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All Journal Jurnal Pendidikan dan Pengajaran Mimbar PGSD Undiksha Lingua Didaktika: Jurnal Bahasa dan Pembelajaran Bahasa Edutech: Jurnal Teknologi Pendidikan Journal of Educational, Health and Community Psychology Primary: Jurnal Pendidikan Guru Sekolah Dasar Jurnal Pendidikan Dasar Nusantara Profesi Pendidikan Dasar Pedagogia: Jurnal Pendidikan Jurnal Manajemen Pendidikan Jurnal Ibriez : Jurnal Kependidikan Dasar Islam Berbasis Sains ELSE (Elementary School Education Journal) : Jurnal Pendidikan dan Pembelajaran Sekolah Dasar Pendas : Jurnah Ilmiah Pendidikan Dasar Pendekar : Jurnal Pendidikan Berkarakter JURNAL PENDIDIKAN TAMBUSAI Jurnal Basicedu International Journal of Elementary Education Jurnal Ilmiah Sekolah Dasar PINUS: Jurnal Penelitian Inovasi Pembelajaran Journal on Education AL-ASASIYYA: Journal Of Basic Education EDUKATIF : JURNAL ILMU PENDIDIKAN Jurnal Pendidikan dan Konseling Bada'a: Jurnal Ilmiah Pendidikan Dasar Jurnal ABDINUS : Jurnal Pengabdian Nusantara Didaktik : Jurnal Ilmiah PGSD STKIP Subang JPIn : Jurnal Pendidik Indonesia JURNAL PENDIDIKAN, SAINS DAN TEKNOLOGI Jurnal Tarbiyatuna : Kajian Pendidikan Islam Didaktika: Jurnal Pemikiran Pendidikan Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Cokroaminoto Journal of Primary Education EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Jurnal Abdi Masyarakat Indonesia Jurnal Penelitian Inovatif PTK: Jurnal Tindakan Kelas Jurnal Kajian Pembelajaran dan Keilmuan Jurnal Pendidikan dan Pembelajaran Jurnal Basicedu Jurnal Pendidikan Dasar International Journal of Learning Reformation in Elementary Education Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Pendidikan Dasar Innovative: Journal Of Social Science Research Jurnal Ilmu Pendidikan Nasional Jurnal Pendidikan Guru Sekolah Dasar Advances In Social Humanities Research Jurnal Pendidikan Dasar dan PAUD Education Curiosity Dimar : Jurnal Pengabdian Masyarakat PAEDAGOGIE Proceeding International Conference on Digital Education and Social Science Jurnal Tarbiyatuna : Kajian Pendidikan Islam
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PENGEMBANGAN MEDIA PEMBELAJARAN FLASHCARD DIGITAL BERBASIS QR CODE MATERI BILANGAN CACAH UNTUK SISWA KELAS IV SD NEGERI KLEPEK Wafiq Nurlaili; Bagus Amirul Mukmin; Kukuh Andri Aka
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i3.14354

