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All Journal Jurnal Informatika Jurnal sistem informasi, Teknologi informasi dan komputer Jurnal Teknologi Informasi dan Ilmu Komputer SMATIKA Journal of Animation & Games Studies Fountain of Informatics Journal Jurnal Ilmiah KOMPUTASI Jurnal Pengabdian UntukMu NegeRI JOIV : International Journal on Informatics Visualization Journal of Information Technology and Computer Science Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Jurnal Eksplora Informatika Sainmatika: Jurnal Ilmiah Matematika dan Ilmu Pengetahuan Alam JURTEKSI JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) PrimaryEdu - Journal of Primary Education Building of Informatics, Technology and Science Jutisi: Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Jurnal Informatika dan Rekayasa Elektronik JATI (Jurnal Mahasiswa Teknik Informatika) JIKA (Jurnal Informatika) Infotek : Jurnal Informatika dan Teknologi Indonesian Journal of Cultural and Community Development Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Jurnal Teknik Informatika (JUTIF) Jurnal Abdimas Indonesia : Jurnal Abdimas Indonesia Indonesian Journal of Innovation Studies Jurnal Nasional Teknik Elektro dan Teknologi Informasi Prosiding Seminar Nasional Teknik Elektro, Sistem Informasi, dan Teknik Informatika (SNESTIK) PELS (Procedia of Engineering and Life Science) Proceedings of The ICECRS Procedia of Social Sciences and Humanities Publikasi Pengabdian Masyarakat Komputer dan Teknologi (PUNDIMASKOT) JOINCS (Journal of Informatics, Network, and Computer Science) STORAGE: Jurnal Ilmiah Teknik dan Ilmu Komputer Jurnal Sistem Informasi Prosiding SEMNAS INOTEK (Seminar Nasional Inovasi Teknologi) Indonesian Journal of Applied Technology Journal of Technology and System Information Kesatria : Jurnal Penerapan Sistem Informasi (Komputer dan Manajemen) Journal of Electrical Engineering semanTIK Journal of Blockchain, Nfts and Metaverse Technology IJHCS Smatika Jurnal : STIKI Informatika Jurnal Academia Open Journal of Artificial Intelligence and Digital Economy
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SYNCHRONOUS AND ASYNCHRONOUS WITH FLIPPED LEARNING ENVIRONMENT IN PRIMARY SCHOOL Rindaningsih, Ida; Findawati, Yulian; Hastuti, Wiwik Dwi; Fahyuni, Eni Fariyatul
PrimaryEdu : Journal of Primary Education Vol. 5 No. 1 (2021): Volume 5, Number 1, February 2021
Publisher : Institut Keguruan dan Ilmu Pendidikan Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/pej.v5i1.1883

Abstract

The challenges of learning during the pandemic are currently a big task for the world of education. The unpreparedness of school institutions, students, and parents in facing changes in the distance learning system has an impact on the implementation of learning during the COVID-19 pandemic. For this reason, it is necessary to have a learning solution that can answer the challenges of learning using digital-based learning. This research aims to develop a model of the reverse learning environment. This development research examines various aspects of the needs of the student learning environment during the COVID-19 pandemic. The subjects of this study were school principals, deputy principals, and elementary school teachers who have implemented the 2013 Curriculum. The results of this study show that the synchronous and asynchronous framework with the reverse learning environment approach is proven valid and feasible applied to learning  COVID-19. The findings synchronous, and asynchronous that are implemented efficiently by the teacher, and applications will continue to be developed.
Perancangan Sistem Informasi Pendataan Penduduk Nonpermanen Berbasis Website Pada Kecamatan Prambon Kabupaten Sidoarjo Erfina, Idha Maharani; Findawati, Yulian; Dijaya, Rohman
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 8, No 2 (2023): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v8i2.648

Abstract

The Prambon Subdistrict Office is a Regional Government Organization in the Sidoarjo Regency area that has the authority to conduct a census of nonpermanent residents in its jurisdiction. The office has never conducted a census of nonpermanent residents before and is facing challenges in initiating the process. However, the data on the number of nonpermanent residents is crucial for their operations. To address this issue, the author is interested in developing an Information System for Nonpermanent Resident Census. The development of this information system will follow the waterfall methodology, which involves a sequential and linear approach to software development, ensuring comprehensive results. The system will be designed as a website, utilizing the CodeIgniter framework and the PHP programming language. The database used for this system will be MySQL. To ensure the system's functionality and accuracy, it will be tested using black-box testing, a method where the internal structure of the system is not known to the tester. The resulting Information System for Nonpermanent Resident Census will serve as a solution for the Prambon Subdistrict Office in conducting a census of nonpermanent residents within its jurisdiction. It will also provide valid population reports, specifically for nonpermanent residents.
DESIGNING WEB-BASED DIGITAL INVITATIONS (PERANCANGAN UNDANGAN DIGITAL BERBASIS WEB) Islam Al-Hazmi, Auliansyah; Findawati, Yulian
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 9 No. 4 (2025): JATI Vol. 9 No. 4
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v9i4.14372

