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Pengembangan Film Animasi 2D: “Dongeng Asal Usul Dusun Batu Megaang” Darmika, I Wayan; I Gede Partha Sindu; Ida Bagus Nyoman Pascima
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 14 No. 2 (2025)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v14i2.96933

Abstract

Penelitian ini bertujuan untuk mengembangkan film animasi 2D berjudul “Dongeng Asal Usul Dusun Batu Megaang” sebagai media informasi dan edukasi bagi masyarakat. Penelitian ini didasari oleh minimnya pengetahuan masyarakat mengenai legenda lokal serta kurangnya media yang menarik untuk menyampaikan kisah tersebut. Metode yang digunakan adalah Research and Development (R&D) dengan model Multimedia Development Life Cycle (MDLC) yang meliputi enam tahapan: konsep, desain, pengumpulan bahan, pembuatan, pengujian, dan distribusi. Hasil penelitian menunjukkan bahwa film animasi yang dikembangkan mendapatkan respon yang sangat positif dari masyarakat, dengan 76% responden menyatakan sangat puas, dan 24% menyatakan puas. Film ini mampu mentransformasikan informasi yang bersifat abstrak menjadi lebih sederhana dan mudah dipahami, serta diharapkan mampu menumbuhkan rasa cinta budaya lokal di kalangan penonton. Dengan demikian, pengembangan film animasi ini diharapkan dapat menjadi sarana pelestarian budaya sekaligus media pembelajaran yang efektif mengenai sejarah Dusun Batu Megaang.
Pengembangan Video Animasi 3 Dimensi sebagai Media Edukasi Cyberbullying di Kalangan Siswa Sekolah Dasar Meliyanti, Ni Komang; I Gede Partha Sindu; I Nyoman Indhi Wiradika
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 14 No. 2 (2025)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v14i2.97663

Abstract

Tindakan cyberbullying banyak ditemukan di kalangan siswa sekolah dasar (SD) usia 10 hingga 12 tahun. Ini disebabkan oleh tingginya penggunaan media sosial seperti Facebook, WhatsApp, Instagram, dan TikTok oleh anak-anak, meskipun secara usia belum diperbolehkan. Data dari SDN 6 Melaya menunjukkan bahwa 63,6% siswa pernah merasa tidak nyaman atau sedih akibat pesan yang diterima di media sosial.  Penelitian ini bertujuan untuk  mengembangkan video animasi 3D sebagai media edukasi untuk mencegah cyberbullying di kalangan siswa sekolah dasar, dengan memberikan edukasi kepada siswa,  guru, dan orang tua mengenai dampak buruk penggunaan media sosial sejak dini yang memicu perilaku cyberbullying.   Metode yang digunakan dalam penelitian ini adalah Multimedia Development Life Cycle (MDLC) dengan enam tahap yaitu pengonsepan, perancangan, pengumpulan materi, pembuatan, pengujian dan pendistribusian. Subjek dalam penelitian ini adalah siswa usia 10 hingga 12 tahun, guru, dan orang tua siswa di SDN 6 Melaya. Hasil uji ahli isi dan media menunjukkan bahwa video animasi ini memiliki tingkat validitas sangat tinggi dengan koefisien 1,00. Uji respon pengguna menunjukkan sebanyak 24,6% responden menjawab setuju dan 75,4% responden menjawab sangat setuju sehingga dikategorikan ‘paham’ terhadap edukasi dalam video.  Dengan demikian, video animasi 3 dimensi ini dinilai layak dan diterima dengan sangat positif oleh siswa, guru, dan orang tua sebagai media untuk meningkatkan pemahaman terhadap bahaya penggunaan media sosial sejak dini yang memicu perilaku cyberbullying.
Examining the Role of Augmented Reality Interactivity on Student Performance: Mediating Effects of Visuospatial and Auditory Knowledge Wahyuni, Dessy Seri; Koehler, Thomas; Saari, Erni Marlina; Sindu, I Gede Partha
Jurnal Nasional Pendidikan Teknik Informatika: JANAPATI Vol. 14 No. 2 (2025)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v14i2.93234

