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Pengaruh Penerapan Model Pembelajaran Problem Based Learning Berbantuan E-Modul terhadap Hasil Belajar Materi Penjumlahan dan Pengurangan Kelas 1 SDN Gedangsewu Pare Adista, Nesyadila Dyah; Permana, Erwin Putera; Imron, Ilmawati Fahmi
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.v9i1.26565

Abstract

Penelitian ini dilatar belakangi dari hasil observasi yang menunjukkan bahwa kegiatan pembelajaran masih berpusat pada guru dan modul cetak. Hal ini berdampak pada rendahnya hasil belajar siswa materi penjumlahan dan pengurangan bilangan cacah sampai 20. Salah satu upaya yang dilakukan dalam mengatasi permasalahan yang terjadi adalah menggunakan model pembelajaran Problem Based Learning berbantuan E-modul yang sesuai pada materi yang sedang diajakan pada siswa. Tujuan penelirian ini diantaranya : 1) Untuk mengetahui adanya pengaruh model pembelajaran Problem Based Learning berbantuan E-Modul materi pengurangan dan penjumlahan terhadap hasil belajar untuk siswa kelas 1 SDN Gedang Sewu 1 Pare, 2) Untuk mengetahui adanya pengaruh model pembelajaran Problem Based Learning tanpa berbantuan E-Modul materi pengurangan dan penjumlahan terhadap hasil belajar untuk siswa kelas 1 SDN Gedang Sewu 2 Pare, 3). Untuk mengetahui adanya perbedaan pengaruh model pembelajaran Problem Based Learning berbantuan E-modul siswa Kelas 1 SDN Gedangsewu 1 Pare dan pengaruh model pembelajaran Problem Based Learning tanpa E-modul terhadap hasil belajar materi penjumlahan dan pengurangan bilangan cacah sampai 20. Penelitian ini merupakan penelitian kuantitatif, teknik penelitian menggunakan eksperimental quasy. Subjek penelitian pada ini adalah siswa kelas I SDN Gedangsewu 1 Pare sebanyak 31 siswa dan siswa kelas I SDN Gedangsewu 2 Pare sebanyak 28 siswa. Pengunpulan data berupa tes tertulis (pretest dan post test) dalam bentuk uraian. Teknik analisis data yang digunakan adalah uji validitas, uji reabilitas, uji normalitas, uji homogenitas, dan uji-t taraf signifikansi 5%. Dari hasil analisis data pada penelitian ini dapat disimpulkan bahwa : 1) Terdapat pengaruh Model Problem Based learning (PBL) berbantuan E-Modul terhadap hasil belajar siswa materi penjumlahan dan pengurangan kelas 1 SDN Gedangsewu Pare Tahun 2024/2025, 2) Terdapat pengaruh model Problem Based Learning (PBL) tanpa berbantuan E-Modul terhadap hasil belajar siswa materi penjumlahan dan pengurangan kelas 1 SDN Gedangsewu Pare Tahun 2024/2025, 3) Terdapat perbedaan pengaruh model Problem Based Learning berbantuan E-Modul terhadap hasil belajar siswa materi penjumlahan dan pengurangan kelas 1 SDN Gedangsewu 1 Pare Tahun 2024/2025 dengan model Problem Based Learning tanpa berbantuan E-Modul terhadap hasil belajar siswa materi penjumlahan dan pengurangan kelas 1 SDN Gedangsewu 1 Pare Tahun 2024/2025.
PENGEMBANGAN MULTIMEDIA INTERAKTIF PADA MATA PELAJARAN IPA MATERI MENDESKRIPSIKAN DAUR HIDUP HEWAN DI LINGKUNGAN SEKITAR SISWA KELAS IV SEKOLAH DASAR Permana, Erwin Putera; Nourmavita, Desy
Jurnal PGSD Vol 10 No 2 (2017)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (700.955 KB) | DOI: 10.33369/pgsd.10.2.79-85