Abstract

Secara tradisional, undangan pernikahan selalu dicetak di atas kertas atau bahan sejenisnya. Biaya cetak undangan juga tidak murah, dan proses cetaknya pun memakan waktu yang lama. Hal ini tentu saja menghabiskan banyak waktu dan biaya. Namun, Seiring kemajuan teknologi dan ketersediaan jaringan internet yang semakin luas, saat ini telah hadir platform undangan digital berbasis web yang mampu meminimalisir anggaran, mempercepat proses distribusi, serta menghemat waktu dalam pengiriman surat undangan. Sistem undangan online ini menjadi solusi yang menguntungkan baik bagi konsumen maupun produsen. Dengan sistem ini, konsumen dapat dengan mudah melakukan pemesanan dan transaksi secara online, kapan pun dan di mana pun mereka berada. Salah satu kelebihan sistem ini adalah kemampuannya untuk membuat tautan undangan yang dapat dibagikan melalui media sosial. Dengan adanya sistem undangan online berbasis web ini, diharapkan dapat memberikan kemudahan dan efisiensi bagi semua pihak yang terlibat dalam proses pernikahan.
Multi-label Aspect Dangerous Speech Classification Using Keyword-Driven Ensemble Classifier on Imbalanced Data Findawati, Yulian; Budi Raharjo, Agus; Adni Navastara, Dini; Yonathan, Vincent; Yatestha, Anak Agung; Purwitasari, Diana
JOIV : International Journal on Informatics Visualization Vol 9, No 4 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.4.3129

Abstract

This study aims to detect various aspects of dangerous speech on social media, particularly Twitter, which has the potential to incite violence and increase prejudice against specific communities. The research dataset includes tweets containing dangerous speech related to the Indonesian government from 2019 to 2022. Researchers manually labeled the data based on seven aspects of hazardous speech, including social and historical context, dehumanization, accusations in the mirror, threats against women/children, questioning in-group loyalty, and threats against groups. The study employs a multi-label classification method to handle these aspects, which appear simultaneously in a single text. The main challenges include data imbalance, ambiguity, and the informal language frequently appearing in tweets. This study introduces a Keyword-Driven Ensemble Classifier (KDEC), a new ensemble model that leverages the strengths of SVC, Logistic Regression, IndoBERTweet, and specific keyword lists for each label. Researchers designed KDEC based on the best results from machine learning and deep learning methods tested in this study. The research team tested the model on small and large datasets, conducting trials involving seven and four-label classifications. The results show that KDEC, with label reduction and keyword support, effectively addresses data imbalance, resolves label overlap, and achieves 92% accuracy for seven-label classification and 88% for four-label classification. The findings of this research are highly relevant for hate speech analysis across various platforms and languages, particularly in understanding context and conveyed messages. Additionally, this study provides valuable insights into managing harmful content in online government-related discussions. This method identifies dangerous speech on a larger scale and supports data-driven social media content regulation decision-making.
Implementasi Aplikasi Perpustakaan Mini Mandiri At-Taqwa Urangagung Sidoarjo Rahmawati, Yunianita; Findawati, Yulian; Indahyanti, Uce; Fitroni, Arif Senja
Jurnal Pengabdian UntukMu NegeRI Vol. 7 No. 1 (2023): Pengabdian Untuk Mu negeRI
Publisher : LPPM UMRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jpumri.v7i1.4830

