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Deskripsi Media Video Pembelajaran Menggunakan Poblem Based Learning untuk Meningkatkan Kemampuan Berpikir Kritis Matematis Fitri, Daniati; Mujahidawati, Mujahidawati; Sabil, Husni
Kognitif: Jurnal Riset HOTS Pendidikan Matematika Vol. 5 No. 2 (2025): April - June 2025
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/kognitif.v5i2.3078

Abstract

Berdasarkan hasil wawancara guru dan peserta didik dengan pengembangan video pembelajaran mampu memberikan kesempatan kepada peserta didik untuk mengulangi pembelajaran tersebut dibandingkan hanya dengan menggunakan buku ajar. Dilihat dari rendahnya tingkat kemampuan berpikir kritis matematis siswa di MTs N 3 Batanghari menegaskan perlunya penyelesaian dari suatu permasalahan. Oleh karena itu, peneliti memutuskan mendesain video pembelajaran menggunakan model Problem Based Learning untuk meningkatkan kemampuan berpikir kritis siswa. Dalam prosesnya, peneliti menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Data yang dikumpulkan dengan menggunakan wawancara, angket, dan soal tes kemampuan berpikir kritis siswa. Hasil penelitian menunjukkan bahwa kualitas materi mendapatkan validitas dengan persentase 88% yang termasuk dalam kategori sangat valid, sementara aspek media menerima validitas dengan persentase 80% yang dianggap valid. Tingkat kepraktisan dari guru mencapai persentase 95% dengan kategori sangat praktis, sedangkan tingkat kepraktisan dari siswa mencapai persentase 93% dengan kategori sangat praktis. Tingkat keefektifan siswa menunjukkan persentase 95% dengan kategori sangat efektif. Nilai N-Gain yang diperoleh adalah 0,72 dengan kategori peningkatan yang tinggi, serta persentase keefektifan N-Gain sebesar 72% yang berada pada kategori cukup efektif.
Pengembangan E-Modul Berbantuan Video Animasi 3D Terintegrasi Etnomatematik untuk Meningkatkan Minat Belajar Siswa Kelas VIII SMPN 19 Kota Jambi Mulyadi, Fidella Justine; Sabil, Husni; Novferma
JURNAL MANAJEMEN PENDIDIKAN DAN ILMU SOSIAL Vol. 6 No. 4 (2025): Jurnal Manajemen Pendidikan dan Ilmu Sosial (Juni - Juli 2025)
Publisher : Dinasti Review

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jmpis.v6i4.5170

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menguji efektivitas E-Modul berbantuan video animasi 3D terintegrasi etnomatematika dalam meningkatkan minat belajar siswa kelas VIII SMP Negeri 19 Kota Jambi pada materi statistika. Penelitian ini menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation) dengan dua tahap uji coba, yaitu uji coba kelompok kecil dan kelompok besar. Data dikumpulkan melalui validasi ahli, angket praktikalitas, angket minat belajar siswa, dan tes hasil belajar. Hasil penelitian menunjukkan bahwa E-Modul yang dikembangkan memiliki kualitas yang valid, praktis, dan efektif. Validasi materi memperoleh persentase 81,3% (sangat valid) dan validasi desain 80% (valid). Praktikalitas oleh guru dan siswa masing-masing mencapai 95,5% dan 85,5% (sangat praktis). Efektivitas modul terbukti dengan skor angket efektivitas siswa sebesar 91,26% (sangat efektif), peningkatan minat belajar dari 47,20% (rendah) menjadi 88,13% (sangat tinggi), serta skor hasil belajar rata-rata 86,89% (sangat efektif). Kesimpulannya, E-Modul berbantuan video animasi 3D terintegrasi etnomatematika mampu meningkatkan minat belajar dan hasil belajar siswa pada materi statistika di kelas VIII SMPN 19 Kota Jambi.
DEVELOPMENT OF STEAM-BASED E-LKPD TO IMPROVE CREATIVE THINKING SKILLS ON GEOMETRY TRANSFORMATION MATERIAL Sridiasih, Imelda Nur Isnaini; Sabil, Husni; Junita, Ranisa
Prima: Jurnal Pendidikan Matematika Vol 9, No 2 (2025): PRIMA : Jurnal Pendidikan Matematika
Publisher : FKIP Universitas Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/prima.v9i2.14204

