p-Index From 2021 - 2026
10.39
P-Index
This Author published in this journals
All Journal Primary: Jurnal Pendidikan Guru Sekolah Dasar SIGMA: Jurnal Pendidikan Matematika JIPMat (Jurnal Ilmiah Pendidikan Matematika) Terampil : Jurnal Pendidikan dan Pembelajaran Dasar Indonesian Journal of Science and Mathematics Education Educatio Dinamisia: Jurnal Pengabdian Kepada Masyarakat Pendas : Jurnah Ilmiah Pendidikan Dasar JURNAL PENDIDIKAN TAMBUSAI Jurnal Basicedu Jurnal Kreativitas PKM Unnes Journal of Mathematics Education Research JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Scope: Journal of English Language Teaching Indonesian Journal of Education and Mathematical Science Jurnal Ilmiah Profesi Pendidikan Didaktik : Jurnal Ilmiah PGSD STKIP Subang Pedagogika : Jurnal Pedagogik dan Dinamika Pendidikan Jurnal Penelitian, Pendidikan dan Pengajaran: JPPP Griya Journal of Mathematics Education and Application Cokroaminoto Journal of Primary Education Education Achievement: Journal of Science and Research Didaktika Jurnal Pedagogik Pendidikan Dasar Arus Jurnal Sosial dan Humaniora caXra: Jurnal Pendidikan Sekolah Dasar Jurnal Basicedu JUARA: JURNAL WAHANA ABDIMAS SEJAHTERA DEVOTE: Jurnal Pengabdian Masyarakat Global Al-Irsyad Journal of Mathematics Education JGK (Jurnal Guru Kita) Innovative: Journal Of Social Science Research Jurnal Pengabdian Masyarakat Ilmu Pendidikan JS (Jurnal Sekolah) Kurnia Mengabdi (jurnal Pengabdian Kepada Masyarakat) Lensa Pendas Jurnal Ilmiah Matematika Realistik Inovasi Sekolah Dasar: Jurnal Kajian Pengembangan Pendidikan
Claim Missing Document
Check
Articles

PENGARUH TGT BERBANTUAN CONCEPT MAPPING TERHADAP KEMAMPUAN PEMAHAMAN KONSEP MATEMATIS PESERTA DIDIK KELAS V Tata Nurhaliza; Alif Luthvi Azizah; Jody Setya Hermawan; Rapani
Jurnal Ilmiah Matematika Realistik Vol. 6 No. 1 (2025): JURNAL ILMIAH MATEMATIKA REALISTIK
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/ji-mr.v6i1.338

Abstract

Masalah penelitian ini adalah rendahnya kemampuan pemahaman konsep matematis peserta didik kelas V SD Negeri 1 Sumberagung. Penelitian ini bertujuan untuk mengetahui pengaruh Teams Games Tournament (TGT) berbantuan concept mapping terhadap kemampuan pemahaman konsep matematis peserta didik kelas V SD Negeri 1 Sumberagung. Pendekatan yang digunakan dalam penelitian ini adalah pendekatan kuantitatif dengan jenis penelitian adalah penelitian eksperimen. Metode yang digunakan dalam penelitian ini adalah quasi eksperimental desain dengan nonequivalent control group design. Populasi penelitian ini berjumlah 45 peserta didik dengan sampel sebanyak 45 peserta didik yang ditentukan menggunakan purposive sampling. Teknik pengumpulan data pada penelitian ini menggunakan tes dan non tes. Dari pengujian hipotesis menggunakan uji-t (independent sampel t-test) hasil penelitian menunjukkan nilai signifikansi (2-tailed) 0,037 < 0,05 maka ditolak dan diterima, artinya terdapat pengaruh Teams Games Tournament (TGT) berbantuan concept mapping terhadap kemampuan pemahaman konsep matematis peserta didik kelas V SD Negeri 1 Sumberagung.
Pengaruh Penerapan Model Teams Games Tournament Berbasis Baamboozle Terhadap Kemampuan Berpikir Kritis Matematika Kelas IV SD Azizah, Richia Deha; Hermawan, Jody Setya; Erni; Destini, Frida
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42609