Abstract

Augmented Reality (AR) has been widely used to support collaborative learning and provide students with facilities to complete tasks during the learning process. This study examines the impact of Augmented Reality on the interactivity, including controllability, responsiveness, and playfulness, of student performance through visuospatial and auditory Knowledge concerning Cognitive Load Theory (CLT). These elements must be processed simultaneously (both visually and audibly), resulting in a higher cognitive load. The CLT posits that learning is optimized when intrinsic, extraneous, and germane cognitive loads are balanced. This study employs the PLS-SEM approach to examine the conceptual model, as completed by 94 students in a vocational high school in Gianyar Regency who filled out the questionnaire. The findings of this study are novel, with visuospatial and auditory Knowledge that mediates AR interactivity on student performance in vocational high schools in Bali. These two forms of knowledge act as cognitive bridges, combining visuospatial and auditory knowledge between interactivity and achievement. When these modalities are well-integrated, they distribute cognitive load across channels (dual-channel processing), enhancing student performance. Antecedents of perceived AR interactivity, such as controllability and responsiveness, have a more significant influence on the mediator variables than playfulness, which enhances and enhances students’ achievement in vocational high schools. Visuospatial Knowledge helps learners mentally simulate spatial relationships, which is crucial in tasks like shaping ring components, whereas auditory Knowledge supports sequencing and procedural memory. The interactivity of AR can boost engagement and motivation, which translates into enhanced student performance, especially in vocational tasks like crafting a ring, which require precision, tactile feedback, and procedural mastery.
Pengembangan Film Animasi 3 Dimensi Sejarah Tradisi Megebeg-Gebegan di Desa Tukadmungga Sudipta, Made Ardi; Divayana , Dewa Gede Hendra; Sindu, I Gede Partha
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 12 No. 2 (2023)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v12i2.66458

Abstract

Film Animasi 3 Dimensi Sejarah Tradisi Megebeg-Megebegan di Desa Tukadmungga menceritakan awal mula terjadinya Tradisi Megebeg-Gebegan serta nilai pendidikan yang terkandung di dalamnya. Tradisi Megebeg-Gebegan merupakan tradisi turun temurun yang di laksanakan di Desa Tukadmungga setiap satu tahun sekali tepatnya pada sasih kesange di pengerupukan hari raya Nyepi. Dalam proses pelaksanaan tradisi megebeg-gebegan terkandung nilai-nilai pendidikan seperti : pendidikan etika, pendidikan tattwa, pendidikan teo-etika. Penelitian ini bertujuan untuk (1) Untuk mengembangkan film animasi 3 dimensi Sejarah Tradisi Megebeg-Gebegan di Desa Tukadmungga, (2) Untuk mengetahui respon penonton terhadap film animasi 3 dimensi Sejarah Tradisi Megebeg-Gebegan di Desa Tukadmungga. Film Animasi 3 Dimensi Sejarah Tradisi Megebeg-Gebegan dikembangkan dengan Metode Multimedia Development Life Cycle (MDLC) tahapannya terdiri dari concept (pengonsepan), design (perancangan), material collecting (pengumpulan bahan), assembly (pembuatan), testing (pengujian), dan distribution (pendistribusian). Dengan dibuatnya Film Animasi 3 Dimensi Sejarah Tradisi Megebeg-Gebegan di Desa Tukadmungga, masyarakat diharapkan mampu mengetahui Sejarah Tradisi Megebeg-Gebegan di Desa Tukadmungga beserta nilai-nilai yang terkandung di dalamnnya. Beberapa pengujian telah dilakukan yaitu pengujian ahli isi yang mendapat hasil 100%, pengujian ahli media mendapat hasil 100% dan pengujian respon pengguna mendapat nilai rata-rata sebesar 48,1 sehingga film animasi ini masuk pada kualifikasi sangat positif dengan kriteria sangat baik.
Development and Validation of a Virtual Reality Circumcision Training Simulator: Simulator Sickness, User Experience, and Clinical Performance in Bali, Indonesia Sindu, I Gede Partha; Kertiasih, Ni Ketut; Dinata, I Gede Surya; Sugiartawan, Putu
IJCCS (Indonesian Journal of Computing and Cybernetics Systems) Vol 19, No 4 (2025): October
Publisher : IndoCEISS in colaboration with Universitas Gadjah Mada, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/ijccs.111664