Abstract

ABSTRACT This study was motivated by the low mathematics learning outcomes of fourth-grade students at SD Negeri Klepek on whole number material, which were influenced by the predominance of lecture-based instruction, limited learning media, and the suboptimal integration of technology into classroom learning. As a result, many students failed to achieve the Minimum Learning Achievement Criteria (KKTP), highlighting the need for innovative learning media. This study aimed to develop and evaluate the validity, practicality, and effectiveness of QR Code-based digital flashcard learning media for teaching whole numbers. The research employed a Research and Development (R&D) approach using the ADDIE development model, consisting of the analysis, design, development, implementation, and evaluation stages. Data were collected through observations, interviews, questionnaires, and learning achievement tests and were analyzed using descriptive quantitative techniques. The findings revealed that the developed digital flashcard media achieved a very high level of validity, with an average validity score of 90.65%. The media were also categorized as highly practical based on positive responses from both teachers and students during limited and field trials, with scores exceeding 90%. Furthermore, the media proved effective in improving students' learning outcomes, as demonstrated by classical learning mastery of 100% in the limited trial and 90% in the field trial. Therefore, the QR Code-based digital flashcard learning media are valid, practical, and effective, making them suitable for enhancing mathematics learning outcomes among fourth-grade elementary school students. ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar matematika pada materi bilangan cacah siswa kelas IV SD Negeri Klepek yang dipengaruhi oleh dominasi metode ceramah, keterbatasan media pembelajaran, serta belum optimalnya pemanfaatan teknologi dalam proses pembelajaran. Kondisi tersebut menyebabkan sebagian besar siswa belum mencapai Kriteria Ketercapaian Tujuan Pembelajaran (KKTP), sehingga diperlukan inovasi media pembelajaran yang mampu meningkatkan kualitas pembelajaran. Penelitian ini bertujuan untuk mengembangkan serta menguji validitas, kepraktisan, dan efektivitas media pembelajaran flashcard digital berbasis QR Code pada materi bilangan cacah. Penelitian menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Data diperoleh melalui observasi, wawancara, angket, dan tes, kemudian dianalisis secara deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa media flashcard digital berbasis QR Code memiliki tingkat validitas yang sangat tinggi dengan rata-rata sebesar 90,65%. Media juga dinyatakan sangat praktis berdasarkan respons guru dan siswa pada uji coba terbatas maupun uji coba lapangan dengan persentase di atas 90%. Selain itu, media terbukti efektif meningkatkan hasil belajar siswa yang ditunjukkan oleh ketuntasan belajar klasikal sebesar 100% pada uji coba terbatas dan 90% pada uji coba lapangan. Dengan demikian, media pembelajaran flashcard digital berbasis QR Code dinyatakan valid, praktis, dan efektif sehingga layak digunakan sebagai media pembelajaran matematika untuk meningkatkan hasil belajar siswa kelas IV sekolah dasar.
“Market Day” Learning Media in Implementing Contextual Learning in Elementary Schools Putri Ageng Yoga; Kukuh Andri Aka; Bagus Amirul Mukmin; Intan Mekar Sari
MIMBAR PGSD Undiksha Vol. 14 No. 2 (2026): July-INPRESS
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v14i2.109927

Abstract

Mathematics learning still tends to be abstract in elementary school so that it makes it difficult for students to understand the concept of arithmetic operations in a meaningful way. This condition shows the need for learning media innovation that is able to associate the material with the student's real-life context. This research aims to analyze the validity, practicality, and effectiveness of the "Market Day" learning media in supporting contextual learning on addition and subtraction of fractions up to 100,000. This research uses a research and analysis approach with the ADDIE model. The research subjects consist of students in class V and VI who are involved in field trials, as well as teachers as media users. Data was collected through student and teacher response questionnaires, as well as study results tests. Data analysis is carried out descriptively and inferentially to test the differences in learning outcomes between groups. Research results show that "Market Day" media meets valid, practical, and effective criteria in increasing student learning outcomes. This media is able to encourage the active involvement of students through contextual learning activities so that it helps students understand mathematical concepts more concretely. This finding indicates that the use of real activity-based learning media can be an alternative in improving the quality of mathematics learning in elementary schools. The development of similar media with more diverse contexts is recommended to expand the implementation of meaningful learning.
Digital Responsibility Profile and Online Interaction Awareness of Elementary School Students in the Artificial Intelligence Era Kukuh Andri Aka; 'Alia Nur Husna Afandi
Jurnal Ilmiah Sekolah Dasar Vol 10 No 2 (2026): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jisd.v10i2.112804