Abstract

This study was motivated by the low mathematical critical thinking ability of fourth grade elementary school students. The research aimed to examine the effect of the Teams Games Tournament learning model assisted by Baamboozle media on students’ mathematical critical thinking skills. This research employed a quantitative approach using a quasi-experimental method with a non-equivalent control group design. The population consisted of all fourth grade students, while the sample was divided into an experimental class and a control class. The experimental class received instruction using the Teams Games Tournament model assisted by Baamboozle, whereas the control class was taught using conventional learning. Data were collected through a critical thinking test administered before and after treatment. The results showed a significant improvement in students’ mathematical critical thinking skills in the experimental class compared to the control class. The average posttest score and N-Gain value in the experimental class were higher, indicating that the implementation of the Teams Games Tournament model supported by interactive game-based media created a more active learning environment and encouraged student participation in problem solving. Therefore, the Teams Games Tournament learning model assisted by Baamboozle has a positive effect on improving elementary students’ mathematical critical thinking ability.
STRATEGI PENYUSUNAN E-BOOK BERPENDEKATAN ETNOPEDAGOGI UNTUK MENINGKATKAN CULTURAL AND CIVIC LITERACY Jody Setya Hermawan; Yoga Fernando Rizqi; Siti Nuraini; Desvyta Shelzalia Indra; Adelia Ananda SP
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.9055

Abstract

The development strategy for ethnopedagogical e-books is an important initiative that aims to improve students' cultural literacy by integrating local wisdom values into the educational framework. Ethnopedagogy is defined as an approach that emphasises local culture, traditions, and life experiences as fundamental elements for effective teaching and learning. This process begins with the identification of relevant cultural components, including folklore, customs, regional dialects, and traditional values that are relevant to students. These components are seamlessly integrated into the e-book content, in accordance with the competencies listed in the national curriculum. To increase student engagement, the e-book is created with interactive features that combine visual, audio, and video media, thereby enriching the cultural understanding experience. The application of contextual and communicative language facilitates a closer relationship between students and the material presented. Additionally, the e-book includes reflective and creative activities, such as cultural projects, documentation of family traditions, or the creation of inspiring folk tales. This method makes the learning experience meaningful, enjoyable, and relevant, while still appreciating and taking pride in cultural heritage. As a result, ethnopedagogical e-books not only improve academic understanding but also contribute to the development of students' character and cultural identity in the digital age.
Optimalisasi Karang Taruna Desa Rajabasa Lama Lampung Timur Sebagai Penggerak Literasi Digital Generasi Alpha Menggunakan Website Perpustakaan Online Rizqi, Yoga Fernando; Hermawan, Jody Setya; Handoko; Sasongko, Dian Anjani Cahyaningrum; Mariska, Revi
JUARA: Jurnal Wahana Abdimas Sejahtera Volume 7 Nomor 1 Januari 2026
Publisher : Jurusan Teknik Lingkungan Fakultas Arsitektur Lanskap dan Teknologi Lingkungan, Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/7tw3zw63

Abstract

Penelitian ini bertujuan untuk mengoptimalkan peran Karang Taruna di Desa Rajabasa Lama, Lampung Timur, sebagai agen pendorong literasi digital bagi Generasi Alpha melalui integrasi platform perpustakaan online. Generasi Alpha, yang lahir antara 2010 hingga 2025, tumbuh di era digital, sehingga literasi digital menjadi krusial untuk perkembangan mereka. Sebagai organisasi pemuda berbasis komunitas, Karang Taruna berpotensi besar dalam memfasilitasi akses pengetahuan digital bagi anak-anak dan remaja setempat. Metodologi penelitian mengadopsi pendekatan kualitatif ex post facto, dengan teknik pengumpulan data berupa wawancara mendalam, observasi partisipatif, dan analisis dokumen. Hasil mengungkap berbagai hambatan yang dihadapi Karang Taruna, seperti keterbatasan infrastruktur dan kompetensi digital, serta strategi mitigasi seperti pelatihan manajemen konten. Temuan menekankan bahwa platform perpustakaan online efektif dalam memperluas akses informasi, sementara workshop melibatkan anggota Karang Taruna berhasil meningkatkan kemampuan literasi digital mereka. Penelitian merekomendasikan pembentukan kemitraan dengan pemerintah daerah dan institusi pendidikan untuk mengembangkan program berkelanjutan. Dengan demikian, Generasi Alpha di desa tersebut diharapkan memiliki keterampilan digital yang tangguh, siap menghadapi dinamika era informasi. Studi ini diharapkan menjadi model bagi komunitas pedesaan lain dalam memajukan literasi digital.
EFEKTIVITAS GAME-BASED LEARNING BERBASIS GIMKIT SEBAGAI MODEL PENINGKATAN LITERASI PESERTA DIDIK SEKOLAH DASAR Cahyaningrum Sasongko, Dian Anjani; Hermawan, Jody Setya; Perdana, Dayu Rika; Yulistia, Annisa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.47203