Abstract

Perpustakaan Mini Mandiri At-Taqwa didirikan untuk memberikan bahan bacaan pada warga perumahan Bhayangkara pada khususnya dan warga sekitar perumahan pada umumnya. Pendataan buku dan anggota dilakukan secara manual sehingga dibutuhkan suatu aplikasi pendataan buku secara otomatis sehingga dibuatlah aplikasi Perpustakaan Mini Mandiri At-Taqwa. Fitur aplikasi ini diantaranya Input Kategori Buku, Input Data Buku, Input Data Anggota, Input Data Petugas, Cari Data Buku, dan Laporan Buku. Aplikasi ini dapat membantu pencatatan dan pencarian data buku, anggota, dan petugas secara otomatis.
Game Simulasi Wirausaha Berbasis Model Pembelajaran Eksperiensial Sebagai Alternatif Media Pembelajaran Di SMK Kelas XI Findawati, Yulian; ., Suprianto; Sumarmi, Wiwik
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 2 No 1: April 2015
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (890.461 KB) | DOI: 10.25126/jtiik.201521131

Abstract

AbstrakSalah satu model pembelajaran yang menarik dan kreatif yaitu model pembelajaran Game. Adapun game yang dimaksud adalah game  simulasi yang  disesuaikan dengan mata pelajaran kewirausahaan pada SMK kelas XI. Game simulasi wirausaha yang dibuat berupa  game berbasis model pembelajaran eksperiensial dimana game ini memberikan pengalaman bagi pemain game sebagai wirausahawan muda yang ingin mengembangkan usaha. Di dalam game ini  juga  disesuaikan dengan kurikulum SMK  kelas XI pada mata pelajaran kewirausahaan, dimana yang disimulasikan berupa pengalaman perijinan usaha, manajemen produksi , manajemen pemasaran, pencatatan transaksi keuangan dan pelayanan pelanggan. Pengujian  validasi  game simulasi dilakukan oleh ahli media ,ahli materi dan siswa menggunakan kuisioner. Dari pengujian yang dilakukan oleh ahli media, game simulasi ini  memiliki nilai sangat bagus pada keterbacaan tulisan teks, ketepatan ukuran huruf, ketepatan warna huruf, ketepatan jenis huruf, kejelasan tata letak gambar, kesesuaian tampilan, penempatan konten, ketepatan penggunaan tema, dan kualitas tampilan desain. Sedangkan berdasar   pengujian yang dilakukan oleh  ahli materi maka yang memiliki nilai baik yaitu pada poin kebenaran materi, kemenarikan materi, keruntutan materi, cakupan materi..Berdasarkan uji kelayakan yang diujikan kepada siswa maka Game simulasi ini mampu menarik siswa sebagai pengguna Game simulasi wirausaha di dalam memahami pembelajaran kewirausahaan pada SMK kelas XI.Kata Kunci : Game Simulasi, Wirausaha, Media pembelajaranAbstractOne model of learning interesting and creative the model of learning games. As for the game in question is a simulation game that is tailored to the subjects of entrepreneurship in vocational class XI. Entrepreneurial simulation game that is made in the form of experiential learning model based games where the game provides an experience for gamers as young entrepreneurs who want to develop business. Also in the game adapted to class XI vocational curriculum in the subjects of entrepreneurship, where a simulated form of experience in licensing, production management, marketing management, recording of financial transactions and customer service. Validation testing simulation games conducted by media experts, subject matter experts and students using a questionnaire. From the testing conducted by media experts, game simulation makes the value very good in readable text, the accuracy of the size of the font, color accuracy letters, accuracy typeface, clarity of image layout, the suitability of view, the placement of the content, the accuracy of the use of themes, and display quality design. While based on tests performed by the subject matter experts who have good grades, namely the truth of the material points, the attractiveness of the material, the material keruntutan, materi..Berdasarkan coverage feasibility test students tested in the simulation game is able to attract students as entrepreneurial simulation game users in understand entrepreneurial learning in vocational class XI.Keywords: Simulation Game, Entrepreneur, Media LearningAbstrakSalah satu model pembelajaran yang menarik dan kreatif yaitu model pembelajaran Game. Adapun game yang dimaksud adalah game  simulasi yang  disesuaikan dengan mata pelajaran kewirausahaan pada SMK kelas XI. Game simulasi wirausaha yang dibuat berupa  game berbasis model pembelajaran eksperiensial dimana game ini memberikan pengalaman bagi pemain game sebagai wirausahawan muda yang ingin mengembangkan usaha. Di dalam game ini  juga  disesuaikan dengan kurikulum SMK  kelas XI pada mata pelajaran kewirausahaan, dimana yang disimulasikan berupa pengalaman perijinan usaha, manajemen produksi , manajemen pemasaran, pencatatan transaksi keuangan dan pelayanan pelanggan. Pengujian  validasi  game simulasi dilakukan oleh ahli media ,ahli materi dan siswa menggunakan kuisioner. Dari pengujian yang dilakukan oleh ahli media, game simulasi ini  memiliki nilai sangat bagus pada keterbacaan tulisan teks, ketepatan ukuran huruf, ketepatan warna huruf, ketepatan jenis huruf, kejelasan tata letak gambar, kesesuaian tampilan, penempatan konten, ketepatan penggunaan tema, dan kualitas tampilan desain. Sedangkan berdasar   pengujian yang dilakukan oleh  ahli materi maka yang memiliki nilai baik yaitu pada poin kebenaran materi, kemenarikan materi, keruntutan materi, cakupan materi..Berdasarkan uji kelayakan yang diujikan kepada siswa maka Game simulasi ini mampu menarik siswa sebagai pengguna Game simulasi wirausaha di dalam memahami pembelajaran kewirausahaan pada SMK kelas XI.Kata Kunci : Game Simulasi, Wirausaha, Media pembelajaran AbstractOne model of learning interesting and creative the model of learning games. As for the game in question is a simulation game that is tailored to the subjects of entrepreneurship in vocational class XI. Entrepreneurial simulation game that is made in the form of experiential learning model based games where the game provides an experience for gamers as young entrepreneurs who want to develop business. Also in the game adapted to class XI vocational curriculum in the subjects of entrepreneurship, where a simulated form of experience in licensing, production management, marketing management, recording of financial transactions and customer service. Validation testing simulation games conducted by media experts, subject matter experts and students using a questionnaire. From the testing conducted by media experts, game simulation makes the value very good in readable text, the accuracy of the size of the font, color accuracy letters, accuracy typeface, clarity of image layout, the suitability of view, the placement of the content, the accuracy of the use of themes, and display quality design. While based on tests performed by the subject matter experts who have good grades, namely the truth of the material points, the attractiveness of the material, the material keruntutan, materi..Berdasarkan coverage feasibility test students tested in the simulation game is able to attract students as entrepreneurial simulation game users in understand entrepreneurial learning in vocational class XI.Keywords: Simulation Game, Entrepreneur, Media Learning
SENTIMENT ANALYSIS OF POST-COVID-19 INFLATION BASED ON TWITTER USING THE K-NEAREST NEIGHBOR AND SUPPORT VECTOR MACHINE CLASSIFICATION METHODS Ratih Puspitasari; Findawati, Yulian; Rosid, Mochamad Alfan
Jurnal Teknik Informatika (Jutif) Vol. 4 No. 4 (2023): JUTIF Volume 4, Number 4, August 2023
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2023.4.4.801