Abstract

This research is motivated by the observation in grade IV of elementary school of Natural Science subject (IPA) animal life cycle, because most students experience saturation in learning because the teacher still use conventional teaching method that is lecture. In addition, the source of student learning comes only from teachers and textbooks alone without any use of instructional media. Teachers do not pay attention to the explanations of teachers and students do not understand the material being taught. This research is a research development or research and development (R & D) adapted from the ADDIE development model. The stages are 5 stages: 1) Analysis (Analysis), Development (Design), Implementation (Implementation), and Evaluation (Evaluation). Validation is done by material experts, media experts, and learning practitioners. The results of this study are (1) Development of Interactive Multimedia Life Cycle Animals using professional adobe flash CS6 application with the method of ADDIE model development. (2) The teacher's response to this media is the optimism of teachers to achieve the learning objectives, as well as the students' response to this media is very positive, they are very fond of this media. (3) Interactive multimedia from the big aspect based on the percentage of the feasibility assessment in the category is very appropriate to be used as learning media of Natural Science for fourth grade students of elementary school. Based on the conclusions of the results of this study, namely: (1) For teachers, can use interactive multimedia to help students become more active and can create a fun classroom atmosphere. (2) For further research, make a broad try again, in order to produce learning media that can be used widely.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS WEBSITE PADA MATERI LAMBANG PANCASILA SISWA KELAS II SEKOLAH DASAR FADILA, DIANA NOOR; PERMANA, ERWIN PUTERA; WENDHA, DHIAN DWI NUR
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 4 No. 2 (2024)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v4i2.3137

Abstract

Based on the results of interviews with the second grade teacher at Jatirejo State Elementary School, namely Mrs. Suciati, S.Pd. stated that there were some students who had not been able to understand the Pancasila symbol material well. This is because during the PPKn learning process, teachers have not found and used learning media that are suitable and attract students' attention, so students do not understand the material being presented. The class II teacher also explained that some students had more fun playing and chatting with their classmates and this made other students not concentrate on studying. The objectives of this research are: (1) To determine the validity of website-based interactive multimedia for the Pancasila symbol (2) To determine the practicality of website-based interactive multimedia development products for the Pancasila symbol. 3) To determine the effectiveness of website-based interactive multimedia development products for the Pancasila symbol. This research uses the R&D (Research and Development) development method using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model. Data collection techniques include data analysis techniques, pre-test and post-test. The results of the research show that the interactive multimedia symbol of Pancasila is website-based with a percentage of material expert validity assessment of 92% in the very valid category and media expert assessment of 88% in the very valid category, and the teacher response questionnaire obtained results of 90% in the very practical category and classical learning completeness with percentage 92.59%. ABSTRAKBerdasarkan hasil wawancara dengan guru kelas II SD Negeri Jatirejo yaitu Ibu Suciati, S.Pd. menyatakan bahwa ada Sebagian siswa yang belum mampu memahami materi lambang Pancasila dengan baik. Hal tersebut dikarenakan pada saat proses pembelajaran PPKn berlangsung guru belum menemukan dan menggunakan media pembelajaran yang cocok dan menarik perhatian siswa, sehingga siswa kurang memahami materi yang disampaikan. Guru kelas II juga menjelaskan bahwa terdapat beberapa siswa lebih asyik bermain dan mengobrol Bersama teman sebangkunya dan membuat siswa yang lain tidak konsentrasi dalam belajar. Tujuan dari penelitian ini yaitu: (1) Untuk mengetahui kevalidan multimedia interaktif lambang Pancasila berbasis website (2) Untuk mengetahui kepraktisan produk pengembangan multimedia interaktif lambang Pancasila berbasis website 3) Untuk mengetahui keefektifan produk pengembangan multimedia interaktif lambang Pancasila berbasis website. Penelitian ini menggunakan metode pengembangan R&D (Research and Development) dengan menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Teknik pengumpulan data berupa teknik analisis data, pre test dan post test. Hasil penelitian menunjukkan multimedia interaktif lambang Pancasila berbasis website dengan presentase penilaian kevalidan ahli materi 92% dengan kategori sangat valid dan penilaian ahli media 88% dengan kategori sangat valid, serta angket respon guru memperoleh hasil 90% dengan kategori sangat praktis dan ketuntasan pembelajaran secara klasikal dengan presentase 92,59%.
PENGEMBANGAN MEDIA PEMBELAJARAN NETADO UNTUK MENINGKATKAN KETERAMPILAN MENYIMAK DAN MEMBACA DONGENG SISWA KELAS II SDN BANGSONGAN Prisna Galuh Ardhia Pramesti; Alfi Laila; Erwin Putera Permana
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, No. 04 Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.17408