Abstract

Creative thinking in mathematics and other fields is an important life skill, especially in the era of information and increasingly fierce competition. The low ability of students' creative thinking is due to the learning process and learning methods that have not run optimally. STEAM learning emerged as an effort to overcome the shortcomings of previous learning methods. This research aims to improve creative thinking skills through the development of teaching media in the form of E-LKPD (Electronic Learners' Worksheet) based on STEAM (Science, Technology, Engineering, Arts, and Mathematics). The STEAM-based E-LKPD is designed using Liveworksheet. The method used in this research is the ADDIE method (Analysis, Design, Development, Implementation, Evaluation). The trial was conducted in one of the junior high schools in Jambi City by taking one of the ninth-grade classes at the school with a total of 28 students. Data analysis was measured using a Likert scale, and then the results of the creative thinking ability test were calculated using the N-Gain formula. The results showed that the STEAM-based E-LKPD met the product quality criteria, which included validity, practicality, and effectiveness. It was found that the percentage of material validity was 80% with “valid” criteria, and the design validity obtained a percentage of 91.4% with “very valid” criteria. For the results of the teacher's practicality, a percentage of 90.1% was obtained in the “very practical” category, and for the results of student practicality, a percentage of 82.0% was obtained in the “very practical” category. The effectiveness test obtained 87.8% with the category “very effective”. Then the N-Gain value obtained was 56.5%, which was in the “medium” category. So the STEAM-based E-LKPD teaching media is effective enough to improve creative thinking skills, so it is suitable for use in learning activities.
Analisis Kemampuan Spasial Siswa Berdasarkan Cognitive Load Theory Siswa Kelas XII SMA N 13 Kota Jambi Rachmawati, Ira; Sabil, Husni; Junita, Ranisa
Jurnal PEKA (Pendidikan Matematika) Vol. 9 No. 1 (2025): Jurnal PEKA (Pendidikan Matematika)
Publisher : Program Studi Pendidikan Matematika Universitas Muhammadiyah Sukabumi (UMMI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/3hysnw33

Abstract

This research aims to describe students spatial abilities based on cognitive load theory in geometry learning. This research approach is a qualitative approach and the type of research is descriptive research. The data obtained in this research includes qualitative data obtained from observation sheets, tests, interviews and documentation. To check the validity of the data using the data triangulation method. The subjects in this research were students of class XII Science 3 SMA Negeri 13 Jambi City. The research results showed that students' spatial abilities were still low and there was a cognitive load on students. The cognitive load that arises in learning can be seen from the complexity of the material studied, media, methods and learning strategies used by the teacher. To improve students' spatial abilities, teachers can design learning with appropriate media, methods and strategies so as to minimize the cognitive load on students.
Peningkatan Literasi Digital Guru melalui FILMAD Budaya Jambi Berbasis AI Novferma, Novferma; Destrinelli, Destrinelli; Sabil, Husni
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 6 No. 4 (2025): Edisi Oktober - Desember
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jpkmn.v6i4.7200

