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All Journal IAES International Journal of Artificial Intelligence (IJ-AI) International Journal of Advances in Applied Sciences International Journal of Evaluation and Research in Education (IJERE) IJCCS (Indonesian Journal of Computing and Cybernetics Systems) Jurnal Pendidikan Vokasi Cakrawala Pendidikan Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Jurnal Pendidikan dan Pengajaran Jurnal Penelitian dan Pengembangan Pendidikan Jurnal Pendidikan Teknologi dan Kejuruan KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) ISSN: 2252-9063 Jurnal Sains dan Teknologi Jurnal Pendidikan Indonesia Elkom: Jurnal Elektronika dan Komputer TELKOMNIKA (Telecommunication Computing Electronics and Control) Journal of Education and Learning (EduLearn) Jurnal Teknologi Informasi dan Ilmu Komputer Jurnal Edukasi dan Penelitian Informatika (JEPIN) Jurnal Sistem dan Informatika Proceedings Konferensi Nasional Sistem dan Informatika (KNS&I) Register: Jurnal Ilmiah Teknologi Sistem Informasi Jurnal Elemen Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Emerging Science Journal Syntax Literate: Jurnal Ilmiah Indonesia Jurnal Eksplora Informatika Abdimas Dewantara SINTECH (Science and Information Technology) Journal Sebatik Technomedia Journal JSiI (Jurnal Sistem Informasi) Lectura : Jurnal Pendidikan WIDYA LAKSANA International Journal of Natural Science and Engineering Journal of Psychology and Instructions Jurnal Ilmiah Sekolah Dasar Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) Jurnal EDUTECH Undiksha Psychology, Evaluation, and Technology in Educational Research Jurnal Mantik Jurnal Teknologi Informasi dan Terapan (J-TIT) JURNAL ILMU KOMPUTER INDONESIA Jurnal Teknologi Informasi dan Multimedia Jurnal Paedagogy Jurnal Pedagogi dan Pembelajaran Indonesian Values and Character Education Journal Journal of Computer Networks, Architecture and High Performance Computing Jurnal Manajemen Pendidikan dan Ilmu Sosial (JMPIS) Journal of Applied Data Sciences INSERT: Information System and Emerging Technology Journal Journal of Applied Computer Science and Technology (JACOST) Jurnal Indonesia : Manajemen Informatika dan Komunikasi KLIK: Kajian Ilmiah Informatika dan Komputer Indonesian Journal of Educational Development (IJED) Jurnal Kajian Ilmu Pendidikan (JKIP) Edukasia: Jurnal Pendidikan dan Pembelajaran Journal of Artificial Intelligence and Digital Business Jurnal Indonesia : Manajemen Informatika dan Komunikasi Modem : Jurnal Informatika dan Sains Teknologi Journal of Innovative Technology and Sustainability Education
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User Interface Design for Gamification of Ethnomathematics Data/Content Based on Challenges of Local Wisdom Lokasanti, I Ketut; Divayana, Dewa Gede Hendra; Sudatha, I Gde Wawan; Warpala, I Wayan Sukra
Journal of Applied Data Sciences Vol 7, No 1: January 2026
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v7i1.987

Abstract

Not all students possess the capability to effectively solve problems in accordance with the materials they have studied, both theoretically and practically, in reference to the realities of everyday life. This phenomenon is particularly evident in many junior high schools in Bali, especially within the context of mathematics education. Consequently, there is a pressing need for innovative breakthroughs to address these challenges. One such approach involves the development of gamified mathematics learning based on local Balinese wisdom. The primary objective of this research is to demonstrate the design of a user interface for gamified ethnomathematics data/content grounded in the challenges of local Balinese wisdom. This research adopts a development approach, employing the Borg and Gall model, which focuses solely on the stages of design development, initial testing, and revisions based on the outcomes of the initial trials. The subjects involved in the initial testing of the user interface design include two informatics experts, two education specialists, 40 educational technology evaluators, and 20 public junior high school teachers in Bali, particularly from the southern region. Data collection tools utilized an instrument in the form of a questionnaire consisting of 15 items related to the design of the user interface for gamified ethnomathematics data/content based on the challenges of local Balinese wisdom. The analysis of the collected data employed quantitative descriptive techniques.The research findings indicate that the quality of the user interface design is within the 'good' category, with an average percentage of 87.19%. The contribution and the most obvious implications of this research is that it can clearly demonstrate the form of gamification user interface design. Design that contains aspects of game data/content that internalize the challenges of the reality of Balinese local wisdom so that it can improve students' critical thinking skills in solving complex problems of everyday life.
User interface design of a sengkedan concept-based digital test Agus Adiarta; Dewa Gede Hendra Divayana; I Putu Wisna Ariawan; P. Wayan Arta Suyasa; Made Susi Lissia Andayani; I Nyoman Indhi Wiradika
International Journal of Advances in Applied Sciences Vol 13, No 3: September 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijaas.v13.i3.pp478-486

