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PENGEMBANGAN GAME EDUKASI MENGGUNAKAN GENIALLY PADA MATERI HUKUM NEWTON Faiza Febrina; Dewi Muliyati; Sunaryo Sunaryo
PROSIDING SEMINAR NASIONAL FISIKA (E-JOURNAL) Vol 11 (2023): PROSIDING SEMINAR NASIONAL FISIKA (E-JOURNAL) SNF2022
Publisher : Program Studi Pendidikan Fisika dan Program Studi Fisika Universitas Negeri Jakarta, LPPM Universitas Negeri Jakarta, HFI Jakarta, HFI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/03.1102.PF38

Abstract

Abstrak Pendidikan abad ke-21 menuntut seseorang untuk memiliki keterampilan. Salah satu keterampilan yang harus dimiliki siswa yaitu kolaborasi. Selain itu, memasuki era globalisasi yang terus berkembang mengharuskan adanya inovasi dalam bidang pendidikan khususnya pada pelajaran fisika. Salah satu inovasi dalam bidang pendidikan yaitu game edukasi. Penelitian ini bertujuan untuk mengembangkan game edukasi pada materi hukum Newton. Pengembangan ini dilakukan dengan metode Research and Development (R&D) pendekatan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Game edukasi yang dikembangkan berbantuan website Genially karena Genially menyediakan berbagai templates untuk membuat berbagai jenis game. Hasil dari penelitian ini adalah game dengan fitur-fitur sebagai berikut: petunjuk penggunaan game, peta misi, dan ruang-ruang misi. Setiap ruangan memiliki teka-teki nya masing-masing dimana teka-teki yang disediakan berupa persoalan fisika. Jawaban dari persoalan fisika terkait hukum Newton tersebut digunakan sebagai petunjuk untuk keluar dari tiap ruangan misi. Game edukasi diimplementasikan sebagai media evaluasi pembelajaran fisika dan menjadi inovasi untuk melatih keterampilan kolaborasi siswa karena teka-teki yang disediakan dikerjakan secara kolaborasi. Kata-kata kunci: Game Edukasi, Hukum Newton, Genially Abstract 21st-century education requires a person to have skills. One of the skills that students must have is collaboration. In addition, entering the era of globalization that continues to develop requires innovation in the field of education, especially in physics lessons. One of the innovations in the field of education is educational games. This study aims to develop educational games on Newton's legal material. This development is carried out using the Research and Development (R&D) method of the ADDIE approach (Analysis, Design, Development, Implementation, Evaluation). The educational game development is assisted by the Genially website because Genially provides various templates to create various types of games. The result of this research is a game with the following features: instructions for using the game, mission maps, and mission spaces. Each room has its own puzzles and the puzzles provided are physics problems. The answer to the physics problem related to Newton's law was used as a clue to get out of each mission room. Educational games are implemented as a medium for evaluating physics learning and become an innovation to train students' collaboration skills because the puzzles provided are done collaboratively. Keywords: Educational Game, Newton's Law, Genially
WEBSITE E-LEARNING BERBASIS MODUL: BAHAN PEMBELAJARAN FISIKA SMA DENGAN PENDEKATAN DISCOVERY LEARNING Fauzi Bakri; Dewi Muliyati; Inas Nurazizah
WaPFi (Wahana Pendidikan Fisika) Vol 3, No 1 (2018): WaPFi (Wahana Pendidikan Fisika) 2018
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (389.446 KB) | DOI: 10.17509/wapfi.v3i1.10947