Abstract

Perkembangan teknologi digital menuntut guru memiliki kemampuan literasi digital yang mumpuni agar pembelajaran lebih adaptif dan relevan dengan kebutuhan generasi modern. Di SMP Negeri 6 Muaro Jambi, rendahnya keterampilan guru dalam pemanfaatan media digital, khususnya animasi 3D berbasis kecerdasan buatan (AI), menjadi tantangan serius yang berdampak pada rendahnya variasi media pembelajaran dan minimnya integrasi budaya lokal. Kegiatan pengabdian ini bertujuan meningkatkan literasi digital guru melalui pelatihan pembuatan FILMAD (Film Animasi 3D) berbantuan AI yang terintegrasi dengan deep learning dan konten budaya Jambi. Metode pelaksanaan menggunakan pendekatan workshop, praktik langsung, dan pendampingan berkelanjutan dengan melibatkan guru sebagai peserta. Hasil pelaksanaan menunjukkan adanya peningkatan signifikan pada kompetensi guru, ditandai dengan nilai N-Gain sebesar 0,62 kategori sedang–tinggi. Sebanyak 20 prototipe FILMAD berhasil diproduksi dengan konten berbasis budaya Jambi seperti Tari Sekapur Sirih dan legenda Putri Pinang Masak. Media ini tidak hanya meningkatkan antusiasme siswa dalam pembelajaran, tetapi juga memperkuat identitas kultural mereka. Program ini menunjukkan bahwa integrasi teknologi modern dan budaya lokal dapat menciptakan ekosistem pembelajaran yang lebih kontekstual, interaktif, dan berkelanjutan. Ke depan, kegiatan serupa berpotensi dikembangkan di sekolah lain untuk memperluas dampak literasi digital guru dan pelestarian budaya daerah.
Pengembangan Video Pembelajaran Berbantuan Edpuzzle Berbasis STEM untuk Meningkatkan Kemampuan Berpikir Kritis Siswa SMP Oktaviani, Dika; Sabil, Husni; Junita, Ranisa
Kognitif: Jurnal Riset HOTS Pendidikan Matematika Vol. 5 No. 3 (2025): July - September 2025
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/kognitif.v5i3.2566

Abstract

Rendahnya kemampuan berpikir kritis ssiswa mengakibatkan proses pembelajaran berjalan kurang optimal. Penelitian ini dilakukan guna meningkatkan pembelajaran matematika di SMP Negeri 1 Muaro Jambi dengan menggunakan video pembelajaran berbantuan edpuzzle bebasis STEM yang membantu mereka berpikir kritis siswa tentang materi bangun ruang sisi datar. Penelitian ini mengadopsi metode Research and Development (R&D) dan menerapkan model pengembangan ADDIE. Istrumen pengumpulan data yang digunakan adalah lembar validasi (materi dan desain), lembar praktikalitas (uji coba baik perorangan maupun kelompok), lembar efektivitas dan tes kemampuan berpikir kritis siswa. Temuan penelitian menunjukkan bahwa video pembelajaran telah dikatakan valid, praktis, dan efektif serta video tersebut layak digunakan. Hasil uji kulaitas video pembelajaran menunjukkan bahwa validasi materii termasuk “cukup valid” dengan perolehan hasil validasi materi 80%, katagori “sangat valid” untuk hasil angket desain 90%. Presentase “sangat praktis” untuk hasil dari praktikalitas guru yakni sebesar 88,88%. 89,13% katagori “sangat praktis: untuk perolehan presentase praktikalitas ssiswa. 90,43% dengan katagori “sangat efektif” untuk perolehan uji efektivitas siswa. Serta sebesar 62% dengan katagori “sedang” untuk perolehan nilai n-gainnya. Sehingga, media ajar berupa video pembelajaran berbantuan edpuzzle berbasis STEM dinyatakan efektif untuk meningkatkan kemampuan berpikir kritis siswa.
Pengembangan E-Modul Berbasis Understanding by Design (UbD) Untuk Meningkatkan Kemampuan Spasial Siswa Materi Bangun Ruang Sisi Datar Hidayat, Ayu Wahyuni; Sabil, Husni; Junita, Ranisa
Kognitif: Jurnal Riset HOTS Pendidikan Matematika Vol. 4 No. 4 (2024): October - December 2024
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/kognitif.v4i4.2182