Abstract

This study’s purpose was to demonstrate the design of a digital test for the “educational evaluation” course based on the sengkedan (swales) concept that has good quality. This research approach was a development that used the Borg and Gall model with more focus on the design development stage, initial design trials, and revisions. Subjects involved in the initial testing of the digital test user interface design were 42 respondents. The tool used to conduct initial testing of the digital test user interface design is a questionnaire. The data analysis technique used in this research was descriptive quantitative. The results showed user interface design of a sengkedan concept-based digital test for the “educational evaluation” course was quite good. The impact of this research on evaluators in the education field was a positive thing that added to their insights in developing a digital test. The evaluators will finally understand the importance of designing the user interface before finalizing the physical application to minimize errors.
Digital Learning Factory for Developing 21st-Century Competencies in Physics Teacher Education toward SDG 4 Pangga, Dwi; Dantes, Kadek Rihendra; Divayana, Dewa Gede Hendra; Suma, Ketut; Suastra, Wayan; Artawan, Putu
Journal of Innovative Technology and Sustainability Education Vol. 2 No. 1 (2026): APRIL
Publisher : Sekolah Tinggi Agama Islam Sabilul Muttaqin Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63230/jitse.2.1.126

Abstract

Objective: This study aims to conduct a Systematic Literature Review (SLR) on the implementation of the Learning Factory (LF) model in physics education, particularly for the development of 21st-century competencies among preservice physics teachers. Method: Using the PRISMA framework, the review analyzed literature published between 2020 and 2025. Articles were identified using Publish or Perish software with Google Scholar as the primary database. A total of 32 relevant journal articles were systematically screened, extracted, and synthesized using thematic narrative analysis. Results: The review reveals that the Learning Factory (LF) is a promising instructional approach that effectively integrates theory and practice through project-based and experiential learning in simulated real-world environments. LF enhances critical thinking, creativity, collaboration, communication, and digital literacy, which are core competencies in 21st-century education. However, its implementation in teacher education still faces several challenges, including limited infrastructure, lack of faculty training, and misalignment in assessment systems. Novelty: This study contributes by systematically mapping the role of the Learning Factory model in physics teacher education, which remains relatively underexplored in existing research. The findings highlight LF’s strategic potential to bridge the gap between theory and practice and provide recommendations for curriculum design, faculty development, and institutional collaboration.
Pengembangan Video Live Shoot 3D Dalam Pelestarian Tradisi Mebuu-Buu Di Desa Penarukan Berliani, Dewa Ayu Putri; Divayana, Dewa Gede Hendra; Pradnyana, I Ketut Andika
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 3 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i3.2289

Abstract

Pengembangan Video Live Shoot 3D Dalam Pelestarian Tradisi Mebuu-Buu Di Desa Penarukan   Rendahnya pemahaman generasi muda terhadap makna dan nilai Tradisi Mebuu-buu akibat terbatasnya media informasi yang menarik mendorong pengembangan video live shoot 3D sebagai upaya pelestarian budaya. Penelitian ini bertujuan untuk mengembangkan media berupa video live shoot 3D sebagai upaya pelestarian Tradisi Mebuu-buu di Desa Penarukan, serta mengetahui respon penonton terhadap media yang dikembangkan. Latar belakang penelitian ini didasari oleh masih rendahnya pemahaman generasi muda mengenai makna dan nilai-nilai yang terkandung dalam Tradisi Mebuu-buu, meskipun sebagian besar telah mengetahui keberadaannya. Penelitian ini menggunakan metode pengembangan dengan model Multimedia Development Life Cycle (MDLC) yang meliputi tahapan concept, design, material collecting, assembly, testing, dan distribution. Data diperoleh melalui observasi, wawancara, angket, dan dokumentasi. Hasil penelitian menunjukkan bahwa video live shoot 3D yang dikembangkan mampu menyajikan visual yang realistis dan informatif sehingga memudahkan pemahaman masyarakat terhadap proses dan makna tradisi. Berdasarkan hasil uji ahli isi dan ahli media, produk dinyatakan valid dan layak digunakan. Selain itu, hasil uji respon pengguna menunjukkan kategori sangat positif. Dengan demikian, pengembangan video live shoot 3D ini efektif sebagai media edukasi sekaligus pelestarian budaya Tradisi Mebuu-buu di Desa Penarukan.
Pengembangan Film Animasi 3 Dimensi ”Pelangi Yang Tercoreng” Dampak Menonton Ponografi Bagi Anak-Anak Ida Ayu Padmi Sawitri; Dewa Gede Hendra Divayana; P Wayan Arta Suyasa
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 5 No. 2 (2026): Mei-Juli
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v5i2.8465