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ABSTRAK Artikel bertujuan untuk mengembangkan web pembelajaran berbasis modul digital fisika SMA. Modul digital dikembangkan menggunakan perangkat lunak 3D PageFlip Professional dengan pendekatan discovery learning. Modul fisika diperlukan untuk mendukung pembelajaran yang saintifik dan kostruktivistik. Metode penelitian dan pengembangan untuk menghasilkan website pembelajaran ini menggunakan strategi pengembangan 4D yang dikemukakan oleh Thiagarajan. Langkah-langkah penelitian pengembangan dengan tahapan: Define, Design, Develop, dan Dissemination. Pembelajaran yang dilakukan peserta didik pada web pembelajaran berbasis modul dapat dilakukan secara mandiri. Proses pembelajaran pada modul ditunjang dengan multi representasi seperti video, animasi, data table, grafik, persamaan matematika, contoh persoalan, perangkat test yang terintegrasi dalam satu perangkat modul. Website e-learning berbasis modul dapat digunakan dalam jaringan maupun tanpa jaringan. Perangkat modul tersebut dapat diunduh untuk penggunaan tanpa jaringan. Untuk penggunaan dalam jaringan maupun tanpa jaringan, peserta didik pengguna dapat umpan balik dalam penggunaannya. Perbedaan penggunaan dalam jaringan dengan tanpa jaringan ada pada laporan hasil belajar peserta didik pada gurunya. Penggunaan tanpa jaringan tidak menghasilkan laporan proses pembelajaran peserta didik pada gurunya Kata Kunci: Website pembelajaran, e-learning, modul digital, discovery learning, Fisika ABSTRACT The article aims to develop a digital learning-based digital physics module. The digital module was developed using the 3D PageFlip Professional software with a discovery learning approach. Physic’s modules are needed to support scientific and costructivism learning. Research and development methods to produce this learning website using 4D development strategy proposed by Thiagarajan. Step by step development research: Define, Design, Develop, and Dissemination. Learning that students do on the learning web based module can be done independently. The learning process in the module is supported by science’s multiple representation such as video, animation, data table, graph, mathematical equation, problem example, test device integrated in one module device. Module-based e-learning website can be used in online or offline. The module device can be downloaded for offline use. For online or offline usage, user learners can feedback on their use. Differences in online with offline exist in the learners' learning outcomes report to the teacher. The used in offline so no report of the learners' learning process to the teacher.          Keywords: Website learning, e-learning, digital module, discovery learning, Physics
APLIKASI ANDROID MODUL DIGITAL FISIKA BERBASIS DISCOVERY LEARNING Dewi Muliyati; Fauzi Bakri; Diah Ambarwulan
WaPFi (Wahana Pendidikan Fisika) Vol 3, No 1 (2018): WaPFi (Wahana Pendidikan Fisika) 2018
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (740.609 KB) | DOI: 10.17509/wapfi.v3i1.10944

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ABSTRAK Jumlah pengguna android di Indonesia mendominasi sistem operasi smartphone. Hal ini menjadi landasan bahwa pengembangan aplikasi android akan terus meningkat, termasuk aplikasi kategori pendidikan. Penelitian ini bertujuan untuk mengembangkan aplikasi android yang berisi modul digital untuk pembelajaran Fisika dengan menerapkan sintaks discovery learning. Aplikasi ini dikembangkan dengan metode penelitian dan pengembangan model 4D yang tahapannya terdiri dari: Define, Design, Develop, Disseminate. Aplikasi yang dihasilkan dapat berjalan dengan baik pada semua perangkat dengan sistem operasi android. Konten modul dalam aplikasi ini telah sesuai dengan sintaks discovery learning, yang terdiri dari stimulasi, identifikasi masalah, pengumpulan data, pengolahan data, pembuktian, dan generalisasi. Tahapan-tahapan ini memfasilitasi peserta didik untuk dapat belajar mandiri melalui perangkat smartphone. Aplikasi yang dihasilkan ini merupakan salah satu kontribusi dalam pengembangan media pembelajaran berbasis android.      Kata Kunci:  Aplikasi Android, Modul Digital Fisika, Discovery Learning ABSTRACT The number of android users in Indonesia dominates the smartphone operating system. This is the reason that the android application development will continue to increase, including the application of educational categories. This study aims to develop android applications that contain digital modules for learning Physics by applying discovery learning syntax. This application was developed by research and development method of 4D model whose stages consist of: Define, Design, Develop, Disseminate. The resulting application can run well on all devices with the android operating system. The module content in this application is compatible with the syntax of discovery learning, which consists of stimulation, problem identification, data collection, data processing, verification, and generalization. These stages facilitate learners to be self-learning via smartphone devices. The resulting application is one of the contributions in the development of android-based learning media. Keywords: Android app, Digital Physics Module, Discovery Learning
PENGEMBANGAN PERANGKAT E-LEARNING UNTUK MATAKULIAH FISIKA DASAR II MENGGUNAKAN LMS CHAMILO Fauzi Bakri; Dewi Muliyati
WaPFi (Wahana Pendidikan Fisika) Vol 2, No 1 (2017): WaPFi (Wahana Pendidikan Fisika) 2017
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (634.911 KB) | DOI: 10.17509/wapfi.v2i1.4868