Abstract

The background of this study is the low level of literacy skills, particularly in reading and the use of digital technology, among students, which stems from the suboptimal use of innovative and interactive teaching methods by educators. This study aims to evaluate whether a game-based learning approach using Gimkit in Pancasila education can significantly improve students’ literacy skills at SD Negeri 01 Metro Utara, Grade 5. In this study, the method applied was a quasi-experimental design using an unequal control group design. The total study population consisted of 75 students, with 51 students selected as the sample. Hypothesis testing was conducted using a simple linear regression formula, yielding a result of 0.00 < 0.05, which means H0 is rejected and Ha is accepted. Therefore, it can be concluded that the implementation of the Gimkit-based game-based learning model in Pancasila education has proven effective at SD Negeri 01 Metro Utara.
PENGGUNAAN AUGMENTED REALITY (AR) PADA MATERI PENGUKURAN TERHADAP MOTIVASI BELAJAR PESERTA DIDIK DI KELAS IV SEKOLAH DASAR Sevia Palupi Dwi Ningrum; Alif Luthvi Azizah; Jody Setya Hermawan; Muhammad Nurwahidin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.47431

Abstract

The problem addressed in this study is the low level of motivation among pupils in learning mathematics. Pupils still regard mathematics as a difficult subject and therefore lack enthusiasm for participating in lessons. This study aims to determine the effect of the use of learning media on the motivation of Year 4 pupils to learn mathematics. This study employs a quantitative approach in the form of a quasi-experimental design. The population in this study comprises all Year 4 pupils at SDIT Annawawi Metro. The research sample consists of Year 4 Class Roudhoh as the experimental class, comprising 26 pupils, and Year 4 Class Nabawi as the control class, comprising 21 pupils. The sampling technique employed non-probability sampling using the purposive sampling method. Data collection was carried out through the distribution of questionnaires and observation, and was subsequently analysed using simple linear regression. The hypothesis of this study was that there is an effect of the use of Augmented Reality (AR) media on the mathematics learning motivation of Year 4 pupils at SDIT Annawawi Metro, based on the results of the simple linear regression test; therefore, the alternative hypothesis (Hₐ) was accepted. Based on the analysis results, an Adjusted R-Square value of 0.484 or 48% was obtained, meaning that the variable of Augmented Reality (AR) media implementation was able to explain 48% of the variation in learning motivation, whilst 52% was influenced by other variables outside the scope of the study
PENGARUH MODEL DISCOVERY LEARNING BERBANTUAN VIDEO ANIMASI TERHADAP HASIL BELAJAR PESERTA DIDIK Farida Julia Saputri; Sowiyah; Jody Setya Hermawan; Rapani
Al-Irsyad Journal of Mathematics Education Vol 4 No 2 (2025): AL–IRSYAD JOURNAL OF MATHEMATICS EDUCATION
Publisher : Sekolah Tinggi Keguruan dan Ilmu Pendidikan Darud Da'wah Wal Irsyad Pinrang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58917/ijme.v4i2.172