Abstract

The use of learning media at Bangsongan Elementary School is less varied and learning outcomes are still low based on the results of observations and distribution of teacher questionnaires and tests for students. This research aims to 1) determine the validity 2) practicality and 3) effectiveness of netado media. The method used is the R&D (Research and Development) method with the ADDIE development model. Data collected through media and material validation questionnaires, teacher and student response questionnaires, as well as pretest and posttest for pre-requisite tests 1) normality test, 2) homogeneity test, and 3) T test. Through media and material expert validation results, percentages were obtained 87.5% and 90% which can be said by the media are valid. Furthermore, when administering the teacher and student response questionnaire, a percentage score of 92% and 95% was obtained, which stated that the media was practical to use. In the normality test, it is known that the results are 0.287 > 0.05, limited test and 0.257 > 0.05, so it is said that the data used is normal. Furthermore, the homogeneity test obtained results of 0.543 > 0.05 limited test and 0.185 > 0.05 broad test, so it can be said that the data used is homogeneous or similar. Finally, the T test obtained results of 0.001 < 0.05 limited test and 0.001 < 0.05 broad test, so it can be said that there are differences in the different treatments, namely the use of netado media.
PENGEMBANGAN MULTIMEDIA INTERAKTIF “PETOK PEJANDA” BERBASIS APLIKASI PREZI MATERI PERJUANGAN PARA TOKOH PEJUANG PENJAJAHAN BELANDA UNTUK KELAS 5 SDN PULOREJO Pramita, Fransiska Dwi; Imron, Ilmawati Fahmi; Permana, Erwin Putera
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 4 (2024): Volume 09 No. 04 Desember 2024 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.18792

Abstract

This research was motivated by the results of observations carried out at SDN Pulorejo. namely, the problem of low learning outcomes for grade 5 students in the social studies subject, history material, was found. The low student learning outcomes are caused by students not liking and considering social studies subjects, especially history, to be difficult and boring. Therefore, in this research, a trial was carried out to improve student learning outcomes by using the interactive multimedia "PETOK PEJANDA" based on the Prezi application. The aim of this research and development is to determine the validity, practicality and effectiveness of the interactive multimedia "PETOK PEJANDA" based on the Prezi application. This research uses the development research model and ADDIE method. This research obtained media and material validity results of 84%, the effectiveness of the media in limited trials obtained classical completeness of 90% while in extensive trials obtained classical completeness of 96%, and practicality in limited trials obtained a percentage of 94% and in extensive trials obtained percentage of 95%. Based on this percentage, it can be concluded that the interactive multimedia "PETOK PEJANDA" based on the Prezi application is valid, practical, and effective for use in grade 5 elementary school students.
PENGEMBANGAN MEDIA PEMBELAJARAN (PCGM) PAPERCRAFT GAME MINECRAFT PADA MATERI KEGIATAN EKONOMI UNTUK SISWA KELAS 4 DI SDN TIRON 4 Asih Nanda Sari; Dhian Dwi Nur Wenda; Erwin Putera Permana
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.23123