Abstract

Virtual Reality (VR) is increasingly integrated into medical education, yet its application in Indonesia remains limited. This study developed and validated a VR-based circumcision simulator to evaluate simulator sickness, user experience, and clinical performance. A mixed-methods, repeated-measures design was conducted with 74 participants (25 Novices, 24 Intermediates, 25 Experts). Participants engaged in three simulation modes (Autonomous, Guided, Haptic). Instruments included SSQ, FMS, VRNQ, UEQ-S, Checklist, and OSATS. Analyses employed repeated-measures ANOVA, nonparametric tests, and Spearman correlations. Simulator sickness was highest in Autonomous Mode. User experience scores improved with expertise, showing positive correlations with performance and negative correlations with sickness. Experts consistently outperformed other groups, and skill improvements were retained for up to one month. The VR circumcision simulator demonstrated strong construct validity and educational impact. Instructional modes effectively reduced sickness, while haptic integration enhanced spatial orientation. Future studies should incorporate physiological measures and assess real-world skill transfer.
Pelatihan Penggunaan AI untuk Mendukung Pembelajaran di Tingkat Sekolah Dasar Lab Undiksha Sindu, I Gede Partha; Permana, Agus Aan Jiwa; Kertiasih, Ni Ketut; Setemen, Komang; Pracasitaram, Gede Made Surya Bumi
Al-DYAS Vol 4 No 3 (2025): OKTOBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/aldyas.v4i3.7615

Abstract

The community service activity titled Training on the Use of AI to Support Learning at the Elementary School Level, conducted at the Undiksha Laboratory School, was driven by the urgent need to enhance teachers’ competencies in response to rapid developments in digital technology, particularly generative artificial intelligence (generative AI). Teachers are expected to integrate technology into the educational process to make learning more effective, relevant, and innovative. The primary goal of this activity was to equip elementary school teachers with both conceptual understanding and practical skills in utilizing AI as a tool to support learning. The training was structured around four core topics: basic introduction to AI, the use of AI in lesson planning, AI-assisted development of interactive learning media, and practical application of AI-based tools. The implementation methods included material delivery, active discussions, and hands-on practice to ensure a balance between theory and application. Evaluation results showed a significant improvement in participants’ understanding and skills related to AI usage, increased motivation to innovate in teaching, and strengthened technological orientation in classroom practice. Participants also appreciated the training as a valuable initiative and recommended its continuation. Therefore, this training has made a tangible contribution to enhancing teacher capacity and supporting the transformation of learning at the elementary school level.
The effect of problem-based e-learning content on the learning achievement in basic computer system course (DSK) of the student of informatics engineering education department Sindu, I Gede Partha; Paramartha, A. A. Gede Yudhi
Jurnal Pendidikan Vokasi Vol. 8 No. 1 (2018): February
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (353.651 KB) | DOI: 10.21831/jpv.v8i1.18098

Abstract

This study was aimed at finding out the difference in learning achievement in basic computer system course (DSK) between the students who learned from content e-problem-based learning in experiment class and those who learned  from  conventional model in control class in learning basic computer system course. This study used quasi-experimental non-equivalent Pretest Post-test Control Group Design. There were three variables involved in this study. Two of them were  independent variable and dependent variable. The independent variable was e-problem-based learning and the dependent variable was learning achievement. Another variable which functioned as covariate was students'prior learning achievement. The population consisted of all students of the first semester in Informatics Engineering Education Department. The sample was selected by using simple group random sampling technique. An essay test was used to know the students'basic computer system learning achievement (DSK). The hypothesis was tested by  one-way analysis of co-variance (ANACOVA). The results showed that the mean score in the learning achievement of the students who learned from  content e-problem-based learning was higher than that of those  who learned from using conventional model. Content e-problem-based learning plays the role in improving students' learning achievement. 
PENGEMBANGAN MEDIA PENGENALAN BENDA SEJARAH MUSEUM BULELENG BERBASIS WEB-BASED AUGMENTED REALITY Dwipa, Vedro; Sindu, I Gede Partha; Pascima , Ida Bagus Nyoman
Jurnal Informatika dan Teknik Elektro Terapan Vol. 13 No. 3S1 (2025)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v13i3S1.8397