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Penelitian pengembangan bertujuan untuk menghasilkan perangkat e-learning pada matakuliah Fisika Dasar II. Perangkat yang digunakan dalam pengembangan e-learning adalah learning management system (LMS) Chamilo. Metode yang digunakan adalah metode penelitian pengembangan dengan pendekatan yang dikembangkan oleh Walter Dick and Lou Carey. Perangkat e-learning yang dikembangkan sudah sampai pada tahap evaluasi formatif. Hasil pada validasi ahli media, ahli pembelajaran dan ahli materi menyatakan bahwa perangkat e-learning secara keseluruhan sudah layak sebagai perangkat pembelajaran Fisika Dasar II. Hasil uji coba terbatas pada mahasiswa juga menghasilkan bahwa perangkat yang dikembangkan sudah berfungsi serta menarik untuk digunakan sebagai bahan belajar mandiri.
“Elektrotektif”: An Educational Game to Explore Electricity Concept Using Case-Based Learning Muliyati, Dewi; Milenia, Rizka; Fahdiran, Riser
Jurnal Penelitian & Pengembangan Pendidikan Fisika Vol 8 No 2 (2022): JPPPF (Jurnal Penelitian dan Pengembangan Pendidikan Fisika), Volume 8 Issue 2, D
Publisher : Program Studi Pendidikan Fisika Universitas Negeri Jakarta, LPPM Universitas Negeri Jakarta, HFI Jakarta, HFI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/1.08210

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Learning physics is relevant to many cases in everyday life. Various media have been developed for physics learning, e.g., educational games. Educational games can be used as a way to motivate students who are mostly digital natives who were born and grew up in an all-digital environment. This research aims to produce a case-based educational game on electricity called Elektrotektif. This study used the research and development method with the ADDIE model. The result is an investigative game in which there are cases related to electricity in daily life, such as short circuits, electrocution, and electrostatic discharge. The quantitative evaluation results in a value of 86.5% for aspects validation of learning media, and the results from the user were 86%, with the interpretation “very good” to be used as learning companion media. Learning by using cases in a game can help students connect to real-world situations and provide solutions to physical events that excitingly occur around them.
Development of a Two-Tier Diagnostic Test for The Analysis of Momentum and Impulse Learning Difficulties in Students Handjoko Permana; Supriyati, Yetty; Muliyati, Dewi; Sekartaji, Ananda Ayu Dewi; Morales, Marie Paz E.; Ambarwulan, Diah
Jurnal Penelitian & Pengembangan Pendidikan Fisika Vol. 9 No. 2 (2023): JPPPF (Jurnal Penelitian dan Pengembangan Pendidikan Fisika), Volume 9 Issue 2,
Publisher : Program Studi Pendidikan Fisika Universitas Negeri Jakarta, LPPM Universitas Negeri Jakarta, HFI Jakarta, HFI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/1.09206