Abstract

This study aims to develop and evaluate the effectiveness of a game-based learning media (Paper Craft Game Minecraft or PCGM) in enhancing students' interest and understanding of economic activities. This learning media is specifically designed for fourth-grade students at SDN Tiron 4, utilizing a more interactive and engaging approach to optimize the learning experience. The research method employed is Research and Development (R&D) using the ADDIE model, which consists of five main stages: needs analysis, design, development, implementation, and evaluation. Research instruments, including questionnaires and interviews, were used to assess the quality of the learning media based on validity, practicality, and effectiveness aspects. The results indicate that Paper Craft Game Minecraft received a validity score of 82% from subject matter experts and media experts, signifying that this media is highly suitable for use in learning. In terms of practicality, it obtained a score of 98%, reflecting ease of use and alignment with the needs of students and teachers. Meanwhile, in terms of effectiveness, the media achieved an excellent score of 92%, indicating its success in improving students' understanding of economic concepts. Based on these findings, it can be concluded that this game-based learning media is effective in enhancing students' comprehension and can serve as an innovative alternative in elementary school learning. The implications of this study highlight the importance of using interactive learning media to create a more engaging learning experience, as well as the need for further development to expand the variety and scope of the material covered.
PENGEMBANGAN BAHAN AJAR BERBASIS CDL (CONTEXTUAL DIGITAL LITERACY) PADA MATERI JUAL BELI UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS IV SDN BULUSARI 3 Aswin Fahrul Hidayat; Erwin Putera Permana; Agus Widodo
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.28898

Abstract

This research is motivated by the results of observations at SDN Bulusari 3 class IV in the subject of Science, the material of buying and selling activities which showed that class IV students still had difficulty understanding the material as evidenced by the average student score of 43. One of the causes is that teachers tend to use teaching materials that are less varied, resulting in students being less enthusiastic in participating in learning. To overcome this problem, it is necessary to develop innovative teaching materials in accordance with the material. This study aims to 1) determine the validity, 2) practicality, and 3) effectiveness of digital literacy teaching materials. The method used is the R&D (Research and Development) method with the ADDIE development model. Data collected through a validation questionnaire of teaching materials and materials, student response questionnaires, and pretests and posttests carried out by students. Through the results of the validation of teaching materials and materials experts, a percentage of 86% and 89% were obtained, which can be said that the teaching materials are valid. Furthermore, in the provision of student response questionnaires, a percentage score of 90% was obtained, stating that the teaching materials are practical to use. In the pretest that students completed, the average score was 54. Meanwhile, in the posttest that students completed, the average score was 80. Based on the results of the pretest and posttest, the digital literacy teaching materials can be said to be effective and can improve learning outcomes.
Penerapan Metode Problem Solving Dengan Media Gambar Seri Untuk Meningkatkan Hasil Belajar IPS Kelas IV Sekolah Dasar Permana, Erwin Putera
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 1 No 1 (2015): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (639.255 KB) | DOI: 10.29407/jpdn.v1i1.152

Abstract

Based on the observations of researchers in learning social studies found that students were less active in the learning process IPS. Students are less interested in social studies because during social studies only considered as subjects only rote and less emphasis on affective and psychomotor aspects. Teacher-centered learning, teaching methods are less effective, do not use the lesson plan (RPP), do not use the medium of learning, students are less given the opportunity for creativity, students are not encouraged to find a concept but indicated concepts to keep in mind, students easily forget what who had previously remembered because learning is limited to reading a book or listening to an explanation. Consequently the results of social studies is very low, of 33 students, who thoroughly studied only 14 students of completeness criteria 65. Thus, researchers conducted a study to solve these problems. The purpose of this study were (1) Describe the application of the method of problem solving with the media image series in improving learning outcomes in teaching social studies for class IV SDN Turi 01 Town Blitar, and (2) Describe the improvement of learning outcomes in teaching social studies for class IV SDN Turi 01 Town Blitar. Data collected by observation, observation, document, and test. Results of the study are: (1) an increase in activity of student learning through the application of methods of problem solving, (2) an increase in student learning outcomes through the implementation of the application of problem solving methods, and (3) of 33 students only one of students who have not completed thereafter learning activities for two cycles because of relatively slow learning students. Keywords: Problem Solving Methods, Media Image Series, Results Learning, Learning IPS
Penerapan Metode Pembelajaran Kooperatif Numbered Heads Together (NHT) Untuk Meningkatkan Hasil Belajar dan Berpikir Kritis Siswa Pada Mata Pelajaran IPS SD Permana, Erwin Putera
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 1 No 2 (2016): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (350.508 KB) | DOI: 10.29407/jpdn.v1i2.210