Abstract

The COVID-19 pandemic caused a crisis in global economic growth. The impact of injuries due to the COVID-19 pandemic has also caused price increases and an increase in the inflation rate. Inflation is a price increase caused by a certain factor so that it has an impact on the prices of nearby goods which increase the circulation of money in society to increase. Many people expressed their various opinions or criticisms of the post-COVID-19 price increase policy on social media, one of which was via Twitter. Sentiment analysis was carried out to see how public sentiment is towards the price increase policy after the COVID-19 pandemic, and these sentiments are combined into multiclasses, namely positive, negative and neutral sentiments. So that this sentiment can later be used as material for evaluation regarding the post-COVID-19 price increase policy. This study aims to see and compare the accuracy of the two classification methods, namely K-Nearest Neighbor (K-NN) and Support Vector Machine (SVM) in the sentiment classification process. The data used was 5989 tweets with the keywords ""Stuffets Go Up Post-Pandemic", "Fuel Goes Up", "Inflation 2022", "Covid19 Inflation", "Inflation Post-Pandemic" with a data collection period from August to October 2022. The data obtained then enter the text preprocessing stage before later entering the classification stage. The results obtained after carrying out the classification using the K-Nearest Neighbor (K-NN) and Support Vector Machine (SVM) methods show that the Support Vector Machine (SVM) method has a higher accuracy of 79%, while the K-Nearest Neighbor (K -NN) has an accuracy of 54%.
CLASSIFICATION OF VOCATIONAL HIGH SCHOOL GRADUATES' ABILITY IN INDUSTRY USING EXTREME GRADIENT BOOSTING (XGBOOST), RANDOM FOREST, AND LOGISTIC REGRESSION Agustiningsih, Afikah; Findawati, Yulian; Alnarus Kautsar, Irwan
Jurnal Teknik Informatika (Jutif) Vol. 4 No. 4 (2023): JUTIF Volume 4, Number 4, August 2023
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2023.4.4.945