Abstract

Perkembangan pesat teknologi digital telah meningkatkan akses anak-anak terhadap internet yang tidak hanya memberikan manfaat edukatif, tetapi juga meningkatkan risiko paparan konten pornografi yang dapat berdampak negatif pada perkembangan kognitif, emosional, dan perilaku. Meskipun pemerintah Indonesia telah menetapkan regulasi melalui Undang-Undang Nomor 44 Tahun 2008 tentang Pornografi, penyebaran konten tersebut masih sulit dikendalikan. Hasil observasi awal di SMP Negeri 2 Singaraja menunjukkan bahwa siswa memiliki pengetahuan dasar tentang pornografi, namun belum memahami secara mendalam dampaknya, sehingga diperlukan media edukasi yang komunikatif dan sesuai dengan karakteristik perkembangan mereka. Penelitian ini bertujuan untuk mengembangkan film animasi 3 dimensi berjudul “Pelangi yang Tercoreng” sebagai media edukasi serta menganalisis respon pengguna terhadap media yang dikembangkan. Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahap, yaitu concept, design, material collecting, assembly, testing, dan distribution. Data dikumpulkan melalui observasi, wawancara, dan angket, kemudian dianalisis menggunakan teknik deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa film animasi yang dikembangkan memiliki tingkat kelayakan sangat tinggi dengan skor validasi ahli sebesar 1,00. Respon pengguna menunjukkan 64% kategori sangat baik dan 36% kategori baik, sehingga film ini dinilai layak dan efektif sebagai media edukasi.
Video Content of Menek Daha Ceremony (Ngeraja Sewala and Ngeraja Singha) as Audio Visual Learning Media I Wayan Sudiarta; Dewa Gede Hendra Divayana; I Gde Wawan Sudatha
Jurnal Edutech Undiksha Vol. 12 No. 1 (2024): June
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i1.67546

Abstract

Currently, with the development of technology, situational images related to insight and knowledge regarding commonly carried out religious ritual practices can be disseminated via digital platforms. This article aims to analyze the suitability of videos broadcast on YouTube with the content of the Ngeraja Sewala and Ngeraja Singha ceremonies in the Balinese Hindu community tradition as effective audio-visual learning media. This study uses a qualitative descriptive method by collecting data from videos on the YouTube platform conducting content analysis and evaluating the criteria for effective audio-visual learning media. Content analysis was carried out on the videos that had been collected. Continued with the process of processing data that has been collected and analyzed, through a qualitative approach and presenting it in the form of descriptions. The results of the study found that video content containing information about the Menek Daha ceremony (Ngeraja Sewala and Ngeraja Singha) which had been published via the YouTube platform was grouped into three types, namely: 1) Ordinary video documentation that is not intended as a medium for conveying more complete information to its viewers, 2) Documentary videos that include informative narrations where the sound narration and scenes in the video are out of sync, and 3) Video tutorials that make the source narrate direct and dominant in the video where between the narration and picture scenes are shown in sync.
Psychometric Validation of an AI-Based Evaluation System for Identifying Discrepancies in Learning Processes P. Wayan Arta Suyasa; I Gusti Ngurah Pujawan; Dewa Gede Hendra Divayana; I Dewa Ayu Made Budhyani; I Made Sugiarta; I Made Candiasa
Journal of Applied Data Sciences Vol 7, No 2: May 2026
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v7i2.1168

