan hasil tindakan pada siklus II pertemuan kedua maka dapat disimpulkan bahwa peningkatan kreativitas siswa dengan menggunakan metode bermain peran pada pembelajaran SBDP di kelas III SDN 2 Kabila Bone Kabupaten Bone Bolango telah meningkat atau mencapai tareget.  
MENINGKATKAN KEMAMPUAN MEMBACA MELALUI APLIKASI BOOKBOT PADA SISWA KELA IV SDN 7 TABONGO KABUPATEN GORONTALO Novita Hulopi; Rusmin Husain; Wiwy Triyanty Pulukadang; Fidyawati Monoarfa; Ade Mahniar
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.13785

Abstract

ABSTRACT Reading ability is a fundamental competency that elementary school students are expected to master; however, many students still experience difficulties in reading narrative texts fluently, accurately, and expressively. This study aimed to improve the story-reading ability of fourth-grade students at SDN 7 Tabongo, Gorontalo Regency, through the use of the Bookbot application. The study employed a Classroom Action Research (CAR) design conducted in two cycles, each consisting of planning, action, observation, and reflection stages. The participants were 34 fourth-grade students. Data were collected through observation, interviews, tests, and documentation and were analyzed descriptively based on the achievement of reading ability indicators. The findings revealed that the use of the Bookbot application significantly improved students' reading ability. The percentage of students achieving the expected competency increased from 30% in the initial condition to 64% at the end of Cycle I, 78% in the first meeting of Cycle II, and 88% at the end of Cycle II. Improvements were observed in reading fluency, accuracy, pronunciation, and intonation when reading narrative texts. Therefore, the Bookbot application is an effective learning medium for improving the story-reading ability of fourth-grade students at SDN 7 Tabongo, Gorontalo Regency.. ABSTRAK Kemampuan membaca merupakan salah satu kompetensi dasar yang harus dikuasai siswa sekolah dasar, namun masih ditemukan peserta didik yang mengalami kesulitan dalam membaca cerita secara lancar, tepat, dan ekspresif. Penelitian ini bertujuan untuk meningkatkan kemampuan membaca cerita melalui penggunaan aplikasi Bookbot pada siswa kelas IV SDN 7 Tabongo, Kabupaten Gorontalo. Penelitian menggunakan metode Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus, dengan setiap siklus meliputi tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian berjumlah 34 siswa. Data dikumpulkan melalui observasi, wawancara, tes, dan dokumentasi, kemudian dianalisis secara deskriptif berdasarkan ketercapaian indikator kemampuan membaca. Hasil penelitian menunjukkan bahwa penggunaan aplikasi Bookbot mampu meningkatkan kemampuan membaca siswa secara bertahap. Pada kondisi awal hanya 30% siswa yang mencapai kategori mampu, meningkat menjadi 64% pada akhir Siklus I, kemudian menjadi 78% pada Siklus II pertemuan pertama, dan mencapai 88% pada akhir Siklus II. Peningkatan tersebut terlihat pada aspek kelancaran membaca, ketepatan, pelafalan, dan intonasi dalam membaca teks narasi. Dengan demikian, aplikasi Bookbot terbukti efektif sebagai media pembelajaran untuk meningkatkan kemampuan membaca cerita siswa kelas IV SDN 7 Tabongo Kabupaten Gorontalo.
Pengembangan Media Pembelajaran Augmented Reality Berbasis Assemblr EDU untuk Meningkatkan Kecakapan Digital Siswa Sekolah Dasar Idan I. Pakaya; Rusmin Husain; Wiwy Triyanty Pulukadang; Mohamad Iqbal Paudi
JAMBURA Elementary Education Journal Vol 7 No 1 (2026): VOLUME 7 NOMOR 1, JUNI TAHUN 2026
Publisher : JURUSAN PENDIDIKAN GURU SEKOLAH DASAR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37411/jeej.v7i1.4871