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This study aimed to develop a formation test that also serves as a diagnostic test. The purpose of this product is to determine students’ learning difficulty levels. We used a two-step multiple-choice assessment tool to develop this diagnostic test. Because two-step multiple-choice tests help teachers identify learning difficulties that arise in students. The research method used is research and development. This test was developed using the Moodle platform and takes the form of a closed multiple-choice test consisting of 20 questions. Media and materials experts validate diagnostic tests. Based on validation, this developed product can be used as a physics learning assessment tool to measure student learning outcomes and learning difficulties. The aspects of media learning expert is usability, navigation, visuals, product, effectiveness, and content. While, the aspects of material expert are compliance with curriculum, construction, and language. We tested high school students and found that 2 of the 20 questions about the concepts of momentum and impulse were mastered and the remaining 18 were at the level of instrumental understanding and misunderstanding. Therefore, teachers should look for strategies to expand students' conceptual knowledge of dynamics and momentum. Thus, the mastery of the student's concept is whole and thorough.
Physics Micro Learning Video: Forming Pancasila Learner Profiles in Physics Learning Bakri, Fauzi; Imtihani, Hajar; Muliyati, Dewi; Sumardani, Dadan
Jurnal Penelitian & Pengembangan Pendidikan Fisika Vol. 9 No. 2 (2023): JPPPF (Jurnal Penelitian dan Pengembangan Pendidikan Fisika), Volume 9 Issue 2,
Publisher : Program Studi Pendidikan Fisika Universitas Negeri Jakarta, LPPM Universitas Negeri Jakarta, HFI Jakarta, HFI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/1.09204

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Pancasila learner profiles can be implemented in physics learning. This article publishes the results of research and development of physics learning videos. This physics learning video presents physics lessons that shape the Pancasila learner profile. Physics content is a wave that is presented contextually. This learning physics video use research and development of the Lee & Owens model. Product feasibility was assessed using a questionnaire by experts. The components assessed are the feasibility of the physics content, the feasibility of the learning process, the feasibility of the wave concept physics learning media in -learning videos. Sequentially get an assessment of 93.75%, 98.0%, 99.0%. The The implementation of the learning process on learning video products has facilitated the formation of Pancasila learner profiles. Overall, it can be concluded that the resulting physics learning video is very appropriate to be used to form a profile of Pancasila students.
The Implementation of the Dilemma-STEAM Model in Fluid Dynamics Subjects through the Archimedes Screw Project Nasbey, Hadi; Sabrina, Putri Marsha; Sari, Ni Larasati Kartika; Muliyati, Dewi
Jurnal Penelitian & Pengembangan Pendidikan Fisika Vol. 10 No. 1 (2024): JPPPF (Jurnal Penelitian dan Pengembangan Pendidikan Fisika), Volume 10 Issue
Publisher : Program Studi Pendidikan Fisika Universitas Negeri Jakarta, LPPM Universitas Negeri Jakarta, HFI Jakarta, HFI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/1.10116

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Physics is one of the sciences that is closely related to daily life, one example being fluid material material. However, the understanding of physics, especially fluid material, is still relatively low. These problems can be overcome by applying a learning model that is integrated with teaching materials that have developed over time. The dilemma STEAM learning model is a learning model that can help students to understand physics based on students' experiences. The dilemma STEAM learning model has five learning stages that can make learners recognize the problem, find solutions, and then solve the problem. This study aims to develop teaching materials based on the dynamic dilemma STEAM learning model based on the dilemma STEAM learning model. The development of the Archimedes Screw Project equipped with E-Modules as teaching materials was developed using the ADDIE development model. The ADDIE development model has several stages, namely Analysis, Design, Development, Implementation, and Evaluation. E-Modules are made using the Canva application which can be accessed anywhere and anytime. After the E-Module was developed, the next stage was the feasibility test of the E-Module by experts. The results of the feasibility test by media experts obtained a result of 88.3% with a very feasible category. Meanwhile, the results of the feasibility test by material experts obtained a result of 84% with a very feasible category. And the results of the feasibility test by learning experts obtained a result of 83.3%. And the readability of the E-Modul by the student after using it is 72.4% with a good read, which is demonstrated by the success of the student assembling Archimedes Screw by following five stages of the dilemma STEAM learning model.
Pengembangan Buku Panduan Program Merancang Website Berbasis CMS Wordpress Bagi Guru Mutoharoh, Mutoharoh; Muliyati, Dewi; Amada, Early
Mitra Teras: Jurnal Terapan Pengabdian Masyarakat Vol. 1 No. 2 (2022): Mitra Teras: Jurnal Terapan Pengabdian Masyarakat, Volume 1 Nomor 2, Desember 2
Publisher : MJI Publisher by PT Mitra Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58797/teras.0102.01