Abstract

UbD menganut prinsip backward design yang berfokus pada tujuan yang ingin dicapai dan pemahaman siswa. Tujuan yang ingin dicapai dan bukti ketercapaiannya disajikan pada setiap aktifitas pembelajaran sehingga pembelajaran berfokus pada siswa untuk membuktikan ketercapaian tujuannya. Tujuan penelitian ini untuk mendeskripsikan kualitas e-modul berbasis UbD dalam peningkatan kemampuan spasial siswa yang dilihat dari kriteria kevalidan, kepraktisan, dan keefektifan. Kami menggunakan pendekatan Research and Development (R&D) dengan model ADDIE. Subjek penelitian ini adalah siswa kelas VIII D SMP Negeri 1 Muaro JAMBI. Data diperoleh dari instrumen angket, tes kemampuan spasial, dan observasi. Penskoran data angket menggunakan skala Likert. E-modul berbasis UbD adalah hasil penelitian ini yang dapat meningkatkan kemampuan spasial siswa. Hasil persentase rata-rata dari kualitas produk: (a) kevalidan materi sebesar 92,5% dan desain sebesar 90,83% pada kategori sangat valid, (b) kepraktisan guru sebesar 95% dan siswa sebesar 86,815% pada kategori sangat praktis, (c) angket keefektifan sebesar 81,01% pada kategori sangat efektif dan skor N-gain sebesar 0,7411 berada pada kategori tinggi. Hasil observasi menunjukkan persentase rata-rata sebesar 92,06%. Hal ini menunjukkan bahwa e-modul berbasis UbD dapat diimplementasikan untuk meningkatkan kemampuan spasial siswa. Kami merekomendasikan pendidik untuk penggunakan e-modul berbasis UbD yang memfokuskan ketercapaian tujuan pemebelajaran dan pemahaman siswa.
BRIDGING CULTURE AND TECHNOLOGY: A PROJECT-BASED LEARNING BASED 3D ANIMATION FILM FOR MOTIVATING STUDENTS IN MATHEMATICS Sabil, Husni; Novferma, Novferma; Huda, Nizlel; Romundza, Febbry
Jurnal Ilmiah Ilmu Terapan Universitas Jambi Vol. 9 No. 4 (2025): Volume 9, Nomor 4, December 2025
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jiituj.v9i4.49133

Abstract

Low motivation among students in learning mathematics, which is often viewed as abstract and disconnected from everyday life, remains a persistent challenge in Indonesian education. This study aims to develop and test the effectiveness of a 3D animated film based on ethnomathematics integrated with the Project-Based Learning (PjBL) model to enhance students’ learning motivation and cultural appreciation. The research employed a Research and Development (R&D) approach following Borg and Gall’s model through several stages: product design, expert validation, preliminary trials, field implementation, and operational evaluation. The participants consisted of junior high school students divided into control and experimental groups. Data were collected through expert validation sheets, student response questionnaires, and learning motivation scales. The validation results indicated that the 3D animated film achieved a score of 82%, categorized as “good” and suitable for classroom implementation. Statistical analysis revealed a significant increase in learning motivation in the experimental group compared to the control group, as evidenced by higher pretest–posttest gain scores. The novelty of this study lies in the integration of 3D animation and ethnomathematics within the PjBL framework an innovative combination that contextualizes mathematical concepts through local cultural wisdom while promoting active, project-based engagement. This research contributes to the growing field of culturally responsive digital learning media by demonstrating that ethnomathematics-based animation not only enhances motivation but also bridges traditional cultural values with modern technological learning approaches, offering a scalable model for 21st-century mathematics education.
PENGEMBANGAN MEDIA KOMIK MATEMATIKA BERBASIS ETHNOMATHEMATICS MENGGUNAKAN MODEL PROBLEM BASED LEARNING UNTUK MENINGKATKAN LITERASI MATEMATIS Khalid, M. Hafiz; Sabil, Husni; Novferma, Novferma; Romundza, Febbry; Harizon, Harizon
VOX EDUKASI: Jurnal Ilmiah Ilmu Pendidikan Vol 16, No 2 (2025): NOPEMBER
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/ve.v16i2.5552

