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All Journal Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Jurnal Pendidikan Matematika EKUIVALEN - Pendidikan Matematika Tekno - Pedagogi : Jurnal Teknologi Pendidikan Journal of Education and Learning (EduLearn) AdMathEdu : Jurnal Ilmiah Pendidikan Matematika, Ilmu Matematika dan Matematika Terapan Paradikma: Jurnal Pendidikan Matematika Journal on Mathematics Education (JME) Kreano, Jurnal Matematika Kreatif-Inovatif Journal on Mathematics Education (JME) JURNAL DERIVAT: JURNAL MATEMATIKA DAN PENDIDIKAN MATEMATIKA Jurnal Riset Pendidikan Matematika Kontinu: Jurnal Penelitian Didaktik Matematika AKSIOMA: Jurnal Program Studi Pendidikan Matematika Transformasi: Jurnal Pengabdian Masyarakat Jurnal Pendidikan Matematika RAFA JINOP (Jurnal Inovasi Pembelajaran) Jurnal Elemen Jurnal Terapan Abdimas EDU-MAT: Jurnal Pendidikan Matematika JPPM (JURNAL PENELITIAN DAN PEMBELAJARAN MATEMATIKA) Sriwijaya University Learning and Education International Conference Al-Jabar : Jurnal Pendidikan Matematika Journal of Medives HISTOGRAM: Jurnal Pendidikan Matematika Union: Jurnal Ilmiah Pendidikan Matematika Wacana Akademika : Majalah Ilmiah Kependidikan Jurnal SOLMA Numeracy : Jurnal Ilmiah Pendidikan Matematika JTAM (Jurnal Teori dan Aplikasi Matematika) MATAPPA: Jurnal Pengabdian Kepada Masyarakat International Journal on Emerging Mathematics Education PROSIDING SEMINAR NASIONAL PROGRAM PASCASARJANA Indiktika : Jurnal Inovasi Pendidikan Matematika Teorema: Teori dan Riset Matematika Prima: Jurnal Pendidikan Matematika Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika Journal of Mathematics Science and Education JURNAL CEMERLANG: Pengabdian pada Masyarakat Jurnal Pendidikan Jurnal Inovasi Pendidikan JP3M (Jurnal Penelitian Pendidikan dan Pengajaran Matematika) JURNAL PERSPEKTIF PENDIDIKAN Jurnal Riset Pendidikan dan Inovasi Pembelajaran Matematika (JRPIPM) Lentera Sriwijaya : Jurnal Ilmiah Pendidikan Matematika JPP (Jurnal Pendidikan dan Pembelajaran) Jurnal Anugerah: Jurnal Pengabdian Kepada Masyarakat Bidang Keguruan dan Ilmu Pendidikan Mosharafa: Jurnal Pendidikan Matematika Griya Journal of Mathematics Education and Application Kognitif: Jurnal Riset HOTS Pendidikan Matematika Multidiciplinary Output Research for Actual and International Issue (Morfai Journal) SPEED - Sentra Penelitian Engineering dan Edukasi Jurnal Kiprah Pendidikan Edumatica: Jurnal Pendidikan Matematika Journal of Innovation and Research in Primary Education JURNAL PARADIGMA: Journal of Sociology Research and Education Indonesian Research Journal on Education Eduvest - Journal of Universal Studies SJEE (Scientific Journals of Economic Education) Journal of Medives: Journal of Mathematics Education IKIP Veteran Semarang Mathematics Education Journal Journal on Mathematics Education Jurnal kiprah pendidikan Jurnal VARIDIKA Media Pendidikan Matematika Jurnal Didaktik Matematika Sekolah Dasar: Kajian Teori dan Praktik Pendidikan
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Analysis of Students' Needs and Characteristics to Develop Multiplication Domino-Card Learning Media Assisted by Articulate Storyline 3 Yudhistira, Rendy Prima; Somakim, Somakim; Safitri, Erna Retna
Journal of Innovation and Research in Primary Education Vol. 4 No. 4 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v4i4.2632