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar peserta didik. Tujuan dari penelitian ini adalah untuk menganalisis pengaruh model discovery learning berbantuan video animasi terhadap hasil belajar peserta didik. Jenis penelitian yang digunakan adalah quasi experiment dengan desain non-equivalent control group. Populasi penelitian adalah peserta didik kelas IV SD Negeri 2 Bulurejo, dengan kelas IV A sebagai kelompok eksperimen dan IV B sebagai kelompok kontrol. Teknik pengambilan sampel menggunakan teknik sampling jenuh dengan total 42 peserta didik. Hasil penelitian menunjukkan bahwa: (1) rerata nilai posttest eksperimen lebih tinggi dibandingkan kontrol, yaitu 80,06 > 70,63; (2) adanya pengaruh signifikan model discovery learning berbantuan video animasi terhadap hasil belajar peserta didik dengan Fhitung > Ftabel, yaitu 12,39 > 4,38; dan (3) peningkatan hasil belajar matematika peserta didik melalui model tersebut mencapai 39,5% berdasarkan nilai R square. Dengan demikian, penggunaan model discovery learning berbantuan video animasi berpengaruh dalam meningkatkan hasil belajar peserta didik secara efektif.
The Student Worksheet Based on PBL Model to Develop Critical Thinking Skills in Phase A: Lembar Kerja Siswa Berbasis Model PBL untuk Mengembangkan Keterampilan Berpikir Kritis Tahap A Fatkhur Rohman; Jody Setya Hermawan; Mia Azzahra; Handoko; Yoga Fernando Rizqi
Inovasi Sekolah Dasar: Jurnal Kajian Pengembangan Pendidikan Vol. 11 No. 2 (2024): Inovasi Sekolah Dasar: Jurnal kajian Pengembangan Pendidikan
Publisher : Universitas Sriwijaya in Collaboration with HDPGSDI (Himpunan Dosen PGSD Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36706/jisd.v11i2.3

Abstract

Mathematics is a subject that uses critical thinking skills in logical reasoning. This research was conducted on grade II students of SDN 1 Sukaraja, control class 24 students and experimental class 27 students. This research and development (R&D) study adopted the 4D model and reached only the third stage (define, design, develop). The product that was developed is a student worksheet that is based on the Problem-Based Learning (PBL) model. The goal is to train students' critical thinking skills. The developed student worksheet based on PBL model is proven to be "Very Valid" based on validator's evaluation and "Very Practical" based on practicality evaluation results, so it can be used as teaching material to support learning process to train students' critical thinking skills.
Pengaruh Minat Belajar dan Efikasi Diri Terhadap Hasil Belajar Matematicka Peserta Didik Kelas V Sekolah Dasar Jody Setya Hermawan; Maman Surahman; Riswanti Rini; Fitriyah Amaliyah; Marti Fitria Rohmah
Inovasi Sekolah Dasar: Jurnal Kajian Pengembangan Pendidikan Vol. 10 No. 2 (2023): Inovasi Sekolah Dasar: Jurnal kajian Pengembangan Pendidikan
Publisher : Universitas Sriwijaya in Collaboration with HDPGSDI (Himpunan Dosen PGSD Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The problem in this study is that most students in Grade V of SD Negeri Gugus Mawar Kecamatan Natar, did not achieve the KKM in the Odd Semester Final Assessment T.A 2022/2023 in Mathematics. This study aims to analyse and describe the effect of interest in learning and self-efficacy on mathematics learning outcomes. This research is an ex post facto correlational research using a quantitative approach. This research was conducted in state elementary schools in Mawar sub-district, Natar district in the even semester of T.A. 2022/2023. The population in this study were all fifth grade students of SD Negeri Gugus Mawar Kecamatan Natar with a total of 134 students. The sample used was 95 students consisting of 51 male students and 44 female students. The data collection instrument used was a questionnaire with a Likert scale, which was then analysed using the regression formula. The results showed a positive and significant influence between learning interest and self-efficacy simultaneously on the mathematics learning outcomes of fifth grade students of state elementary schools, with an influence of 57.6%. The results of this study indicate that learning interest and self-efficacy have a positive influence on mathematics learning outcomes, so efforts should be made to increase students' learning interest and self-efficacy in order to achieve more optimal learning outcomes.
Pengaruh Game Based Learning Berbasis Puzzle terhadap Kemampuan Berpikir Kreatif Matematika Siswa Sekolah Dasar Yuani Tri Astuti; Jody Setya Hermawan; Fadhilah Khairani; Frida Destini
Cokroaminoto Journal of Primary Education Vol. 9 No. 2 (2026): April - Juni 2026
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/cjpe.9.2.2026.8747