Abstract

The education world is one of the main sources in producing Human Resources. Vocational High School (SMK) is one level of school that presents various majors that are ready to compete in the industrial world. Therefore, a school institution needs to have a system to determine the quality of education provided to students so that they can compete in the industrial world. This study designs a system that is capable of classifying SMK student graduates as an evaluation for the school institution. The goal is to enable the school to devise strategies for producing better student quality in the following year. There are four classes in this study, namely those who work, those who are not working yet, those who are in college, and those who are entrepreneurs. There are several stages in building the classification system, including pre-processing, processing, and evaluation. This research uses three machine learning algorithms, namely XGBoost, Random Forest, and Logistic Regression. The results of the three methods obtained a training score of 91.70%, a test score of 66.88%, and an accuracy score of 67% generated by the XGBoost algorithm. The Random Forest algorithm produced a training score of 97.36%, a test score of 68.71%, and an accuracy score of 67%. Meanwhile, Logistic Regression produced a training score of 51.14%, a test score of 50.43%, and an accuracy score of 50%.
TOPIC MODELING IN COVID-19 VACCINATION REFUSAL CASES USING LATENT DIRICHLET ALLOCATION AND LATENT SEMANTIC ANALYSIS Malihatin S, Ulfah; Findawati, Yulian; Indahyanti, Uce
Jurnal Teknik Informatika (Jutif) Vol. 4 No. 5 (2023): JUTIF Volume 4, Number 5, October 2023
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2023.4.5.951

Abstract

COVID -19 vaccination is a program provided by the Indonesian government to minimize the spread of the virus. The COVID-19 vaccination program in Indonesia goes hand in hand with issues that are circulating, causing controversy and rejection of vaccination on social media, especially Twitter. There are many factors that influence vaccine rejection on Twitter, to summarize frequently discussed topics and find out hidden topics, this study uses the Latent Dirichlet Allocation (LDA) and Latent Semantic Analysis (LSA) methods from 1797 Twitter scrapping data. Both models require a set of words that have been converted into a matrix, so before conducting LDA topic modeling, the dataset will undergo a bag of word (BOW) calculation. Meanwhile, in LSA topic modeling, the existing dataset will undergo word weighting of frequently occurring words using Term Frequency - Inverse Document Frequency (TF-IDF). This study was conducted to find and summarize hidden information in the form of frequently discussed topics, thus understanding public opinions related to the COVID -19 vaccination refusal case. LDA and LSA methods will display topics based on the probability and mathematical calculations of word occurrences in each topic in the document. The topics that appear will be further analyzed through coherence score by applying a limit of 20 topics to display the best value. Further modeling experiments are carried out to display topics through LDA and LSA models, this study takes 6 topics with the highest coherence values including the right of individuals to choose whether to be vaccinated or not (0.484607), the Ribka Tjiptaning controversy (0.473368), rejection of the COVID-19 vaccine by groups represented by public figures (0.463631), punishment for non-compliance in the form of fines (0.324924), and halal certification (0.312521).
Sarcasm Detection in News Headline Dataset with Ensemble Deep Learning Method: Deteksi Sarkasme Pada Dataset News Headline Dengan Metode Ensemble Deep Learning Mochamad Alfan Rosid; Siti Nur Haliza; Yulian Findawati; Uce Indahyanti
JOINCS (Journal of Informatics, Network, and Computer Science) Vol. 6 No. 2 (2023): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/joincs.v6i2.1628