Abstract

Learning multiplication remains a challenge for many grade V students, particularly in memorizing multiplication facts and applying them in problem-solving. This condition underscores the need for more engaging, interactive, and learning-oriented media that align with students' learning styles and characteristics. Digital media has great potential to increase engagement and understanding of concepts. This study aims to analyze the learning needs and characteristics of students as the basis for developing domino-card multiplication learning media assisted by Articulate Storyline 3. The study used a quantitative descriptive design involving 130 students from three elementary schools in Musi Banyuasin Regency, South Sumatra. Data was collected through learning needs questionnaires, student characteristics questionnaires, and classroom observations, and then analyzed using descriptive statistics. The results showed that students have a high need for interactive media, with 79.6% liking digital, visual, and game-based media, as well as a high level of learning motivation (77.8%). Learning difficulties fall into the medium category (64.6%), particularly related to memorization and applying multiplication. Most students exhibit a visual-kinesthetic learning tendency, which corresponds to manipulative activities, animations, and interactive feedback. These findings suggest that the development of Articulate Storyline 3-assisted multiplication domino-card media is highly relevant, as it effectively addresses students' learning needs and supports increased engagement and conceptual understanding in the context of 21st-century learning.
KECEPAN TUNGKUS SEBAGAI KONTEKS PEMBELAJARAN BERBASIS PEMECAHAN MASALAH PADA MATERI ARITMATIKA SOSIAL Desvitasari, Tria; Hiltrimartin, Cecil; somakim, Somakim
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 4 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i4.12506

Abstract

Aritmatika sosial adalah salah satu materi yang cukup urgent dan bermanfaat untuk kehidupan siswa itu sendiri, namun siswa terkendala dalam memahami soal-soal cerita kontektual, diantaranya siswa masih bertanya maksud dari soal cerita tersebut, dan siswa belum secara sistematis dalam melakukan pemecahan masalah tersebut. Oleh karena  itu, guru harus dapat menyusun pembelajaran yang menarik dan dapat menggali lebih dalam kemampuan siswa dalam memecahkan suatu persoalan, yaitu menerapkan pembelajaran berbasis pemecahan masalah dengan menggunakan konteks makanan tradisional Muba “Kecepan Tungkus”. Penelitian ini bertujuan untuk menghasilkan lintasan belajar dan meningkatkan kemampuan pemecahan masalah siswa dengan menggunakan konteks makanan tradisional MUBA “Kecepan Tungkus”. Penelitian ini terdiri atas 4 (empat) aktivitas, yaitu: (1) aktivitas merancang produk yang berkaitan dengan harga beli; (2) aktivitas membuat produk yang berkaitan dengan harga jual; (3) aktivitas menjual produk yang berkaitan dengan untung/rugi; (4) aktivitas penyelesaian soal-soal pemecahan masalah. Metode yang digunakan dalampenelitian ini, yaitu design research tipe validation studies, terdiri dari 3 tahapan, yaitu preparation and design, design experiment dan retrospective analysis. Teknik pengumpulan data  pada penelitian ini menggunakan pengamatan (observasi), wawancara, lembar aktivitas dan pretest/posttest. Hasil dari penelitian ini berupa lintasan belajar yang rancang untuk memberikan pemahaman konsep yang mendalam bagi siswa serta menjadi solusi dalam meningkatkan kemampuan pemecahan masalah, khususnya pada materi aritmatika sosial.
Arithmetic Adventure: A Role-Playing Game to Support Students’ Mathematical Thinking on Arithmetic Sequences Nurrosyadah, Naqiyyah; Susanti, Ely; Somakim, Somakim
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 10, No 1 (2026): January
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v10i1.35260

Abstract

This study aims to develop an educational Role-Playing Game (RPG) entitled Arithmetic Adventure: The Mystery of Polaria Village to support students’ mathematical thinking on arithmetic sequences. The research employed a Development Research approach using the ADDIE model, which consists of Analyze, Design, Development, Implementation, and Evaluation stages. The subjects were 10th-grade students of SMA Negeri 10 Palembang who had implemented the Merdeka Curriculum. Data were collected through expert validation, student practicality questionnaires, and mathematical thinking ability tests. The results indicated that the RPG obtained an overall average validity score of 4.45, categorized as very valid in terms of content, construct, language, and ICT aspects. Practicality testing showed an average percentage of 86.25%, placing the RPG in the very practical category. Furthermore, the potential effect test revealed that 48.6% of students achieved good, 28.6% very good, and 22.9% fair in mathematical thinking ability, showing improvements in specializing, generalizing, conjecturing, and convincing. These findings demonstrate that Arithmetic Adventure is a valid, practical, and potentially effective educational game for supporting students’ mathematical thinking in arithmetic sequences. The study provides theoretical contributions by reinforcing the role of RPGs in fostering mathematical thinking and practical contributions by offering an innovative alternative medium for mathematics learning. 
Peningkatan Hasil Belajar Menggunakan Media Pembelajaran Articulate Storyline 3 Pada Mata Pelajaran IPAS Azizah, Annida Nurul; Somakim, Somakim; Fitri Widyastuti
JURNAL PARADIGMA : Journal of Sociology Research and Education Vol. 6 No. 2 (2025): JURNAL PARADIGMA: Journal of Sociology Research and Education
Publisher : Labor Program Studi Pendidikan Sosiologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/z160hc86