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kemampuan berpikir kreatif pada pembelajaran Matematika peserta didik kelas V SD Negeri 2 Gondang Rejo. Solusi yang diajukan untuk mengatasi permasalahan tersebut dengan penggunaan model pembelajaran game based learning berbasis media puzzle dalam pembelajaran untuk meningkatkan kemampuan berpikir kreatif peserta didik. Penelitian ini bertujuan untuk menguji pengaruh penggunaan model pembelajaran game based learning berbasis puzzle terhadap terhadap kemampuan berpikir kreatif Matematika kelas V SD Negeri 2 Gondang Rejo. Metode penelitian yang digunakan adalah eksperimen dengan desain penelitian yaitu quasi eksperimental. Penelitian ini menggunakan kelas eksperimen yang diberi perlakukan menggunakan model pembelajaran game based learning berbasis puzzle dan kelas kontrol menggunakan model pembelajaran game based learning berbasis media audio visual. Teknik analisis yang digunakan yaitu Uji Normalitas, Uji Homogenitas, Uji Hipotesis, dengan menggunakan bantuan aplikasi SPSS versi 25. Hasil penelitian yaitu: 1) Penggunaan model pembelajaran game based learning berbasis puzzle terhadap kemampuan berpikir kreatif Matematika pada kelas eksperimen dihasilkan skor rata-rata pretest 48 dan skor rata-rata posttest 80. 2) Penggunaan model pembelajaran game based learning berbasis audio visual terhadap kemampuan berpikir kreatif Matematika pada kelas kontrol dihasilkan skor rata-rata pretest 61 dan skor rata-rata posttest 71. 3) Terdapat pengaruh yang signifikan penggunaan model pembelajaran game based learning berbasis puzzle terhadap kemampuan berpikir kreatif Matematika. Hal ini terbukti dengan hasil uji hipotesis dengan menggunakan uji regresi linear sederhana pada kelas eksperimen dengan nilai signifikansi 0,000 < 0,05. Artinya model pembelajaran game based learning berbasis puzzle memiliki pengaruh yang dalam meningkatkan kemampuan berpikir kreatif Matematika peserta didik.
Co-Authors Achmad Buchori Adeilla Najwa Salsabila Adeilla Najwa Salsabila Adelia Ananda SP Adelia Mawarni Adelia Mawarni Adhasari, Wahana Tri Adi Saputra, Bagus Agrifina, Vivia Febbrilian Aisyah, Annisa Putri Al Aziz, Fauzan Alda Yutika Alif Luthvi Azizah Alif Luthvi Azizah Amaliyah, Fitriyah Amrina Izzatika Amrina Izzatika Ananta Isrovi, Dian Anisa Anisa Anna Fauziah Annisa Rahmah Annisa Rahmah Annisa Yulistia Ardhi Yudisthira Ari Sofia, Ari Astuti, Nelly Asyifa, Haya Aulia, Fadilatun Nisa Aulia, Mutia Rahma Ayuningsih, Silva Azahra, Niken Azizah, Richia Deha Azizah, Sherlita Nur Azzahra, Mia Azzahra, Mia Bastari, Faradilla Cahyaningrum Sasongko, Dian Anjani Chahyani, Lutvi Darsono Darsono Dayu Rika Perdana Desti Puspita Sari Destiani Destiani Destiani, Frida Destini, Frida Desvyta Shelzalia Indra Deviyanti Pangestu Dinda Sri Athiya Lilla Dita Ayu Ningtias, Saskia