Abstract

The development of digital technology and artificial intelligence has made elementary school students increasingly interact with information, digital content, and other users in online spaces. However, children’s familiarity with technology does not necessarily indicate their ability to act responsibly, verify information, respect digital works, and maintain ethical online interactions. This study aims to analyze the profile of digital responsibility and online interaction awareness among elementary school students in the artificial intelligence era and to compare their achievement based on gender. This study employed a descriptive-comparative survey design involving 75 elementary school students from grades 4, 5, and 6. Data were collected using a closed-ended questionnaire consisting of 14 statements covering two main aspects: digital responsibility and online interaction awareness. The content validity of the instrument was examined using Aiken’s V, while internal consistency was analyzed using Cronbach’s Alpha. The data were analyzed descriptively using mean scores, standard deviations, and percentage achievement, while gender-based differences were tested using the Mann–Whitney U test. The findings indicate that students demonstrated stronger online interaction awareness than digital responsibility. The results also reveal gender-based differences, with female students tending to show higher digital responsibility and online interaction awareness than male students. This study concludes that digital character education in elementary schools should be strengthened.
PENGEMBANGAN MEDIA KOMIK FABEL “KELINCI DAN KURA-KURA” PADA MATERI TOKOH DAN WATAK KELAS II SEKOLAH DASAR Lutfiatul Aminin; Kukuh Andri Aka; Bagus Amirul Mukmin
Jurnal Manajemen Pendidikan Vol. 11 No. 4 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i4.3159

Abstract

This study aims to determine the validity, practicality, and effectiveness of the "Rabbit and Tortoise" fable comic media regarding the topic of characters and character traits for second-grade elementary school students. The research employs the Research and Development (R&D) method using the ADDIE model, which consists of five stages: Analyze, Design, Development, Implementation, and Evaluation. Research instruments included validation sheets for media and subject matter experts, teacher and student response questionnaires, and a learning outcome test (post-test). The results indicate that: (1) the media's validity achieved an average score of 88% (categorized as “very valid”), comprising 92% from the media expert and 84% from the subject matter expert; (2) the media's practicality achieved a score of 98.75% in the limited trial, while the extensive trial yielded teacher and student response scores of 98% and 95% respectively (averaging 96.5%), placing it in the “very practical” category; and (3) the media's effectiveness was demonstrated by a classical learning mastery rate of 100% in the limited trial and 95% in the extensive trial, classifying it as "effective.” Thus, the “Rabbit and Tortoise” fable comic media is deemed very valid, very practical, and effective, making it suitable for use in Indonesian language instruction regarding characters and character traits for second-grade elementary school students.
PENGEMBANGAN MEDIA PEMBELAJARAN CERITA BERGAMBAR EDUKASI (CETARI) BERBASIS KEARIFAN LOKAL KEDIRI KISAH PANJI LARAS PADA MATERI TEKS FIKSI KELAS V SEKOLAH DASAR Helviana Puspita Ayuningsih; Kukuh Andri Aka; Kharisma Eka Putri
Jurnal Manajemen Pendidikan Vol. 11 No. 4 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i4.3363

Abstract

This study aims to determine the level of validity, practicality, and effectiveness of CETARI media based on Kediri local wisdom, the Panji Laras story, in fictional text material for fifth grade elementary school. The research method used is Research and Development (R&D) with the ADDIE model consisting of the stages of analysis, design, development, implementation, and evaluation. Data collection techniques used include observation, interviews, questionnaires, tests, and documentation. The research instruments include validation sheets from media experts and material experts, teacher and student response questionnaires, and learning outcome tests (posttests). The results of the study showed that: (1) the validity of the media obtained an average of 88%, consisting of validation from media experts of 92% and validation from material experts of 84%; (2) the practicality of the media obtained an average of 94% in limited trials and 96% in extensive trials; and (3) the effectiveness of the media was shown by classical learning completion of 100% in limited trials and 93% in extensive trials. Thus, the CETARI media based on the local wisdom of Kediri, the story of Panji Laras, is declared very valid, very practical, and effective so that it is suitable for use in learning Indonesian in fictional text material for grade V elementary schools.
PENGEMBANGAN MEDIA  DIORAMA PEMBELAJARAN “BUMIRA” MISTERI PERUT BUMI BERBANTUAN AUGMENTED REALITY (AR) PADA MATERI LAPISAN-LAPISAN BUMI KELAS 5 SEKOLAH DASAR Fiki Kristiani; Kukuh Andri Aka; Kharisma Eka Putri
Jurnal Manajemen Pendidikan Vol. 11 No. 4 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i4.3364