Abstract

Pendidikan menurut Ki Hadjar Dewantara harus disesuaikan dengan kodrat alam dan kodrat zaman. Maknanya, pendidikan harus ditujukan dan dilaksanakan sesuai dengan tuntutan zaman dan kebutuhan dalam persiapan masa depan. Di kelas 5 D, SDN 55 Palembang, setelah dilakukan observasi atau pengamatan saat pelaksanaan pembelajaran mata pelajaran IPAS oleh guru IPAS di SDN 55 Palembang, peneliti menemukan permasalahan kurangnya antusias peserta didik dalam menyimak pembelajaran terbukti dari hasil belajar peserta didik setelah dilaksanakan asesmen formatif. Dalam pembelajaran abad 21 guru tidak hanya menciptakan pembelajaran yang menarik tetapi juga pembelajaran harus terpusat pada peserta didik agar dapat meningkatkan motivasi dalam belajar peserta didik. Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) untuk melihat bagaimana peningkatan hasil belajar peserta didik pada mata pelajaran IPAS, penyajian materi dikolaborasikan menggunakan media pembelajaran berbasis teknologi yaitu Articulate Storyline 3. Hasil penelitian menunjukkan bahwa penggunaan media pembelajaran berbasis aplikasi Articulate Storyline efektif dalam meningkatkan hasil belajar peserta didik dengan presentase ketuntasan sebesar 87,5% dan rata-rata nilai 80,4.
Android-Based Pisa-Type Questions in The Ramadhan Context to Know Students' Mathematical Thinking Abilities Pratiwi, Suci Indah; Putri, Ratu Ilma Indra; Somakim, Somakim
Kognitif: Jurnal Riset HOTS Pendidikan Matematika Vol. 5 No. 4 (2025): October - December 2025
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/kognitif.v5i4.4442

Abstract

The increasing demand for assessing students’ mathematical thinking skills in authentic and meaningful contexts, as emphasized by international assessments such as PISA, highlights the urgent need for context-based assessment instruments that are relevant to students’ everyday experiences. In response to this gap, this study aimed to develop and examine the effectiveness of a PISA-type mathematics test set grounded in a real-world context, namely Ramadan, to assess junior high school students’ mathematical thinking skills. This study employed design research in the form of a development study using Tessmer’s formative evaluation model, which included expert review, one-to-one trials, and small-group trials. The research participants were eighth-grade students at SMP IT Al-Furqon Palembang. The developed assessment package consisted of 15 PISA-type mathematics items, test blueprints, item cards, and analytic scoring rubrics. Content, construct, and language validity were evaluated through expert reviews, while clarity and comprehensibility were examined through one-to-one trials with students. Practicality was assessed using a student questionnaire administered during the small-group trial. The results indicate that the developed test items achieved a high level of validity based on expert judgments and were considered practical, easy to understand, and effective to use by students. These findings suggest that the Ramadan-contextualized PISA-type test set is suitable for use as an assessment tool to support mathematics learning and evaluation at the junior high school level. The novelty of this study lies in the integration of a culturally meaningful religious context into PISA-type mathematics assessment, demonstrating how local and contextual values can be systematically embedded to enhance the relevance, validity, and pedagogical potential of mathematical thinking assessments.
Pengembangan Bahan Ajar Materi Aturan Pencacahan Menggunakan Pembelajaran Berbasis Masalah di SMA Iis Juniati Lathiifah; Zulkardi Zulkardi; Somakim Somakim
Didaktik Matematika Vol 2, No 2 (2015): Jurnal Didaktik Matematika
Publisher : Universitas Syiah Kuala