Abstract

Sarcasm, a prevalent linguistic device, is frequently used in public discourse, often causing offence and distress to the listener. The complexity inherent in detecting sarcasm is a significant and ongoing challenge in the field of sentiment analysis research. The widespread use of this phenomenon in diverse conversational contexts further complicates its identification in data sets full of human interactions. Deficiencies in methodologies for distinguishing such statements adversely affect the performance of sentiment analysis, especially in distinguishing negative, positive or neutral sentiments. Inaccuracies in sarcasm detection can affect the classification results of sentiment analysis. Therefore, sentiment analysis seeks to categorise sarcastic sentences that, despite appearing positive, actually contain negative meanings. This research aims to build a deep learning ensemble stack model. The basic deep learning methods used are Bidirectional Gated Recurrent Unit (BiGRU) and Convolutional Neural Network (CNN). LightGBM is used to perform stack ensemble of deep learning methods. The dataset used comes from the Kaggle website and consists of English headlines. The findings show that the stack ensemble method outperforms BiGRU and CNN, evidenced by an accuracy rate of 91.2% and an F1 score of 90.2%. Therefore, from the above discussion, it can be concluded that the LightGBM method emerges as the optimal solution for sarcasm detection
Co-Authors A.A. Ketut Agung Cahyawan W Ade Eviyanti Aditya Kurniawan Adni Navastara, Dini Agustiningsih, Afikah Ahmad Rizqi Efendi Aji, Bagas Prakoso Aldio Nur Samsi Alim, Kholqi Aljunza, Marshal Sheva ardhi pradana Ari Setiawan Arif Senja Fitrani Arif Senja Fitrani Arif Senja Fitroni Armuri Wahyu Azinar Budi Raharjo, Agus Cindy Cahyaning Astuti Cindy Taurusta Diana Purwitasari Dwi Cahyono, Qitfirul Egha Arya Affandi Eni Fariyatul Fahyuni Erfina, Idha Maharani Ericka Sukma Putri Wilujeng Ericka Sukma Putri Wilujeng, Ericka Sukma Putri Evanka Ahmad Saddam Firdausi Usqi Salsabilah Fitroni, Arif Senja Galuh Ratmana Hanum Ganang Ganindra Aulia Akbar Gilang Dwi Anggoro Givari Eka Fajar Hanafi, Rizal Hidayah, Firmansyah Nur Hindarto Ida Rindaningsih, Ida Idha Maharani Erfina Ika Ratna Indra Astutik Imron Hidayat Indra Maulana Ipung Dwi Antoni Irwan A. Kautsar Irwan Alnanrus Kautsar Irwan Alnarus Kautsar Irwan Alnarus Kautsar Irwan Alnarus Kautsar Irwan Alnarus Kautsar Islam Al-Hazmi, Auliansyah Jihaan Anisa Mukti Khubro, Jamaluddin Jumadil M. Alfan Rosid M. Bima Surya Maghfiroh, Alfiah Mahelda Asri Sudarsono Malihatin S, Ulfah Malna, Intan Afriza Mardhatillah, Radhita Fitra Maulana, Mahardika Rafi maulana, Metatia intan Metatia Intan Mauliana Metatia Intan Mauliana Moch Irwan Al Khafid Mochamad Alfan Rosid Moh. Attar Jibran Mohammad Fadli Zaka Mohammad Suryawinata Muchamad Firmansyah Tubira Muhamad Alfin Firdiansyah Muhammad Alfin Firdiansyah Muhammad Ananta Hidayatulloh Muhammad Choir Ridho Azizi Muhammad Fedy Rifki Muhammad Hilal Hamdi Muhammad Iqbal Alfani Muhammad Iqbal Nahariqi Muhammad Sayyi Syeh Putradifa Muhammad Syafri Romadhon Nanda Mujahidah Andini Ni'matu Zahroh Novia Ariyanti Nuril Lutvi Azizah Nurwijayanti Pangestu, Krisna Aji Pratama, Chandra Hary Puspitasari, Anastasya Nadia Putri, Dewi Melisa Rafi Ar Rafii Ramadhan, Aldo Reghan Ratih Puspitasari Ratih Puspitasari Razif Zulvikar Hatuwe Ricki Maulana Abdillah Rizaldy, Moch Dimas Fahmi Rizky Fajar Ryandi Rohman Dijaya Rosid, Muhammad Alfan Safir Saputra Setiawan Saputra, Abhirama Septian Dwi Pratama Septian Dwi Pratama Setiawan Bagus Rustianto Setyaningsih, Yuni Sholihuddin, Ahmad Ahyar Siska Dyah Pertiwi Siti Nur Haliza Steven Owen Purnawan Suhendro Busono Suhendro Busono Suhendro Busono Suhendro Busono Sumarno , Sumarno Sumarno . Sumarno Sumarno Suprianto Suprianto Suprianto Supriyanto - Suryani, Siti Dwi Sutarman Tirta Arya Bimantoro Uce Indahyanti Uce Indahyanti Uce Indahyanti Wiwik Dwi Hastuti Wiwik Sumarmi Yasinta, Aulia Nur Yatestha, Anak Agung Yonathan, Vincent Yunianita Rahmawati Yunianita Rahmawati Yunianita Rahmawati Yunianita Rahmwati Zaka, Mohammad Fadli