Abstract

Abstrak. sejarah Museum Buleleng berbasis Web-Based Augmented Reality (WebAR) sebagai solusi inovatif dalam memperkenalkan koleksi museum secara interaktif dan menarik. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahap, yaitu Concept, Design, Material Collecting, Assembly, Testing, dan Distribution. Produk yang dihasilkan berupa website MuBuAR yang memungkinkan pengguna mengakses visualisasi tiga dimensi (3D) artefak sejarah yang dilengkapi dengan informasi berbasis teks dan audio tanpa perlu menginstal aplikasi tambahan. Hasil pengujian blackbox menunjukkan bahwa seluruh fungsi berjalan sesuai dengan rancangan, sementara uji validitas oleh ahli isi dan ahli media memperoleh kualifikasi “Sangat Tinggi” dengan kategori “Sangat Valid”. Uji respons pengguna menggunakan User Experience Questionnaire (UEQ) menghasilkan nilai “Excellent” pada seluruh aspek, dengan nilai tertinggi pada aspek daya tarik (Attractiveness), diikuti stimulasi, kejelasan, efisiensi, ketepatan, dan kebaruan. Berdasarkan hasil tersebut, media ini dinyatakan layak digunakan sebagai sarana edukasi sejarah serta dapat mendukung pelestarian nilai budaya lokal melalui pemanfaatan teknologi digital.
Pengembangan Augmented Reality untuk Rumah Adat Desa Pedawa yang Terancam Punah Edi Wijaya, Ikomang; I Gede Partha Sindu; Ida Bagus Nyoman Pascima
Jurnal Pendidikan Sains dan Komputer Vol. 5 No. 02 (2025): Artikel Riset Oktober 2025
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/jpsk.v5i02.7343

Abstract

Keberadaan rumah adat tradisional di Desa Pedawa, seperti Mesegali, Sri Dandan, dan Bandung Rangki, terancam oleh modernisasi dan kurangnya pengetahuan generasi muda. Saat ini, hanya Rumah Adat Bandung Rangki yang masih tersisa, sementara survei menunjukkan 85% generasi muda dinilai belum mengenal sejarah warisan budaya ini. Penelitian ini bertujuan untuk mengembangkan media pengenalan rumah adat tradisional Desa Pedawa berbasis Augmented Reality (AR) untuk meningkatkan pemahaman dan kesadaran generasi muda. Penelitian ini menggunakan metode Penelitian dan Pengembangan (R&D) dengan model Multimedia Development Life Cycle (MDLC) yang mencakup enam tahapan: Concept, Design, Material Collecting, Assembly, Testing, dan Distribution. Metode pengujian melibatkan Uji Blackbox, validasi dari Ahli Isi dan Ahli Media, serta Uji Respons Pengguna menggunakan User Experience Questionnaire (UEQ) terhadap 50 responden. Hasil penelitian adalah sebuah aplikasi bernama "RadepaAR" yang mampu memvisualisasikan ketiga rumah adat dalam bentuk 3D interaktif. Hasil pengujian menunjukkan aplikasi 100% "Sesuai" pada Uji Blackbox, serta "Sangat Valid" (koefisien 1.00) menurut ahli isi dan ahli media setelah revisi. Kesimpulannya, Uji respons pengguna (UEQ) menunjukkan hasil "Excellent" pada keenam aspek (Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, Novelty), membuktikan bahwa aplikasi RadepaAR sangat efektif dan diterima dengan baik sebagai media pelestarian budaya inovatif untuk mengenalkan rumah adat Desa Pedawa.
Pengembangan Immersive Laboratory Berbasis Virtual Reality Pada Standar Pemeriksaan Kehamilan Dalam Meningkatkan Kualitas Pembelajaran Pramitasiwi, Putu Devi Angginova; Sindu, I Gede Partha; Wahyuni, Dessy Seri
TIN: Terapan Informatika Nusantara Vol 6 No 7 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v6i7.8944