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

Abstract

This study aims to produce teaching materials of enumeration rules were valid and practical based on the characteristics of problem-based learning and curriculum 2013 and to determine the potential effects of teaching materials on students ability to solve problems. The method used was the development of research which consists of two stages: a preliminary stage that includes the preparation and design then the formative stages of evaluation that includes self evaluation, expert reviews, one-to-one, small group, and a field test. The subjects were students of class XI MIA 6 SMAN 10 Palembang. Data collected by walkthrough, observation and tests. This research has produced teaching materials were valid and practical based on the characteristics of problem-based learning and curriculum 2013. Valid drawn from suggestions validator which states that teaching materials good based content in accordance with curriculum 2013, construct in accordance with the characteristics of problem-based learning and language according to the EYD, and have a potential effect on students ability to solve problems seen from the attitude, knowledge and skills in general was good and the results of the final evaluation test where the average student scores were categorized either.
Pemanfaatan Lego pada Pembelajaran Pola Bilangan Sri Handayani; Ratu Ilma Indra Putri; Somakim Somakim
Didaktik Matematika Vol 2, No 1 (2015): Jurnal Didaktik Matematika
Publisher : Universitas Syiah Kuala

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

Abstract

This study aimed to generate learning trajectories in learning number patterns by using lego in grade IX SMP. This study was conducted in SMP N 1 Tanjung Raja. The method of this study was design research consisted of three phases, i.e. preliminary, design experiment (pilot experiment and teaching experiment) and retrospective analysis. In this study, a series of instruction was designed and developed based on conjecture of learning processes and PMRI approach. In this paper discussed was teaching experiment phase. Results of this research was learning trajectory that includes a series of learning process that were activity constructs patterns by using Lego generate sequence to determine rules and the next number of sequence, activity outlines pattern to determine the n-th pattern of sequence, until activity number patterns to determine the amount of n tribe/number. Based on the activities undertaken in this study could help students to understand number patterns.
Development of IRME based mathematics learning videos integrated local cultural context to enhance sixth grade elementary students’ understanding of mixed arithmetic operations Solina, Eva; Somakim; Wargadalem, Farida R; Raharjo, Makmum
Al-Jabar: Jurnal Pendidikan Matematika Vol 17 No 1 (2026): Al-Jabar : Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v17i1.30272

Abstract

Purpose: This study aims to develop a mathematics learning video based on the Indonesian Realistic Mathematics Education (IRME) approach by integrating the local cultural context of Jumputan Gambo fabric to support sixth-grade elementary students’ understanding of mixed arithmetic operations. Method: This research employed a development research design using the Rowntree model, which consists of planning, development, and evaluation stages. The evaluation stage was conducted using Tessmer’s formative evaluation framework, including self-evaluation, expert review, one-to-one evaluation, small group evaluation, and field testing. Four expert validators assessed the developed learning video in terms of media design, content accuracy, language clarity, and instructional design. Practicality data were obtained through student response questionnaires, while effectiveness was measured using pretest and posttest assessments. The collected data were analyzed using descriptive statistics and normalized gain (N-Gain). Findings: The results indicate that the developed learning video met the criteria of validity, practicality, and effectiveness. Expert validation showed a very valid category with an average score of 92.85%. Practicality results from the one-to-one and small group trials ranged from 92.22% to 100%. The effectiveness test demonstrated an improvement in students’ learning outcomes, with the average score increasing from 56.77 on the pretest to 85.48 on the posttest. The N-Gain value of 0.70 indicates a high level of learning improvement. Significance: The study demonstrates that integrating IRME principles with culturally contextualized video learning supports meaningful mathematics learning and provides practical guidance for teachers in designing contextual mathematics instruction aligned with the Merdeka Curriculum.
Students’ Perceptions of Role-Playing Games in Mathematics Learning: A Descriptive Study Nurrosyadah, Naqiyyah; Susanti, Ely; Somakim
Jurnal VARIDIKA Volume 38 No 2, August 2026
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/varidika.v38i2.13600