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Abstract CMS is an application that manages, edits, and publishes web content. The CMS interface is more visually enabling without coding, thus enabling teachers to develop websites. Teachers can build websites personally and be used to support careers. These online pages can be used to make portfolios, take online classes, and publish papers. This research aims to develop a guidebook that teachers can use in designing WordPress CMS-based websites. This time, the research and development method or Research and Development (RnD). The research model used is 4D Thiagarajan, it's just that the stage is used until developed. The results of this research are in the form of a book, "Guidelines for Designing WordPress CMS-Based Websites for Teachers", which will be used in community service in high schools. Products are developed using Microsoft PowerPoint. The total number of pages produced is 33 pages. The book contains how to: (1) Choose the desired and available domain, (2) Determine the purpose of creating a website, (3) Edit website pages, (4) Add pages to the website, and (5) Create news or posts on the website. Abstrak CMS adalah aplikasi yang mengelola, mengedit, dan menerbitkan konten web. Antarmuka CMS lebih visual memungkinkan tanpa pengkodean sehingga memungkinkan guru untuk mengembangkan website. Guru dapat membangun website secara pribadi dan dapat digunakan menunjang karier laman online tersebut dapat digunakan sebagai media membuat portofolio, kelas online, dan publikasi karya tulis. Tujuan penelitian ini peneliti ingin mengembangkan buku panduan yang dapat digunakan oleh guru dalam merancang website berbasis CMS WordPress. Metode penelitian kali ini adalah metode penelitian dan pengembangan atau Research and Development (RnD). Model penelitian yang digunakan adalah 4D Thiagarajan hanya saja taham yang digunakan sampai develop (pengembangan). Hasil penelitian ini berupa buku “Panduan Merancang Website Berbasis CMS WordPress bagi Guru” akan digunakan dalam pengabdian masyarakat di sekolah menengah. Produk dikembangkan dengan menggunakan Microsoft Power Point. Total halaman yang dihasilkan berjumlah 33 halaman. Buku tersebut memuat cara: (1) Memilih domain yang diinginkan dan tersedia, (2) Menentukan tujuan dalam membuat website, (3) Mengedit halaman website, (4) Menambahkan halaman pada website, dan (5) Membuat berita atau post pada website.
Mengenalkan Profesi Programmer untuk Anak Usia Dini Melalui Pelatihan Robotik Muliyati, Dewi; Sabrina, Putri Marsha; Supriyani, Yuyun; Mutoharoh, Mutoharoh
Mitra Teras: Jurnal Terapan Pengabdian Masyarakat Vol. 2 No. 1 (2023): Mitra Teras: Jurnal Terapan Pengabdian Masyarakat, Volume 2 Nomor 1, Juni 2023
Publisher : MJI Publisher by PT Mitra Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58797/teras.0201.03