Abstract

Application of Cooperative Learning Methods Numbered Heads Together (NHT) to review the findings improve learning and Critical Thinking Students in socialstudies in elementary school. This study is a class action label study. The collected datais the data Students learn critical thinking commercial article. Data collection is done byobservation, testing, documentation and questionnaires. Husband research consistsFrom prayer cycle. Cooperative Learning Research Results Numbered Heads Together(NHT) showed an increase in critical thinking skills students learn the commercialarticle. Process improvement study findings known that i cycle on pre-test activitiesamounted to 6.25% 65.63% on increased Being a post test activities but still meetrequirements yet classical completeness The school set. Taxable income Researchers Repair on the cycle II pre-test activities known that classical learning completenessamounted 15.63% 93.75% on increased Being Postal test activities and has beenfulfilling requirements set classical completeness The school that is ≥ 75% by begitu Has Occurred increase mastery learning Grade V amounted to 28.12% Based on thesefindings can Execution Model that concluded the implementation of Cooperative Learning Methods Numbered Heads Together (NHT) can Critical Thinking skill simprove student learning commercial article.
Profil Kemampuan Berpikir Kritis Calon Guru Sekolah Dasar dalam Memecahkan Masalah Geometri Berbasis Etnomathematika Primasatya, Nurita; Imron, Ilmawati Fahmi; Permana, Erwin Putera
Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika Vol 11 No 1 (2025): Jurnal Math Educator Nusantara
Publisher : Program Studi Pendidikan Matematika, Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jmen.v11i1.24822