Abstract

This study aims to describe students’ perceptions of the use of a role-playing game (RPG), Arithmetic Adventure: The Mystery of Polaria Village, in mathematics learning on arithmetic sequences and series. A quantitative descriptive research design was employed, involving 34 tenth-grade students at SMA Negeri 10 Palembang selected through purposive sampling based on their participation in RPG-based learning activities. Data were collected using a closed-ended Likert-scale questionnaire covering four aspects: motivation and engagement, perceived learning effectiveness, social interaction and collaboration, and challenges encountered during learning. Content validity was established through expert judgment, while instrument reliability was confirmed using Cronbach’s Alpha coefficients ranging from 0.77 to 0.91, indicating acceptable to excellent internal consistency. Descriptive analysis showed that students perceived the RPG positively in terms of motivation, engagement, and learning effectiveness, while challenges related to technical constraints and game complexity were reported at a moderate level. The integration of narrative-based gameplay with mathematical thinking stages—specializing, generalizing, conjecturing, and convincing—was perceived as supporting students’ reasoning and problem-solving processes. These findings suggest that RPG-based learning can serve as a meaningful and engaging instructional medium in mathematics, although its implementation requires careful design considerations and adequate technical support.
Needs Analysis of Interactive Multimedia Development for Teaching Number Patterns in Fifth Grade Elementary School Amelia, Tasya Faricha; Hiltrimartin, Cecil; Somakim, Somakim
Tekno - Pedagogi : Jurnal Teknologi Pendidikan Vol. 16 No. 3 (2026): Tekno-Pedagogi |In Progress|
Publisher : Program Magister Teknologi Pendidikan Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/teknopedagogi.v16i3.55092