Abstract

This study aimed to develop the BUMIRA “Mystery of the Earth's Interior” learning media assisted by Augmented Reality (AR) for the Earth Layers topic in fifth-grade elementary school and to analyze the validity, practicality, and effectiveness of the developed media. This study employed the Research and Development (R&D) method using the ADDIE development model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. The research subjects consisted of 29 fifth-grade students at SD Negeri Sukorame 2, with a limited trial involving 6 students and a field trial involving 23 students. Data were collected through observations, interviews, expert validation, response questionnaires, and learning achievement tests. The results showed that the BUMIRA learning media achieved an overall validity score of 91%, consisting of 88% from the media expert and 95% from the subject matter expert. The media also obtained a practicality score of 94%, based on a teacher response score of 96%, a limited-trial student response score of 92%, and a field-trial student response score of 95%. In addition, the media achieved an effectiveness score of 91%, as indicated by the percentage of students who achieved classical learning mastery in the field trial. The novelty of this study lies in the integration of a three-dimensional diorama with Augmented Reality technology in the BUMIRA learning media, enabling abstract concepts of the Earth's layers to be presented in a more concrete, interactive, and meaningful way for elementary school students.
Pengembangan Media Game Edukasi “Tebak Pakaian Adat” Untuk Materi Keragaman Budaya Siswa Kelas IV Sekolah Dasar Bisi, Maria Oktaviana Soares Bui; Mukmin, Bagus Amirul; Aka, Kukuh Andri
Paedagogie Vol 21 No 3 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.213.17196

Abstract

This study aimed to develop an educational game entitled Guess the Traditional Clothing as a learning medium for the topic of cultural diversity for fourth-grade students at SDN Bandar Lor 3 and to determine its validity, practicality, and effectiveness. The study employed the Research and Development (R&D) method using the ADDIE model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. The research participants included material experts, media experts, a fourth-grade teacher, and fourth-grade students at SDN Bandar Lor 3. Data were collected through observations, interviews, questionnaires, documentation, and learning achievement tests. The data were analyzed using descriptive qualitative and quantitative techniques. The results indicated that the developed media achieved a validity score of 91.6%, categorized as highly valid. The practicality was demonstrated by positive responses from the teacher (98%) and students (98.5%), indicating that the media was highly practical. Furthermore, the effectiveness of the media was confirmed by an 88% learning mastery rate in the large-scale implementation. Therefore, the Guess the Traditional Clothing educational game is considered highly valid, practical, and effective for supporting the learning of cultural diversity in elementary schools.
Pengaruh Model Pembelajaran Problem Based Learning untuk Meningkatkan Hasil Belajar Siswa dalam Mata Pelajaran Bahasa Indonesia Fila Tristien Mahardika; Kukuh Andri Aka; Umi Naharia
EduCurio: Education Curiosity Vol 3 No 3 (2025): April-Juli 2025
Publisher : Yayasan Pendidikan Tanggui Baimbaian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71456/ecu.v3i3.1389

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan model pembelajaran Problem Based Learning yang didukung oleh media interaktif dalam meningkatkan hasil belajar siswa pada mata pelajaran Bahasa Indonesia. Latar belakang penelitian ini didasarkan pada rendahnya tingkat partisipasi dan capaian belajar siswa kelas V di SDN Burengan 1. Metode yang digunakan adalah Penelitian Tindakan Kelas (PTK), yang dilaksanakan dalam dua siklus, masing-masing terdiri dari dua kali pertemuan. Subjek penelitian berjumlah 26 siswa dari kelas V di SDN Burengan 1. Teknik pengumpulan data mencakup observasi, wawancara, tes, dan dokumentasi. Hasil penelitian menunjukkan adanya peningkatan hasil belajar siswa, dari 27% ketuntasan pada pra-siklus, meningkat menjadi 65% pada siklus I, dan mencapai 85% pada siklus II. Temuan ini mengindikasikan bahwa penerapan model PBL berbantuan media interaktif secara signifikan dapat meningkatkan keterlibatan siswa serta hasil belajar mereka.
Penerapan Model PBL pada Bahasa Indonesia untuk Meningkatkan Keterampilan Menulis Siswa SD Silvi Meilasari; Kukuh Andri Aka
EduCurio: Education Curiosity Vol 3 No 3 (2025): April-Juli 2025
Publisher : Yayasan Pendidikan Tanggui Baimbaian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71456/ecu.v3i3.1391