Abstract

This research advances the field of educational evaluation by designing and psychometrically validating an artificial intelligence (AI)- based diagnostic tool to detect discrepancies in university learning processes. The main novelty is the integration of the Provus Discrepancy Model combined with a forward-chaining inference engine. This research aims to transform evaluation from an administrative activity to an ongoing process of improvement. The tool was developed and validated through a sequential mixed-methods approach with 400 participants from 3 state universities and 8 evaluation experts. Results from the study provide evidence that the validated system created a substantial range of psychometric characteristics. These psychometric characteristics include strong content validity (SD-CVI/Ave = 0.94); high internal consistency and reliability (Cronbach's α = 0.94); solid construct validity as demonstrated through Confirmatory Factor Analysis (CFA) (CFI = 0.94; RMSEA = 0.054) and a substantial range of predictive analytics (diagnostic learning analytics), which the AI learning analytics engine evaluated learning discrepancies with a 92.4% diagnostic accuracy (47.4% more accurate than manual evaluation methods). The system's validated usefulness is demonstrated through high system usability (SUS = 88.2); high practical utility (85% total score on the Pragmatic Utility Assessment); significant utility (real-world) practical utility (detected 45 discrepancy patterns), cost efficiency (73% cost and 67% analysis time compared to traditional methods), and a range of analytics (predictive and learning discrepancy analytics). The significant contribution of this study is the development of the world's first integrated AI evaluation system that meets high methodological and psychometric standards, along with a set of real-time diagnostic analytics. Ultimately, this study developed the first truly integrated, novel paradigm evaluation system that combined the historically established evaluation construct and mechanisms with the most advanced AI capabilities, providing educators and institutions with evaluation tools to deliver data-driven pedagogical strategies and interventions in higher education. 
Pengembangan Layanan Informasi Publik Program Studi Pendidikan Teknik Informatika Undiksha Melalui Asisten Virtual Berbasis LLM dan RAG I Putu Agus Wendika Ferdiana; I Ketut Resika Artana; Dewa Gede Hendra Divayana
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 15 No. 2 (2026): [ONGOING] Karmapati Vol 15 No 2 Tahun 2026
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v15i2.112738

Abstract

Penelitian ini dilatarbelakangi kesenjangan informasi dan rendahnya minat baca mahasiswa terhadap teks informasi yang panjang di Program Studi Pendidikan Teknik Informatika (PTI) Universitas Pendidikan Ganesha. Sebagai solusi, dikembangkan sistem Asisten Virtual cerdas berbasis Large Language Model (LLM) dan arsitektur Modular Retrieval-Augmented Generation (RAG) menggunakan metode Research and Development (R&D) dengan kerangka ADDIE. Fokus utama penelitian ini adalah implementasi modifikasi arsitektur Self-RAG berbasis prompt dan evaluasi komparatif kinerja antara model GPT-4o mini dan Llama 3.1. Pengujian menggunakan framework RAGAS menunjukkan bahwa GPT-4o mini memiliki performa yang lebih unggul dan stabil dibandingkan Llama 3.1, mendominasi pada metrik Faithfulness (0,8869), Answer Correctness (0,6784), dan Answer Relevancy (0,6970), serta memiliki efisiensi komputasi yang jauh lebih baik dengan rentang latensi 13,91 – 27,56 detik. Meskipun Llama 3.1 unggul tipis pada Context Recall (0,9944 vs 0,9819), model tersebut mengalami kendala latensi yang sangat lambat (hingga 314,03 detik). Kelayakan sistem meraih skor sempurna 1,00 (Sangat Valid) dari Ahli Isi dan Ahli Teknis/Usability, serta tingkat penerimaan pengguna melalui System Usability Scale (SUS) sebesar 81,11 (Excellent). Dengan demikian, Asisten Virtual menggunakan model GPT-4o mini terbukti layak, akurat, dan efektif meningkatkan efisiensi penyampaian informasi akademik.
Pengembangan Aplikasi Mobile Berbasis Android untuk Pembelajaran Basita Paribasa Bali Melalui Permainan Kuis Dua Pemain (QuizDuel) I Kadek Diwa Anjapuryana; Dewa Gede Hendra Divayana; Ida Bagus Nyoman Pascima
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 15 No. 2 (2026): [ONGOING] Karmapati Vol 15 No 2 Tahun 2026
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v15i2.114400