Abstract

Despite the growing use of interactive multimedia and game-based learning in mathematics education, educational escape room games specifically designed for teaching number patterns in elementary schools remain limited and are rarely developed based on comprehensive needs analyses. This study aimed to analyze the need for developing interactive multimedia in the form of an educational escape room game for fifth-grade elementary school students. A descriptive quantitative survey was conducted involving 55 fifth-grade students and 10 teachers at SD Negeri 19 Talang Kelapa. Data were collected using validated Likert-scale questionnaires covering four aspects: teacher needs, student characteristics, learning media, and instructional design. The findings revealed that teacher needs were categorized as needed (73.2%), student characteristics as highly needed (82.4%), learning media as highly needed (87.1%), and instructional design as needed (61.7%). The learning media aspect showed the highest level of need, indicating the importance of engaging, interactive, and accessible digital resources to support mathematics learning. The proposed innovation emerging from this study is the integration of educational escape room game elements into interactive multimedia for number pattern instruction. These findings provide empirical evidence and practical guidance for developing interactive multimedia that aligns with students’ learning characteristics, teachers’ instructional needs, and effective instructional design principles. Future research is recommended to develop, implement, and evaluate the effectiveness of the proposed multimedia in improving students’ mathematical understanding and problem-solving skills.
Co-Authors A Rahman Adeng Slamet Adha, Idul Adi Pribadi ADI SAPUTRO Aisyah Turidho Akhmad Sumbandari Ali Djamhuri Amelia, Desy Amelia, Tasya Faricha Amin Filzah Izzati Amizera, Suzy Anggraini, Nike Anna Fauziah Annisa Oktavia Lestari Annisa Oktavia Lestari Araiku, Jeri Arika Sari Aripin, Pipit Ariyani, Pipit Armadan Armadan Armadan, Armadan Asri Gita Azhari Azhari Azhari Azizah, Annida Nurul Azka 'Afifah Budi Mulyono Budi Mulyono Cecil Hiltrimartin Cecil Hiltrimartin Darmawijoyo, Darmawijoyo Desi Safitri Destiniar Destiniar, Destiniar Destiniar, Destiniar Desvitasari, Tria Diah Dwi Santri Diah Dwi Santri Dian Aprianty Dian Aprianty Dina Octaria Dina Octaria Dina Oktaria Dinal Ulya Sukiman Dinda Syabillah Drajat Friansah Edi Susanto Efryanty Eka Fitri Puspa Sari Eka Fitri Puspa Sari, Eka Fitri Puspa Eka Wahyuni Nur'rohim Eka Wahyuni Nur’rohim Elfisyah Isnaini Raizon Elfrida Ratnawati Elvira Destiansari Ely Susanti Ely Susanty Eva Solina Farida Nursyahidah Farida R Wargadalem Fazar, Ibnu Felia Dwi Martha, Vivi Filzah Izzati Amin Firdaus Firdaus Fitri Maya Puspita Fitri Widyastuti Hamidah, Dewi Handayani, Marweny Hanifa, Arina Haniful Muttaqin Hapizah Hariani Juwita Harisman Nizar Harlinda, Ayu Hendrik Efendi Lumban Tobing Hiriza Imron Ibnu Fazar Idul Adha Iis Juniati Lathiifah Indah Widyaningrum Indaryanti Indaryanti Indira, Thasyia Jeri Araiku Jonny Simanullang Julaiha, Ellah Juwita, Hariani Kalimah, Nur Kamran, Muhammad Ketang Wiyono Ketang Wiyono Kgs M Syahrur Ramadhon Kodri Madang, Kodri Kurniadi, Elika Lely Marlina Lestari, S R Lia Puspasari Lia Puspasari, Lia Lisnani Lisnani Lisnani Lisnani Lisnani M Yusup M. Abdullah M. Abdullah M. Abdullah, M. Abdullah M. Hasbi Ramadhan, M. Hasbi M. Yusup Maheswari, Nasywa Ayu Marion Marion Maulida, Amanah Meilani Safitri Meilani Safitri MEILANI SAFITRI - UNIVERSITAS SRIWIJAYA Meilinda Meilinda Mela Dwi Istiqomah Meryansumayeka Meryansumayeka Metha Anggraeini Mindarti, Putri Mistawan, Kadek Muhammad Nabil Arifin Muhammad Yusuf Muhammad Yusup Muhammad Yusup Mulyono, Budi Muthmainnah Muthmainnah Muttaqin, Haniful Nadia Faradilla Nadia Faradilla Nadya Putri Setiawati Neni Lismareni Nety Wahyu Saputri Nila Kesumawati Nila Kesumawati Nofriati, Nursa Fatri Noviafitri, Selly Novita Sari Nur Aini Nur Aziza Nur Isnaini Taufik Nur Isnaini Taufik Nur Zahwa Nuraini Apriliana Nurrosyadah, Naqiyyah Nursa Fatri Nofriati Nurul Lathifah, Dewi Nyimas Aisyah Pratiwi, Anggi Nurul Pratiwi, Suci Indah Pratiwi, Weni Dwi Pratiwi, Weni Dwi Pribadi, Adi PUTERI APRILIANTI Putri, Ratu Ilma R. Ilma Raharjo, Makmun Rahayu, Chika Rahma Siska Utari Rahmawati Rahmawati Rahmawati, Rahmawati Rahmi Susanti Rahmi Susanti Rarri Bian Ryandi Ratu Ilma Indra Putri Retna Safitri, Erna Retno Susanti Rifdah Luthfiyah Rini Herlina Rusiyanti Risda Intan Sistyawati Riya Apriyani Roy, Novaria Rusdy A. Siroj Safitri, Erna Retna Sanjaya, Dekky Saraswati, Sari Sardianto Markos Siahaan, Sardianto Markos Sari, Arika Scristia, Scristia Selly Noviafitri Sepriliani, Sisca Puspita Siligar, E.I Pusta Silvia Fitriani Silvia Fitriani Simanullang, Jonny Simarmata, Ruth Helen Sisca Puspita Sepriliani Solina, Eva Sri Handayani Sri Hartini Sri Sumarni Sukasno Sukasno Sukma, Yovika Sukmaningthias, Novika Sukmaningtyas, Novika Sumarni Sri Surya, Apriana Surya, Apriana Susanty, Ely Syarifuddin Syifa Restania Putri Thasyia Indira Tiyas, Melati Ayuning Tobing, Hendrik Efendi Lumban Tria Gustiningsi Wargadalem, Farida R Welly Yanti Weni Weryani Wijaya, Aldi Putra Windarti, Eko Wiwik Widyawati Wiwik Widyawati, Wiwik Yanti, Welly Yayan Eryandi Yayan Eryandi, Yayan Yenny Anwar Yudhistira, Rendy Prima Yufitri Yanto Yulianita Yundari, Yundari Yunita Prasetyawati Yunita Sari Manalu, Yunita Sari Yusliriadi Yusliriadi Yusliriadi, Yusliriadi Yusuf Hartono Yusuf Hartono Yusuf, Muhammad Zahwa, Nur Zhu, Mega Zuli Nuraeni Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi Zulkardi, Zulkardi