Abstract

Keterampilan menulis merupakan aspek penting dalam pembelajaran Bahasa Indonesia di sekolah dasar karena mencerminkan kemampuan berpikir kritis, kreatif, dan sistematis siswa. Namun, masih banyak siswa kelas IV yang mengalami kesulitan dalam mengembangkan ide, merangkai kalimat, dan menyusun paragraf secara logis. Minimnya latihan, rendahnya motivasi, serta metode pembelajaran yang monoton menjadi faktor penyebab utama. Penelitian ini bertujuan untuk meningkatkan keterampilan menulis siswa melalui penerapan model Problem-Based Learning (PBL) berbantuan media gambar di kelas IV SDN Burengan 1 Kota Kediri. Penelitian dilakukan dalam bentuk Penelitian Tindakan Kelas (PTK) dengan dua siklus, menggunakan metode observasi, tes, dan dokumentasi. Hasil penelitian menunjukkan bahwa model PBL dengan media gambar mampu meningkatkan hasil belajar siswa. Pada siklus I, rata-rata nilai siswa adalah 77,14 dengan 53,57% siswa mencapai ketuntasan. Pada siklus II, nilai rata-rata meningkat menjadi 86,07 dengan ketuntasan belajar mencapai 89,30%. Peningkatan ini menunjukkan bahwa pembelajaran dengan model PBL berbantuan media gambar efektif dalam membantu siswa mengembangkan ide menulis secara lebih terstruktur dan menarik. Dengan demikian, strategi ini dapat menjadi solusi inovatif dalam pembelajaran menulis di sekolah dasar.
Penerapan Model Pembelajaran Problem Based Learning (PBL) untuk Meningkatkan Hasil Belajar IPAS Ahmad Nurul Febrianto; Kukuh Andri Aka; Umi Naharia
EduCurio: Education Curiosity Vol 4 No 1 (2025): Agustus-November 2025
Publisher : Yayasan Pendidikan Tanggui Baimbaian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71456/ecu.v4i1.1454