Abstract

Penelitian ini difokuskan pada pengembangan QuizDuel, sebuah aplikasi mobile berbasis Android yang dirancang untuk mengatasi rendahnya minat dan keterlibatan peserta didik pada mata pelajaran muatan lokal Bahasa Bali, khususnya materi Basita Paribasa Bali. Fenomena ini diidentifikasi sebagai dampak dari dominasi metode konvensional yang cenderung statis. Guna menciptakan pengalaman belajar yang dinamis, QuizDuel mengintegrasikan konsep game edukasi melalui mekanisme kuis kompetitif dua pemain secara real-time. Penelitian Research and Development (R&D) ini mengadopsi model Agile, dengan mengintegrasikan ekosistem teknologi modern meliputi framework Flutter untuk antarmuka, Laravel sebagai backend, serta Supabase untuk sinkronisasi data instan. Kualitas sistem divalidasi melalui pengujian BlackBox dan WhiteBox, serta terbukti memperoleh koefisien validitas sempurna (1,00) berpredikat “Sangat Valid” dari ahli isi dan media. Evaluasi pengalaman pengguna menggunakan instrumen User Experience Questionnaire (UEQ) terhadap 30 siswa mencetak hasil yang didominasi predikat Excellent (daya tarik 2,21; kejelasan 2,06; efisiensi 2,22; stimulasi 2,14; kebaruan 1,93) dan Good pada aspek ketepatan (1,68). Didukung oleh respons guru yang mencapai skor 49,0 (Sangat Praktis), QuizDuel dinyatakan sangat layak dan efektif diimplementasikan sebagai inovasi media interaktif yang mampu mendongkrak partisipasi aktif siswa dalam melestarikan budaya lokal melalui teknologi digital.
Co-Authors ., Alif Satria Egar Santosa ., EKA SEPHARMI PUTRI ., Erlan A Simarmata ., Gede Taruna Saputra ., I Kadek Suteja Putra ., I Ketut Adhi Krisnayana ., I Kt Bento Suartawan ., I Nengah Agus Arimbawa Dwijayadi ., I Putu Ngurah Mertayasa ., Luh Putu Harta Widiyanti ., Ni Komang Yesiati ., Ni Made Krisnamurti Udayani ., Pande Komang Saputra ., Putu Yuni Prema Santi ., Wahyu Restu Aji Ade Prayoga, I Made Adie Wahyudi Oktavia Gama Afriani, Desak Agus Adiarta,ST,MT . Alif Satria Egar Santosa . Anak Agung Gede Agung Anak Agung Gede Agung Anak Agung Gede Agung, Anak Agung Gede Ananta Wijaya, Gde Indra Andayani, Made Susi Lissia Anop Sudiatmika Antara Kesiman, Made Wisnu Ariawan, Ketut Sinda arsini, kadek budi Arso, Norsa Yudhi Arya Udayana, Ngurah Nyoman Aryani, Ketut Arlin Berliani, Dewa Ayu Putri Biantara, I Gede Dody Okta Budiarta, I Kadek Edi David Juli Ariyadi Dedi Suardika, I Made Desak Afriani Dewa, I Dewa Gede Darma Permana Diatmika, Ni Luh Emi Dr. I Made Sugiarta, M.Si. . Dwi Sandyika EKA SEPHARMI PUTRI . Erlan A Simarmata . Gede Aditra Pradnyana Gede Indrawan Gede Rasben Dantes Gede Saindra Santyadiputra Gede Saindra Santyadiputra, Gede Saindra Gede Saindra Santyadiputra, S.T., M.Cs . Gede Taruna Saputra . Gede Yogi Wiryawan Gili Pratama P. Gusti Ayu Putu Achintya Dewi Gusti Ayu Putu Budi Aryati Gusti Komang Pradhana Hariana, Made Satya Heni Pujiastuti I Dewa Ayu Made Budhyani I Gde Wawan Sudatha I Gde Wawan Sudatha I Gede Aris Gunadi I Gede Hendrayana I Gede Kembar Arthayasa I Gede Mahendra Darmawiguna I Gede Margunayasa I Gede Ratnaya I