Abstract

This study aims to analyze the critical thinking skills of prospective elementary school teachers in solving ethnomathematics-based spatial geometry problems. Critical thinking skills are essential skills for prospective teachers in facing the challenges of modern education. This study uses a descriptive qualitative approach with four final year students of the PGSD Study Program, UN PGRI Kediri as subjects who are classified into two categories, namely high and low ability. Data were collected through problem-solving tests and interviews based on Ennis' critical thinking indicators, which include simple explanations, basic skills, strategies and tactics, conclusions, and further explanations. The results showed that low-ability subjects were only able to achieve three of the five critical thinking indicators, namely providing simple explanations, building basic skills, and drawing conclusions. Meanwhile, high-ability subjects were able to meet all critical thinking indicators. This study confirms that critical thinking skills can be developed through ethnomathematics-based problem presentation, which links mathematical concepts to local culture.
Co-Authors 'Adziima, Mavatih Fauzul Abdul Aziz Hunaifi Abdul Wahab Ade Nur Ashari Adista, Nesyadila Dyah Afandi, Zainal Agus Widodo Agus Widodo AGUS WIDODO Airlangga, Muhammad Adam Alfi Laila Alfi Laila, Alfi Anam, Misbahul Andri Nurbiyati Anggara Teja Arya Kusuma Angzalna, Umbar Anis Yona Tyas Wilupi Aprilia Dita Puspita Sari Aprilia, Hesinta Mita Arofah, Irvana Arya Setya Nugroho Ash., Zulvia Rifqi Nabilla Asih Nanda Sari Aswin Fahrul Hidayat Azka, Vaza Deefath Az Azzaria, Cinta Bambang Agus Sumantri Bambang Agus Sumantri, Bambang Agus Cecilia Permatasari Chikuvadze, Pinias Christopher Mutseekwa Claretah Makuvire Daffa Bhadra Thaariq Untaryo Damariswara, Rian Damariswara, Rian Daniswara, Naomi Diva Dema Yulianto Deviyanti Widyaningrum Dewi Wulan Arum Dewi Yuliana Dhian Dwi Nur Wenda, Dhian Dwi Nur Diani Nurhajati Diyaurrahman, Rizki Nurazmi Fadillah Dwi Sela Dwi Sri Utaminingrum Endang Sri Mujiwati FADILA, DIANA NOOR Fanisia, Lika Faradina Damayanti Susanto Frans Aditia Wiguna Handayani, Rizky Hapsari, Devinsa Pinda Idris, Ahmad Imron, Ilmawati Fahmi Indah Yuni Astuti, Indah Isniar, Mita Ita Kurnia Junaedi Kholis, Moh. Nur Kukuh Andri Aka Kurnia, Ita Kurnia, Nila Makuvire, Claretah Mardian, Wannu Rizki Dicky Maulana, Eka Luthfi Mega Isna Tiara Sari Melani Wahyu Diana Misbahul Anam Misbahul Anam Mugijima, Samuel Muhamad Basori Muhamad Basori, Muhamad Muhamad Guntur Andrean Setyawan Mukmin, Bagus Amirul Muliawati, Astri Mumun Nurmilawati Mustofa, Muhammad Afif Mutseekwa, Christopher Muzaki, Muhammad Rezai Nila Kurnia Nora Yuniar Setyaputri Nourmavita, Desy Novi Nitya Santi, Novi Nitya Nur'Aida, Martalia Nurbiyati, Andri Nurfahrudhianto, Aan Nurita Primasatya Octavia Tri Anggraini Oliviana Putri Setyorini Pamungkas, Bima Kukuh Dwi Permatasari, Cecilia Pinias Chikuvadze Pramita, Fransiska Dwi Prayoga, Dwi Fany Pripinda, Ayuneira Dega Prisna Galuh Ardhia Pramesti Purwaningtyas, Nuranisya Putra, Dymas Ajie Pramana Putri Mulanisya Ayu Wardani Putri Rahmadiana, Ulfa Putri, Jenisa Agata Putri, Kharisma Eka Putri, Rosita Eka Putri, Shintya Eka Rosalia Putri, Veni Pratiwi Ananda Rahardian, Muchamad Gilang Nauri Rahmadiana, Ulfa Putri Ramadhan, Aditya Sukma Ratna Sari, Tria Aprilia Robert, Davin Zainur Rosalia, Novita Dewi Saadah, Ulviyah Lailatul Saidah, Karimatus Samuel Mugijima Sari, Aprilia Dita Puspita Sari, Tria Aprilia Ratna Sari, Yeny Endah Purnama Sari, Yeny Endah Purnama Shinta Ayu Wardani Shintya Eka Rosalia Putri Sindhikara, Legaspie Aura Soenarko, Bambang Sri Mujiwati, Endang Srikalimah, Srikalimah Sucipto Sucipto Susi Damayanti Susi Damayanti, Susi Sutrisno Sahari, Sutrisno Suwarti Suwarti Suwarti Suwarti Totti, Ilham Syah Tria Aprilia Ratna Sari Ulfa Putri Rahmadiana Ulhaq, Dafa Laswar Urmila Sheba Nedianna Wahid Ibnu Zaman Wahyudi Wahyudi Wardani, Saylendra Arga Wardani, Shinta Ayu Wardhani, Aurel Fransisca Kusuma WENDHA, DHIAN DWI NUR Widyaningrum, Deviyanti Wiganata, Siken Agil Winarto, Jotter Fikri Yahya, Wildan Ramadhani Yatul Hulub, Kunthi Ulwi Yugianta, Laurentius Hendri Yuli Virawati Zulvia Rifqi Nabilla Ash Zulvia Rifqi Nabilla Ash. Zunaidah, Farida Nurlaila