Abstract

Kecakapan digital merupakan keterampilan penting bagi siswa sekolah dasar dalam menghadapi pembelajaran berbasis teknologi. Namun, praktik pembelajaran di sekolah dasar masih banyak bergantung pada media konvensional sehingga membatasi kesempatan siswa untuk berinteraksi dengan sumber belajar digital. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality menggunakan Assemblr EDU serta menguji kelayakan, kepraktisan, dan peningkatan kecakapan digital siswa sekolah dasar setelah menggunakan media tersebut. Penelitian ini menggunakan metode Research and Development dengan model 4D yang terdiri atas tahap define, design, develop, dan disseminate. Subjek penelitian berjumlah 95 siswa kelas III dari empat sekolah dasar di Kabupaten Gorontalo. Data dikumpulkan menggunakan lembar validasi ahli, angket respons siswa, dan instrumen pretest-posttest kecakapan digital. Data dianalisis menggunakan statistik deskriptif, uji normalitas Shapiro-Wilk, dan paired sample t-test. Hasil penelitian menunjukkan bahwa media yang dikembangkan berada pada kategori sangat valid dengan skor validasi ahli media sebesar 85%, ahli konten sebesar 80%, dan ahli bahasa sebesar 87,5%. Hasil uji kepraktisan memperoleh rata-rata 87,7% dengan kategori sangat praktis. Hasil paired sample t-test menunjukkan adanya peningkatan kecakapan digital siswa secara signifikan setelah menggunakan media Augmented Reality, dengan nilai p < 0,05 pada seluruh sekolah yang terlibat. Temuan ini menunjukkan bahwa media pembelajaran berbasis Augmented Reality menggunakan Assemblr EDU layak, praktis, dan berpotensi meningkatkan kecakapan digital siswa sekolah dasar.
Improving the Ability to Dance Mokarawo Gorontalo Creative Dance Using Audiovisual Media in 4th Grade Students of SDN 1 Batudaa Miftania Pasue; Wiwy Triyanty Pulukadang; Mimy Astuty Pulukadang; La Ode Karlan; Rustam I Husain
Jurnal Kiprah Pendidikan Vol. 5 No. 1 (2026): Jurnal Kiprah Pendidikan | January 2026
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v51.p42-55

Abstract

This study addresses the research question: "Can audiovisual media enhance the Mokarawo creative dance skills of Class IV students at SDN 1 Batudaa, Gorontalo Regency?" The primary objective is to improve these students' dance abilities using audiovisual media. Employing Classroom Action Research (PTK) methodology, data were gathered through observation, tests, and documentation from 20 fourth-grade students at SDN 1 Batudaa, Gorontalo Regency. Results reveal steady progress. In Cycle I, Meeting 1, only 20% (4 students) met the dance competency criteria; by Meeting 2, this rose to 40% (8 students). In Cycle II, Meeting 1 achieved 70% (14 students), and Meeting 2 reached 85% (17 students). In conclusion, audiovisual media significantly boosts Mokarawo's creative dance skills among these students, demonstrating its effectiveness through iterative PTK cycles at SDN 1 Batudaa, Gorontalo Regency.
Improving Students’ Ability in Creating Karawo Design Trought the Project-Based Learning Model in Class IV at SDN 5 Tilongkabila Siti Nurdiah Derbang; Mimy Astuty Pulukadang; Nurainun; La Ode Karlan; Wiwy Triyanty Pulukadang
Jurnal Kiprah Pendidikan Vol. 5 No. 3 (2026): Jurnal Kiprah Pendidikan | July 2026 (in press)
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v5i2.p312-328

Abstract

This study aimed to improve fourth-grade students' ability to create Karawo designs through the implementation of the Project-Based Learning (PjBL) model at SDN 5 Tilongkabila, Bone Bolango Regency, Indonesia. This study employed a Classroom Action Research (CAR) design conducted in two cycles involving 13 fourth-grade students as the research participants. The preliminary observation revealed that students' ability to create Karawo designs was relatively low because the learning process primarily focused on coloring pre-prepared patterns rather than encouraging students to develop their own designs. Data were collected through classroom observation, performance assessment, interviews, and documentation. Students' performance was assessed based on four artistic design principles: unity, proportion, rhythm, and harmony. The findings indicated a progressive improvement in students' performance across the action cycles. In the first meeting of Cycle I, only 3 students (23%) achieved the predetermined competency criteria. This number increased to 6 students (46%) in the second meeting of Cycle I and further improved to 11 students (85%) in Cycle II, exceeding the predetermined success indicator of 75%. These findings indicate that the implementation of the Project-Based Learning (PjBL) model improved the ability to create Karawo designs among fourth-grade students at SDN 5 Tilongkabila, Bone Bolango Regency
Pengembangan Media Flipbook dalam Membaca Permulaan Siswa Kelas II SDN 7 Suwawa Kabupaten Bone Bolango Amelia Ishak; Rusmin Husain; Fidyawati Monoarfa; Wiwy Triyanty Pulukadang; Ade Mahniar
DE FACTO : Journal Of International Multidisciplinary Science Vol 4 No 02 (2026): DE FACTO : Journal Of International Multidisciplinary Sciences
Publisher : Pusat Studi Ekonomi, Publikasi Ilmiah dan Pengembangan SDM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62668/defacto.v4i02.2690