Gede Satya Mulyawan I Gede Sudirtha I Gst Ngr Nyoman Gde Suadnyana I Gusti Ngurah Pujawan I Gusti Ngurah Triyana I Kadek Diwa Anjapuryana I Kadek Edi Budiarta I Kadek Suteja Putra . I Ketut Adhi Krisnayana . I Ketut Resika Artana I Ketut Resika Arthana I Komang Priatna I Kt Bento Suartawan . I Made Ardana I Made Ardwi Pradnyana I Made Candiasa I Made Gede Sunarya I Made Mudiartana I Made Putrama I Made Suwastika Dharma Arta I Made Tegeh I Made Yudana I Nengah Agus Arimbawa Dwijayadi . I Nyoman Indhi Wiradika I Nyoman Natajaya I Nyoman Pasek Nugraha I Nyoman Sukajaya I Putu Agus Wendika Ferdiana I Putu Darmayasa I Putu Ngurah Mertayasa . I Putu Okta Priyana I Putu Wisna Ariawan I Wayan Aries Agetia I Wayan Gede Suweca Antara I Wayan Sudiarta I Wayan Sudiarta I Wayan Sukra Warpala Ida Ayu Mahadewi Ida Ayu Padmi Sawitri Ida Bagus Gede Surya Abadi Ida Bagus Nyoman Pascima Indrawan, Gede Indrawan Intan Pebriyanti Januharsa, Agus Jaya, I Nyoman Surya kadek budi arsini Kadek Rihendra Dantes Kadek Yota Ernanda Aryanto Ketut Agustini Ketut Arlin Aryani Ketut Gede Turangga Ketut Sinda Ariawan Ketut Suma Komang Agus Deny Sukma Komang Ary Sudewa Komang Setemen Lokasanti, I Ketut Luh Joni Erawati Dewi Luh Putu Harta Widiyanti . Luh Putu Mutiara Rushita Adi M.Cs ., Gede Saindra Santyadiputra, S.T., M.Cs M.Cs S.Kom I Made Agus Wirawan . M.Or. S.Pd. Gede Eka Budi Darmawan . M.Pd S.T. S.Pd. I Gde Wawan Sudatha . Made Kevin Ihza Mahendra Made Kurnia Widiastuti Giri Made Satya Hariana Made Susi Lissia Andayani Made Winardana, Made Winardana Made Windu Antara Kesiman Mahendra, Made Kevin Ihza Meiliana, Komang Gita Mutiara Rushita Adi, Luh Putu Ngurah Nyoman Arya Udayana Ni Kadek Winda Patrianingsih Ni Ketut Agustini Ni Ketut Widiartini Ni Komang Theda Febrina Subagia Ni Komang Yanti Suartini Ni Komang Yesiati . Ni Made Asri Sasmita Ni Made Ayu Juli Astari Ni Made Dwi Antari NI MADE DWI ANTARI Ni Made Krisnamurti Udayani . Ni Nyoman Parwati Ni Nyoman Setiarini Ni Wayan Nursarita Prasistayanti Ni Wayan Rena Mariani Nita Rianadewi Nyoman Jaya Wardhana Nyoman Santiyadnya Nyoman Sugihartini Oka Mahendra, Ida Bagus Oktavia Fairy, Siluh Nyoman Princes P. WAYAN ARTA SUYASA P., Gili Pratama Pande Komang Saputra . Pangga, Dwi Parwata, I Ketut Pebriyanti, Intan Pradnyana, I Ketut Andika Prasistayanti, Ni Wayan Nursarita Priatna, I Komang Putu Artawan Putu Yuni Prema Santi . Rianadewi, Nita Rizki Anom Raharjo S.Pd. M Kes I Ketut Sudiana . Sadewa, I Gusti Bagus Bogi Sandyika, Dwi Sasmita, Ade seftian rusditya Seftian Rusditya Setiarini, Ni Nyoman Sindu, I Gede Partha Sri Utami, Luh Putu Suadnyana, I Gst Ngr Nyoman Gde Sudewa, Komang Ary Sudiatmika, Anop Sugiharni, Gusti Ayu Dessy Sukawijana, I Komang Gede Sukayana, I Wayan Sukma, Komang Agus Deny Sunarya, I Made Arisetiawan Sunarya, I Made Arisetiawan Suratmin Suweca Antara, I Wayan Gede Turangga, Ketut Gede Wahyu Restu Aji . Wardhana, Nyoman Jaya Wayan Suastra Wayan Subagiarta Wayan Sugandini Wiguna, I Kadek Arta Wiradika, I Nyoman Indhi Yudi Purnawan, I Komang Yuliana Dharmayani, Ni Ketut