Abstract

ABSTRAKPenelitian ini dilatarbelakangi oleh rendahnya literasi matematis siswa SMP, khususnya dalam memahami, menafsirkan, serta menyelesaikan permasalahan matematika dalam konteks kehidupan nyata. Media pembelajaran yang digunakan di sekolah dinilai belum mampu mengaitkan konsep matematika dengan budaya lokal serta belum memfasilitasi keterampilan pemecahan masalah. Penelitian ini bertujuan untuk: (1) mengembangkan media komik matematika berbasis ethnomathematics melalui model Problem Based Learning (PBL) pada materi Teorema Pythagoras, dan (2) mendeskripsikan kualitas produk ditinjau dari aspek kevalidan, kepraktisan, dan keefektifan dalam meningkatkan literasi matematis siswa SMP. Metode penelitian yang digunakan adalah Research and Development dengan model ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian adalah siswa kelas VIII SMP Negeri 19 Kota Jambi. Instrumen penelitian terdiri atas angket validasi ahli materi dan ahli desain, angket kepraktisan guru dan siswa, serta tes literasi matematis. Data dianalisis secara deskriptif kuantitatif dengan uji keefektifan menggunakan perhitungan N-Gain. Hasil penelitian menunjukkan bahwa produk komik matematika berbasis budaya Jambi yang dikembangkan memiliki kualitas sangat valid dengan skor 88%, praktis dengan skor 85%, serta efektif meningkatkan literasi matematis siswa. Rata-rata nilai pretest sebesar 56.4 meningkat menjadi 78,39 pada posttest dengan nilai N-Gain sebesar 0,74 (kategori tinggi). Integrasi unsur budaya Jambi seperti rumah adat, makanan khas, dan kerajinan lokal dalam alur komik berbasis PBL mampu menciptakan pembelajaran yang kontekstual, menarik, dan bermakna bagi siswa. Dengan demikian, komik matematika berbasis ethnomathematics dapat digunakan sebagai media pembelajaran inovatif  untuk meningkatkan literasi matematis siswa SMP. Kata Kunci: komik matematika, ethnomathematics, Problem Based Learning, literasi matematis, budaya JambiABSTRACTThis research was motivated by the low level of students’ mathematical literacy, particularly in understanding, interpreting, and solving mathematical problems in real-life contexts. Learning resources used in schools have not yet connected mathematical concepts to local culture, nor have they supported students’ problem-solving skills. This study aims to: (1) develop a mathematics comic based on ethnomathematics through the Problem Based Learning (PBL) model for the Pythagorean Theorem, and (2) describe the quality of the developed product in terms of its validity, practicality, and effectiveness in improving students’ mathematical literacy. This research employed a Research and Development (R&D) approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The subjects were eighth-grade students at SMP Negeri 19 Kota Jambi. Data were collected through material and design expert validation sheets, teacher and student practicality questionnaires, and a mathematical literacy test. The data were analyzed using descriptive quantitative techniques, and effectiveness was measured through the N-Gain formula. The results show that the developed comic meets the criteria of being highly valid with a score of 88%, practical with a score of 85%, and effective in improving students’ mathematical literacy. The students’ average pre-test score of 20.53 increased to 78.39 on the post-test, with an N-Gain score of 0.74, categorized as high. The integration of Jambi cultural elements—such as traditional houses, local cuisine, and handicrafts—within the PBL-based comic storyline successfully created a contextual, engaging, and meaningful learning experience for students. Therefore, the ethnomathematics-based mathematics comic is considered suitable as an innovative learning medium in the Merdeka Curriculum to enhance students’ mathematical literacy.Keywords: mathematics comic, ethnomathematics, Problem Based Learning, mathematical literacy, Jambi culture
DEVELOPMENT OF CULTURE-BASED AR-ASSISTED COMICS BOOK TO ENHANCE LEARNING MOTIVATION Mujahidawati, Mujahidawati; Sabil, Husni; Syaiful, Syaiful; Novferma, Novferma; Harizon, Harizon; Romundza, Febbry; Umam, M Afifuddin Khotibul
Jurnal Ilmiah Ilmu Terapan Universitas Jambi Vol. 9 No. 4 (2025): Volume 9, Nomor 4, December 2025
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jiituj.v9i4.50240