Abstract

The development of Information and Communication Technology in the era of Society 5.0 has driven the adoption of educational technologies capable of enhancing learning quality, including in midwifery education. Virtual Reality (VR) offers a potential solution to bridge the gap between theoretical knowledge and practical skills in pregnancy examinations among midwifery students, particularly given the limitations of training models and insufficient opportunities for independent practice. This study aims to analyze the design, implementation, and user experience and response in the development of a VR-based immersive laboratory application for standard pregnancy examinations at the Midwifery Study Program, Faculty of Medicine, Universitas Pendidikan Ganesha. The research employed a Research and Development (R&D) approach using the Multimedia Development Life Cycle (MDLC) model, which consists of the stages of concept, design, material collecting, assembly, testing, and distribution. The development results show that the VR application successfully passed black-box testing with 100% functionality. Product validity testing by content and media experts, which was conducted iteratively (MDLC), yielded a Gregory agreement percentage of 1.00, categorized as “Highly Valid.” User experience evaluation was conducted using the User Experience Questionnaire (UEQ) involving 26 respondents. The results indicated an “Excellent” rating across all aspects, with the highest scores recorded in the Stimulation and Novelty dimensions. This finding indicates that the VR application is highly effective in creating an immersive and independent practice environment, thereby successfully bridging the gap between students' theoretical knowledge and practical skills in pregnancy examinations.
Co-Authors ., Anak Agung Istri Pradnya Utham ., Dewa Ayu Andita Sari Garjita ., Gede Risdha Pra Rendra ., Gede Saindra Santyadiputra, S.T., M.Cs. ., I Gede Adhi Narayana ., I Gede Sudarma ., I Gusti Ngurah Bagus Suryawan ., I Kadek Adi Winaya ., I Kadek Agus Erta Nugraha ., Kadek Dicky Sectio Adi Wirandika ., Ketut Arisudawan ., Made Delina Rusnawati ., Made Wihendra Adhiatmika ., Mulyawati Utami ., Ni Kd Dwi Ardiyani ., NI MADE AYU PURNAMI ., Putu Sanistya h ., Putu Virgo Sastrawan ., Roby Winarto A. A. Gede Yudhi Paramartha Adi Kusuma, I Wayan Wilantara Agus Aan Jiwa Permana Anak Agung Istri Pradnya Utham . Andayani, Made Susi Lissia Antara, I Gede Edy Ardiansyah, Hairi Ariana, Komang Mas Ariasa, Komang arsini, kadek budi Ayu Widi Sari Bahaduri, Rahmat Gah Darmaningsih, Ni Wayan Putri Darmika, I Wayan Defiana, Rita Denayani, Ni Wayan Dessy Seri Wahyuni Dewa Ayu Andita Sari Garjita . Dewa Gede Hendra Divayana, Dewa Gede Hendra Dewa Made Widiantara Dewa Nyoman Ari Dananjaya, Dewaari Dewaari Dewa Nyoman Ari Dananjaya Dinata, I Gede Surya Divayana , Dewa Gede Hendra Dwipa, Vedro Edi Wijaya, Ikomang Ekaputra, Ida Bagus Rahadi Ekaputra, Putu Wisnu Gede Aditra Pradnya Gede Arna Jude Saskara Gede Arya Mira Dharma Gede Doa Restuadi Darma Gede Risdha Pra Rendra . Gede Saindra Santyadiputra Gede Saindra Santyadiputra Gede Saindra Santyadiputra, Gede Saindra Gede Saindra Santyadiputra, S.T., M.Cs . Gede Saindra Santyadiputra, S.T., M.Cs. . Gede Widiartana Yasa Gede Yudhi Mahardika Gusjayadi, I Gede Sasta Gusti Bagus Krisna Wahyu Wibawa Hairi Ardiansyah