Abstract

This study aimed to develop a feasible and practical flipbook medium to support early reading skills among second-grade students at SDN 7 Suwawa, Bone Bolango Regency. Initial conditions showed that learning activities were still dominated by printed books, causing some students to experience difficulties in recognizing letters, reading syllables, and understanding simple words. This study employed a Research and Development method using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation. The flipbook was organized into five reading levels under the theme “Let’s Live Healthy” and developed using Canva, CapCut, and Heyzine. Its feasibility was assessed by media, material, language, and user experts, while practicality was tested on 27 students. The results showed an average feasibility score of 92.10%, categorized as Highly Feasible, and a practicality score of 98.61%, categorized as Highly Practical. Therefore, the flipbook is feasible and practical for supporting early reading instruction in elementary schools.
Analisis Implementasi Program Gerakan 7 Kebiasaan Anak Indonesia Hebat dalam Pengembangan Karakter Siswa Di SDN 6 Tilongkabila, Kabupaten Bone Bolango Rizkika Putri Huntoyungo; Samsi Pomalingo; Wiwy Triyanty Pulukadang; Muhammad Sarlin; Reska Putri Ismail
DE FACTO : Journal Of International Multidisciplinary Science Vol 4 No 02 (2026): DE FACTO : Journal Of International Multidisciplinary Sciences
Publisher : Pusat Studi Ekonomi, Publikasi Ilmiah dan Pengembangan SDM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62668/defacto.v4i02.2696

Abstract

This study aims to analyze the implementation of the 7 Great Habits of Indonesian Children Movement in developing students’ character at SDN 6 Tilongkabila, Bone Bolango Regency, focusing on religious practices and community engagement. The study employed a descriptive qualitative approach through intervie ws, observations, and documentation involving two teachers, twelve fourth-grade students, and two parents selected purposively. Data were analyzed through reduction, categorization, and triangulation. The findings show that habituation activities, including congregatio nal prayers, dhikr, environmental greening, community service, heal thy walks, and local cultural performances, strengthened students’ religious discipline, social awareness, cooperation & responsibility. The program’s success was supported by teachers’ exemplary behavior, school culture, parental involvement & consistent implem entation. The program also encouraged students to apply character values in daily life, both at school and at home. These findings indicate that structured and continuous habituation can effectively develop students’ positive character holistically and sustainably.
Meningkatkan Motivasi Belajar Siswa Melalui Gamifikasi (Point, Badge, Leaderboard) Pada Pembelajaran Seni Rupa Di Kelas IV SDN 7 Telaga Kabupaten Gorontalo Nadia Datunsolang; Sukri Katili; Mimy Astuty Pulukadang; Rustam I. Husain; Wiwy Triyanty Pulukadang
DE FACTO : Journal Of International Multidisciplinary Science Vol 4 No 02 (2026): DE FACTO : Journal Of International Multidisciplinary Sciences
Publisher : Pusat Studi Ekonomi, Publikasi Ilmiah dan Pengembangan SDM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62668/defacto.v4i02.2697