Abstract

Abstract Teachers in early childhood education have a central role in developing children’s intellectual, social and emotional skills through various activities. Early introduction of technology can improve literacy, social, math, and problem-solving skills. Programming ability is a key competency in the technological era. Problem-solving skills are also important in learning programming. To improve students’ skills and knowledge, robotics training is carried out so that it is hoped that students can produce simple tracks according to their understanding. Abstrak Guru dalam pendidikan usia dini memiliki peran sentral dalam mengembangkan keterampilan intelektual, sosial, dan emosional anak melalui berbagai aktivitas. Pengenalan teknologi sejak dini dapat meningkatkan keterampilan literasi, sosial, matematika, dan pemecahan masalah. Kemampuan pemrograman menjadi kompetensi kunci di era teknologi. Keterampilan pemecahan masalah juga penting dalam pembelajaran pemrograman. Untuk meningkatkan keterampilan dan pengetahuan peserta didik maka dilaksanakan pelatihan robotik sehingga diharapkan peserta didik dapat menghasilkan track sederhana sesuai dengan pemahaman mereka.
Co-Authors A. Handjoko Permana Achmad Fadhlih Saldy Saputra Agus Setyo Budi Agustiani Putri Agustiani Putri Ahmad Zatnika Purwalaksana Aisah Amada, Early Anita Rahayu Ariyanti, Shallu Fidhah Bahagia, Marthin Virgo Betty Zelda Siahaan Budi Santoso Cahyani, Vina Dwi Citra Media Pertiwi Dadan Sumardani Dadan Sumardani Dadan Sumardani Dadan Sumardani Dadan Sumardani Dadan Sumardani Deni Tiko Bahagia Denny, Dwinanda Permata Sari Dewanti, Kunti Diah Ambarwulan Diah Ambarwulan Diah Ambarwulan Diah Ambarwulan Diah Ambarwulan, Diah Dila Sabila Dwi Handarini Dwi Handarini, Dwi Dwi Susanti Dwi Susanti Elisa Elisa Erfan Handoko Faiza Febrina Farah Fajriani Farah Savila Fauzi Bakri Febria Anita, Febria Firdaus, Bagaskara Fitranto, Yusuf Niko Gustama Wibawa R Hadi Nasbey Halim, Joel Ongko Hartoyo, Puji Herga Marizka Heri Firmansyah Herliana, Fitria Hersaputra, Nugraha I Made Astra I Made Astra Idris Kusuma Iip Wahyuni Imtihani, Hajar Inas Nurazizah Indah Hanifa Salsabila Indri Sari Utami Inti Ermina Br Barus Iwan Purnaman Kamila Aulia Rahma Kartika Sari, Ni Larasati Khan, Shak Rhuk Lestari, Intan Rachmawati Lila Zalika M, M. Rizki Diva M. Rizki Diva M Mahendra, M. Rizki Diva Mahmudah, Muhammad Suryauno Mahzum, Elmi Mardila, Rini Marlinda Siahaan Mellyana Mega Hartina Milenia, Rizka Morales, Marie Paz E. Muhammad Suryauno Mahmudah Musyafa, Farhan Aqil Mutiah Mutiah Mutoharoh Mutoharoh Mutoharoh Mutoharoh, M Mutoharoh, Mutoharoh Muzilman Muslim, Muzilman Neli Fori Karliana Ni Larasati Kartika Sari Ni Larasati Kartika Sari Ni Larasati Kartika Sari Nisrina Tsabitah Zain Nurahmih, Silva Nurhayati Nurhayati Nurul Fitri, An Nisa Nuvus, Afiva Riyatun Oktaviani Marsal Po-Sheng Chiu Prihartini Khoirun Nissa Primasari, Nandia Puji Hartoyo Purwahida, Rahmah Purwantiningsih Purwantiningsih Putri Marsha Sabrina R, Gustama Wibawa Rachman, Gustama Wibawa Raffa Fitra Ramadannisa Rahma Rosaliana Saraswati Rahmah Purwahida Rahmah, Annisa Ramdhan, Muhammad Rofiid Repi, Viktor Vekky Ronald Riser Fahdiran Rizky Desiana S Siswoyo Sabaryati, Johri Sabila, Dila Sabrina, Putri Marsha Saldy Saputra, Achmad Fadhlih Sari, Ni Larasati Kartika Sarinah Sarinah Sekartaji, Ananda Ayu Dewi Shak Rhuk Khan Shekti, Shitoch Armandho Bimo Sholina, Wini Silva Nurahmih Simanjuntak, Bintang Ronauli Siti Rachmawati SITI RACHMAWATI Siti Rohanah Sparisoma Viridi SUBEKTI, FAJAR Sumardani, Dadan Sunaryo Sunaryo Sunaryo Sunaryo Sunaryo Sunaryo Supriyadi, Rizky Supriyani, Yuyun Supriyati, Yetty Suzana, Merry Syafrima Wahyu Velinda Finka Irawan Vina Dwi Cahyani Vina Serevina Wahyuni, Agus Wahyuni, Iip Widyaningrum Indrasari Wini Sholina Wonga, Hiasintus Wulandari Fitriani Yasti, Arfa Hanania Yus Rama Denny Zain, Nisrina Tsabitah Zainuddin, Zainuddin Zilan Zalila Rendy Zulmi, Febrian Zulri Ramadhan