Abstract

The research aims to develop, validate, and evaluate Bucomath, a culture-based mathematics comic book integrated with Augmented Reality (AR), designed to provide a contextual, interactive, and culturally relevant learning experience. Using a ADDIE model, the study involved 37 ninth-grade students and collected data through expert validation sheets, teacher and student practicality questionnaires, classroom observations, pre–post motivation scales, and structural equation modeling using SmartPLS 4. The results indicate that Bucomath achieved very high validity (83.22%) in both content and design aspects, along with strong practicality ratings from teachers and students (88.22%). The effectiveness analysis revealed a substantial improvement in learning motivation, with an N-Gain score of 0.73 categorized as high, while PLS-SEM results showed that Engagement (R² = 0.64) significantly mediated the influence of Perceived Usefulness and Perceived Enjoyment on Learning Interest (R² = 0.71), with all path coefficients statistically significant (p < 0.05). These findings suggest that the combination of cultural narratives such as Jambi traditional architecture and batik geometry with AR-based 3D visualization successfully transforms abstract mathematical concepts into concrete and emotionally engaging learning experiences. In conclusion, Bucomath demonstrates that integrating local cultural identity with immersive AR technology has strong pedagogical potential to enhance students’ intrinsic motivation, cognitive engagement, and positive attitudes toward mathematics. The implications of this study highlight that culturally responsive AR media can serve as a scalable and inclusive model for future digital learning innovations, supporting not only mathematical understanding but also cultural appreciation and identity-affirming education across diverse learning environments.
Co-Authors Adriyan Ardi Rahman Ahmad Mansur Nawahdani Ahmad Mansur Nawahdani Ahmad Mansur Nawahdani Alam, Rezwanul Annisa Dhita Syahrial Asrial Asrial Asrial Asrial A Azzahra, Miftahul Zannah Bob Widodi Bob Widodi Chintia Putri Wulandari Cox, Robyn Damayanti, Latipia Destrinelli Destrinelli Dewi Iriani Dewi Iriani Dwi Agus Kurniawan Elza Triani Elza Triani Emmitt, Marie Fhadira Insani Putri Fidella Justine Mulyadi Fitri, Daniati Harizon Harizon Hidayat, Ayu Wahyuni Ilham Falani Jefri Marzal Junita, Ranisa Juwita Saputri Kamid, Kamid Khalid, M. Hafiz Kiska, Nurul Kiska, Nurul Delima Kurniawan, Dwi Agus Laily, L4ily Latifa Rahdiani Sari Luthfiah, Qonita Masyunita Siregar Miftahul Zannah Azzahra Muhammad Iqbal Mujahidawati Mujahidawati Mujahidawati, Mujahidawati Mulyadi, Fidella Justine Mutia, Rada Irma Nawahdani, Ahmad Mansur Nizlel Huda novferma, novferma Nurul Delima Kiska Nyirahabimana, Pascasie Oktaviani, Dika Pascasie Nyirahabimana Perdana, Rahmat Putri Fadillah Rachmawati, Ira Rahman, Adriyan Ardi Rahmat Perdana rahmat perdana Rahmat Perdana Rahmat Perdana Rahmat Perdana Rahmi Rahmi Rahmi Rahmi Rahmi Rahmi Rezwanul Alam Rivani, Putri Ayu Rizka Octavia Sandra Rizki Alfiana Robiansah, Muhammad Andika Romundza, Febbry roy andre ferdinan Ryan, Josephine S.Pd. M Kes I Ketut Sudiana . Sabila Eka Septi Sela Michella O. U. Simanjuntak Silfiani Indri Silvia, Ninda Simatupang, Gugun M Siti Rohana Sofnidar - Sri Muslimatul Husna Sri Winarni Sridiasih, Imelda Nur Isnaini Syahrial SYAHRIAL SYAHRIAL Syahrial, Syahrial Syaiful . TRIANI, ELZA Ubaidillah Ubaidillah Umam, M Afifuddin Khotibul vini, Vini Wardi Syafmen Wardi Syafmen Wardi Syafmen Widodi, Bob Widodo, Rido Ilham Zulkhi, Muhammad Dewa