Harian Noris Saputra Hariana, Made Satya I Dewa Made Satria Sitangga Wijaya I Gede Adhi Narayana . I Gede Agus Saka Prasetya I Gede Bendesa Subawa I Gede Edy Antara I Gede Mahendra Darmawiguna I Gede Sudarma . I Gede Widya Raharja I Gst Ngr Nyoman Gde Suadnyana I Gusti Agung Mia Pradita I Gusti Ngurah Bagus Suryawan . I Kadek Adi Winaya I Kadek Adi Winaya . I Kadek Agus Erta Nugraha . I Kadek Evry Pranata I Ketut Resika Arthana I Ketut Suada I Komang Adnyana Yasa I Komang Rusmawan I M Dedi Pebriyawan I Made Andhika Pramana Putra I Made Ardwi Pradnyana I Made Candiasa I Made Gede Sunarya I Made Oka Susila . I Made Oka Susila ., I Made Oka Susila I Made Pageh I Made Putrama I Made Windu Antara Kesiman I Made Yuda Pratama I Nengah Eka Mertayasa I Nengah Eka Mertayasa I Nyoman Gunantara I Nyoman Indhi Wiradika I Nyoman Sukajaya I W. Santyasa I Wayan Sukra Warpala I Wayan Wilantara Adi Kusuma Ida Bagus Nyoman Pascima Ida Bagus Rahadi Ekaputra Istacy Rosree Octivany Robin James Pieter Loro Januartini, Putu Deli Juniarta, Gede Kadek Benny Vanorika kadek budi arsini Kadek Dicky Sectio Adi Wirandika . Kadek Dwipayana Kadek Eva Krishna Adnyani Kadek Sintya Dewi Ketut Agustini Ketut Arisudawan . Ketut Sudiasa Ketut Widi Sastra Ketut Yoga Sarasmayana Koehler, Thomas Komang Ariasa Komang Mas Ariana Komang Setemen Luh Putu Artini M.Cs ., Gede Saindra Santyadiputra, S.T., M.Cs M.Cs S.Kom I Made Agus Wirawan . Made Aditya Pranata Made Delina Rusnawati . Made Hadi Indra Kusuma Hadi Indra Made Kevin Ihza Mahendra Made Satya Hariana Made Sudarma Made Wihendra Adhiatmika . Made Windu Antara Kesiman Mahardika, Gede Yudhi Mahendra, Made Kevin Ihza Meliyanti, Ni Komang Mertayasa, I Nengah Eka Mulyawati Utami . Ni Kd Dwi Ardiyani . Ni Ketut Kertiasih Ni Luh Dinda Ajeng Wahyuni Ni Nyoman Sugihartini Ni Putu Pande Pebi Swaratri Ni Wayan Denayani Ni Wayan Putri Darmaningsih Ni Wayan Sri Suprapti Nyoman Santiyadnya P Wayan Artha Suyasa P. WAYAN ARTA SUYASA Pascima , Ida Bagus Nyoman Pebriyawan, I M Dedi Permadi, I Nyoman Oka Bayu Pracasitaram, Gede Made Surya Bumi Pracasitaram, I Gede Made Surya Bumi Pradita, I Gusti Agung Mia Pradnya, Gede Aditra Pramitasiwi, Putu Devi Angginova Pramudita, Putu Dimas Pranata, I Kadek Evry Pranata, Made Aditya Prasetya, I Gede Agus Saka Pratama, I Made Yuda Prof. Dr. Ni Nyoman Padmadewi,MA . Pujayani, Ni Made Dwi Purnomo, Putri Eodytha Aisya Putra, Kadek Deva Pramana Putra, Putu Permana Putu Andika Wirasatriya Putu Deli Januartini Putu Intan Yuniari Putu Permana Putra Putu Sanistya h . Putu Sastra Krisna Yana Putu Suarcaya PUTU SUGIARTAWAN Putu Virgo Sastrawan . Putu Wisnu Ekaputra Raditya, I Wayan Andika Raharja, I Gede Widya Rita Defiana Robin, Istacy Rosree Octivany Roby Winarto . Rukmi Sari Hartati Rusmawan, I Komang Saari, Erni Marlina Saputra Wahyu Wijaya Saputra, Harian Noris Saputri, Tesya Sarasmayana, Ketut Yoga Sari, Ayu Widi Sariasa, Made Kembar Sastra, Ketut Widi Satya Hermawan, Gede Satya Hermawan, Gede Shanmuganathan, Thilagavathi Suadnyana, I Gst Ngr Nyoman Gde Sudipta, Made Ardi Suyasa, P Wayan Artha Tesya Saputri Vanorika, Kadek Benny Wahyuni, Ni Luh Dinda Ajeng Wayan Subagiarta Widiana, I Kadek Dipa Widiantara, Dewa Made Wijaya, I Dewa Made Satria Sitangga Wijaya, I Gede Saputra Wahyu Winaya, I Kadek Adi Wirasatriya, Putu Andika Yasa, Gede Widiartana Yudi Purnawan, I Komang Yuniari, Putu Intan