Abstract

This study aimed to improve the learning motivation of fourth-grade students at SDN 7 Telaga, Gorontalo Regency, in Visual Arts learning through the implementation of gamification based on points, badges, and leaderboards. The study employed Classroom Action Research using the Arikunto model, conducted in two cycles involving 18 students as research participants. Data were collected through observation, interviews, practical tests, and documentation, then analyzed descriptively based on four indicators of learning motivation. The results showed an increase in the number of students who achieved the proficient criteria, from 11% in the initial condition to 83% at the end of Cycle II. The implementation of gamification also encouraged students to participate more actively, complete tasks more persistently, and collaborate more effectively. These findings indicate that gamification based on points, badges, and leaderboards effectively improves students’ motivation, participation, persistence, and collaboration in elementary school Visual Arts learning
Co-Authors Abubakar, Nurfadila Ade Mahniar Ade Mahniar Ahmad, Nakir T Ainsha Ainun Habibie Amelia Ishak Amna Limonu Andi Marshanawiah Anggriani Caru Annisa Fahmi Mannassai Annisa Septianingrum Hasan Apriani Yusuf Aya Ragab Bouato, Nur Fratiwi Budiman, Jihan Larasati Candra Cuga Caru, Anggriani Darwis, Friskawaty Delawati Gintulangi Delia Putri Reyhani Deyana Manopo Dina Mei Lia Duawulu, Miqdad Dumbela, Suci Rahmawati Eato, Meisti Fani Emmy Tirta Aviqi Evi Hasim Fadila Dai Fadilla, Dwi Badriyatul Feronika Ekawati Elo Fidiawati Monoarfa Fidyawati Monoarfa Fidyawati Monoarfa Fidyawaty Monoarfa Framesti, Tiyas Ayu Gamar Abdullah Gobel, Shelly Marcelina Halik, Sintiya Harsia Mollobi Hasan, Annisa Septianingrum Hasan, Trianita Hendrayanto Hendrayanto Husain, Fauzia Putri Meylan Ibrahim, Yuniar Marhamah S. Ismail, Reska Putri Jesica Amellia Jihan Larasati Budiman Karim, Amna Karmila Machmud La Ode Karlan La Ode Karlan Laila Tri Riana Latif, Nurjana Lestari, Priscya Ayu Listina, Popi Lukman A. R. Laliyo Lumayo, Ifana MAHMUD, PUTRI MAHMUD, SRI NOVITA Mawar Maharani Miftania Pasue Mimy Astuty Pulukadang Mimy.Pulukadang@ung.ac.id Miqdad Duawulu Moh. Dehiyo, Sofiyanti Mohamad Iqbal Paudi Mokoagow, Nurchalis Mokobela, Mifta Monoarfa , Fidyawati Monoarfa, Fidyawati Monoarfa, Fidyawaty Muhammad Sarlin Nadia Datunsolang Ngabito, Siti Nur Rahayu K. Ni Luh Ray Satya Nanda Niken Ayu, Niken Novita Abdullatief Novita Hulopi Nur Sakinah Aries Nur Sakinah Aries Nur, Rizka Rafiastika S. Nurainun Nurainun Nurfadila Abubakar Nurhayati Eka Saputri Nurul Afidah Pakaya, Idan I. Pobela, Mawarda Poiyo, Gita Triputri Danial Pratiwi, Ni Putu Citra PUPUNG PUSPA ARDINI Putri Cintia Kono RAHMA MODEONG, LUSIANA Regita Halid RENALDY BULANGO, MOHAMAD Reska Putri Ismail Ismail Reyhani, Delia Putri Rifda Mardian Arif Ristiawaty D. Hamzah Rizka Rafiastika S. Nur Rizkika Putri Huntoyungo Rusmin Husain Rustam Husain Rustam I Husain Rustam I. Husain Rustam I. Husain Salma Halidu Samsi Pomalingo Samsi Pomalingo, Samsi Saputri, Nurhayati Eka Shelly Marcelina Gobel Shinta Oktavia Simbala, Alivia Adenia Siti Nurdiah Derbang Sitti Rahmatia Y. Hilumalo Sri Ayu Ishak Sukri Katili Sukri Katili Suratinoyo, Sri Ningsih Thalib, Sri Amelia Timbowo, Afriani Putri Tolinggi, Yolanda Tulenan, Rahmatia Umama, Niawati Usman, Fadilah S Vicka Muniati Arifin Viola Novinka Hidayat Vita Widiyastuti Vitalisa Paputungan WAYAN RUSMINI, NI Yusuf, Ismiawati U.