Abstract

Penelitian ini bertujuan untuk meningkatkan hasil belajar peserta didik pada mata pelajaran IPAS di kelas III dengan menerapkan model pembelajaran Problem Based Learning (PBL). Jenis penelitian menggunakan penelitian tindakan kelas (PTK). Subjek penelitian adalah peserta didik kelas III tahun Pelajaran 2024/2025 sebanyak 27 peserta didik. Data hasil belajar diperoleh melalui tes evaluasi, data hasil belajar di analisis dengan menggunakan motede kualitatif dan kuantitatif. Hasil penelitian yang dilaksanakan diperoleh data pada pra siklus ketuntasan hasil belajar mencapai 3 peserta didik atau 11 %. Selanjutnya pada siklus I pertemuan 1 dan 2 presentase ketuntasan hasil belajar mencapai 17 peserta didik atau 63% dan 19 peserta didik atau 70%, sedangkan pada siklus II pertemuan 1 dan 2 presentase ketuntasan belajar mencapai 24 peserta didik atau 89% dan 25 peserta didik atau 93%. Dapat disimpulkan bahwa penerapan model pembelajaran Problem Based Learning (PBL) dapat meningkatkan hasil belajar peserta didik kelas III mata pelajaran IPAS.
Co-Authors 'Alia Nur Husna Afandi Abdul Aziz Hunaifi Abidah, Bintan Aditama, Dini Afandi, 'Alia Nur Husna Afandi, Zainal Afandi, ‘Alia Nur Husna Ahmad Nurul Febrianto Aldri Frinaldi Alfi Laila Alfi Laila Alfiano, Rofiudin Ananda Rizky Alvina Venty Vaticasary amara saida Andina Lucky Puspa Dini Aprilia, Hesinta Mita Arim Septiawan Asriningrum, Yuyun Diyah Aurora Alfitri Damayanti Siswanto Aziz Mahendra Istiawan Bagus Amirul Mukmin Bisi, Maria Oktaviana Soares Bui CAHYANINGSIH, INDAH DWI Candrawaty, Dyah Ajeng Damariswara, Rian Damariswara, Rian Darmawan, Dhani Den Ayu Putri Pandan Sari Dhian Dwi Nur Wenda, Dhian Dwi Nur Dian Fachrunisa Dwi Novia Rachmawati Dwija Asnanda Dwinata, Anggara Dwiyanti, Linda Dyah Ajeng Candrawaty Eka Wahyuning Tyas Elis Irmayanti Endang Purwaningsih Endang Sri Mujiwati Erif Ahdhianto, Erif Erwin Putera Permana Falah, Fajrul Fanisia, Lika Fiki Kristiani Fila Tristien Mahardika Frans Aditia Wiguna Fransisca Tantivanelya Yonatan Helviana Puspita Ayuningsih Hidayati, Reny Nuril Ilmi Puspitasari Imron, Ilmawati Fahmi Intan Mekar Sari Irsya Ainur Rohim Ismi Rahmawati Istiawan, Aziz Mahendra Ita Kurnia Ita Kurnia Jatmiko Karimatus Saidah Ketut Tirtayasa Khoiriyah Kurnia, Ita Latifa Rahmasari, Salsa Lia Dwi Hartati Lia Tri Utami Lusiana, Dina Lutfiatul Aminin Maharani, Alfinna Audria Mega Mahardika, Ronny Mardhatillah Maulana Rahmad Ardiansyah Mega Yanti Peni Pakarti Mila Indriati Moh. Nashir Andrian Muhamad Basori Mukmin, Bagus Amirul Mumun Nurmilawati Nadya Metha Ananda Naharia, Umi Nanda Retno Wulandari Nanda Saputra Novi Awalya Putri Novi Nitya Santi Novi Nitya Santi Novi Nitya Santi Novi Nitya Santi, Novi Nitya Nur, Zain Nurita Primasatya Nurita Primasatya Nurma Fitri Handayani Pertiwi, Novia Kusuma Della Primastya, Nurita Punaji Setyosari Putri Ageng Yoga Putri, Kharisma Eka Putri, Rosita Eka Rahma Nur Lailiyah Rahmawati, Nensy Amalia Nur Ravinda Mahendri Restu Panjaitan Rian Damariswara Rian Damariswara Rofik, M. Ab. Sagita Dewi Anggraini Saida, Amara Saidah, Karimatus Saidah, Karimatus Saidah, Kharimatus Salsabila Nur Fitriana Salsabina Putri Prasetyowati Santi , Novi Nitya Sari, Ayu Titis Rukmana Silvi Meilasari Sindy Auliarahma Berlianty Soenarko, Bambang Susi Damayanti Sutrisno Sahari, Sutrisno Titis Rukmana Sari, Ayu Ulfiani, Risqia Dwi Umbar Angzalna Umi Naharia Wafiq Nurlaili Wahid Ibnu Zaman Wahyudi Wahyudi Wahyudi Wati, Epritha Kurnia Wicaksono, Awan Wida Oktavia Andayani Yesitasari, Berliyan Yuda Agung Prasetyo Yuli Tri Wahyuni Yuliana Novitasari Yusril Figur Kamsena Zahara Violina Afya Zunaidah, Farida Nurlaila