Dwi Aufa, Atika Dwi Badzlina, Ulya Dwi Rahma Yuliana DWI YULIANTI Dwiyanti, Ni Nengah Mega Efendi, Ujang Eli, Kadek erina, erina prihatmi Erni Erni Erni Erni Erni Mustakim Erni Mustakim Erni, Erni Eva Dwi Puspitasari Fadhilah Khairani Fadhilah Khairani, Fadhilah Fadila, Khairunnisa Okta Melina Farida Julia Saputri Fatkhur Rohman Fauzia, Nabila Nur Febriyanti, Mita Tri Fita Fatimah, Fita Fitriyana Pratiwi, Nur Frahani, Irmanda Frenika Supiyati Hairunisa, Putri Handoko Handoko Hariyanto Hasanah, Wiwin Winawati Hasni Septiani Hasni Septiani Heraldi, Bernaditus herpratiwi Hervin Maulina Ifnur Fadhilla Legthonia Ifnur Fadhilla Legthonia Ika Wulandari Utamining Tias Ismelda, Reza Ismu Sukamto Izzatika, Amrina Kesumawijaya, Vinka Berliana Khoerunisa, Intar Kinanti Dyah Nur Islami Kuncoro, Wahyu Ringgit Linda Oktavia Loliyana Loliyana Loliyana Loliyana Loliyana Loliyana Loliyana Loliyana Maman Surahman Marisa, Maya Mariska, Revi Marti Fitria Rohmah Maryam, Eka Mellyza Azzara Mellyza Azzara Mia Azzahra Miftahu Rahman Miftahu Rahman Mizannur Mizannur Mohammad Asikin Muhammad Mona Adha Muhisom Muncarno_58 Muncarno Nandayani, Komang Nathania, Annisa Nelly Astuti Nelly Astuti Nelly Astuti Niken Yuni Astiti Nikmah, Erma Titis Nindy Profithasari Nosa, Adinda Arivia Noviana Dini Rahmawati Nufikha Ulfah, Nufikha Nurkaromah Dwidayati, Nurkaromah Nurwahidin, Muhammad Nuryani, Ani Octi Pratiwi, Wulan Oktavian, Wiranto Oktavianingsih, Dwi P.F, Bunga Adelia Parawangsa, Arya Perdana, Dayu Rika Pramudianti, Pramudianti Pratama, Farhan Iqbal Pratiwi, Anisa Dian Prihatini, Rafitri Puri, Roza Melinda Puspitasari, Eva Dwi Putra, Adelbertus Gading Ananta Putri, Icha Kurnia Putri, Nana Nabila Putri, Salsabila Putri, Yuninda qurrota aini Rafido Azuri Rafido Azuri Rahmadhani, Annisa Salsabina Ramdhani Rianata, Khusnul Ranggawuni, Annisya Rapani Rapani Rapani Rapani Rapani Rapani Reza Fitriyani Sari Reza Fitriyani Sari Riswandi Riswanti Rini Riswanti Rini Rizki Maulita Roy Kembar Habibi Saefitri, Ika Sahilah, Nadia SALSABILA, ANNISA Saputri, Farida Julia Saputri, Triana Anggun Sari, Anggita Sasmiati, Fara Sasongko, Dian Anjani Cahyaningrum Satriana, Rara Sevia Palupi Dwi Ningrum Sheren Dwi Oktaria Simbolon, Grace Hana Aprillia Siska Mega Diana Siti Nuraini Sowiyah Sowiyah Suhaili, Nora Wyrentia Supriyad Supriyad Supriyadi Supriyadi Supriyadi Supriyadi Supriyadi Supriyadi Syakina, Syafira Dwi Syarifatul Muafifah Tania Darojatun Mulya Tata Nurhaliza Tias, Ika Wulandari Utamining Triawan, Hafid Ujang Efendi Ujang Efendi Ujang Efendi Veronika, Dhea Octa Widiarti, Rulik Widiyanti, Ni Nyoman Sri Widodo, Kiki Lieoni Wirayuda, Muhammad Arya Wiwin Winawati Hasanah Wulandari, Riski Yessi Desmatala Sari, Yessi Yobee, Agustina Yoga Fernando Yoga Fernando Rizqi Yolanda, Dhea Rosa Yuani Tri Astuti Zahraani Abdillah