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RANCANG BANGUN SISTEM INFORMASI MANAJEMEN PANTI ASUHAN AL-KAHFI SURABAYA Yunanto, Andhik Ampuh
SCAN - Jurnal Teknologi Informasi dan Komunikasi Vol 15, No 3 (2020): Oktober 2020
Publisher : Universitas Pembangunan Nasional "Veteran" Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/scan.v15i3.2240

Abstract

Panti Asuhan Yatim Piatu Darussalam Keputih merupakan lembaga sosial yang berada di Keputih Surabaya, Jawa Timur. Panti Asuhan ini mengasuh anak-anak dari keluarga kurang mampu dan yatim piatu di sekitar Surabaya. Selain itu panti asuhan juga melayani konsultasi agama Islam bagi masyarakat. Panti Asuhan ini dibiayai oleh donatur serta usaha mandiri panti. Panti Asuhan Yatim Piatu Darussalam melakukan promosi kepada calon donatur melalui brosur dan pamflet. Panti asuhan membutuhkan media tambahan untuk menyebarluaskan informasi panti sehingga diharapkan menambah donatur panti. Dengan berdasarkan penjelasan di atas, telah dibangun aplikasi berbasis web atau sistem informasi Panti Asuhan Yatim Piatu Darussalam yang mengemas semua informasi panti. Masyarakat juga dapat mendaftar sebagai donatur melalui website ini. Selain itu konsultasi agama juga bisa dilakukan secara online melalui website. Donatur juga dapat melakukan registrasi melalui website ini dan transfer donasi melalui bank. Metode pengembangan perangkat lunak menggunakan pemrograman terstruktur. Aplikasi ini dibuat dengan script Php dan Html dengan teknik Ajax Javascript dan MySQL akan digunakan sebagai pengolah basis data. Hasil pengujian menunjukkan bahwa sistem informasi yang dibangun dapat berjalan dengan baik dan rata-rata mendapatkan respon positif dari 100 responden. Sehingga dapat disimpulkan bahwa sistem informasi ini sudah dapat diterima oleh kalangan masyarakat dan pengurus panti asuhan dalam membantu manajemen mereka DOI : https://doi.org/10.33005/scan.v15i3.2240
Pengembangan Sistem Informasi Manajemen untuk Penilaian Siswa SD Al Islah Surabaya Yunanto, Andhik Ampuh; Prasetyo, Edy Eko; Mubarok, Akhmad Romdhoni; Kusumaningtyas, Amalia; Bitafsaji, Ashitak Marchi
Jurnal Informatika Universitas Pamulang Vol 6, No 2 (2021): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/informatika.v6i2.9735

Abstract

In the world of education, the use of information and communication technology offers an enormous number of opportunities. One of the potential benefits of information and communication technology for education is to support the organization and management of learning. One of the organizations in Indonesia that does not utilize a management system is school institutions, especially elementary schools. SD Al Islah Surabaya in recording student grades using manual methods. Although it did not cause problems, this method of recording was deemed ineffective and inefficient. The purpose of developing this application is to make it easier for teachers to make assessments and minimize errors in inputting values and streamline the work of teachers. The desired result is the creation of a website-based application in which there are features for organizing student grades. In this study, the test results show that the application built has good performance. And the target user also gives a positive value to this application. So that the development of this application can be concluded that the application can be accepted by users and can improve performance effectively and efficiently
AUTOMATIC TESTING FRAMEWORK BASED ON SERENITY AND JENKINS AUTOMATED BUILD Sa'adah, Umi; Hasim, Jauari Akhmad Nur; Yunanto, Andhik Ampuh; Permatasari, Desy Intan; Hardiansyah, Fadilah Fahrul; Wulandari, Irma; Thooriqoh, Hazna At
JUTI: Jurnal Ilmiah Teknologi Informasi Vol. 19, No. 2, Juli 2021
Publisher : Department of Informatics, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j24068535.v19i2.a1017

Abstract

Software Testing plays an important role in making high quality products and the right time. The process of testing done manually is often inaccurate, unreliable, and needed more than automatic testing. This research proposes a new framework for automation testing. This framework will help developers to create applications with better quality and shorten testing time. This framework offers a solution for developers so that the testing process is carried out easily and quickly. Our proposed concept consists of an automated test script based on Serenity Framework and can be done as a background process using Jenkins. Input of the system is a testing scenario, then mapped into Java Programming Language. Output of this system are test reports that represent the scenario that has been carried out. the results of implementation system prove that developers are helped by this framework in the software testing process. So that in this study it can be concluded that the automated testing framework that has been developed can improve the quality of application products through effective and efficient work methods.
Systematic Literature Review Terhadap Evaluasi Perangkat Lunak Tentang Serious Game Andhik Ampuh Yunanto; Siti Rochimah
Jurnal Informatika Vol 4, No 1 (2017): Jurnal INFORMATIKA
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (669.797 KB) | DOI: 10.31294/ji.v4i1.1314

Abstract

AbstrakSaat ini game merupakan perangkat lunak yang popular dikalangan anak-anak, remaja, dan dewasa. Selain itu, terdapat game yang memiliki tujuan tertentu selain sebagai media hiburan yang disebut dengan serious game.  Banyaknya penelitian tentang serious game dapat membantu penelitian atau pengembang dalam melakukan manajemen atau pengembangan perangkat lunak game. Sehingga diperlukan adanya Review literatur tentang serious game agar informasi dapat terklasifikasi dan terkategori secara sistematis. Penelitian ini bertujuan untuk memberikan suatu informasi dengan melakukan Systematic Literature Review (SLR) terhadap penelitian-penelitian terkini tentang evaluasi serious game dari tahun 2015 sampai Oktober 2016. Metode SLR yang diusulkan memiliki tiga tahap Review yakni eksternal, internal, dan Sembilan quality assessment (QA). Hasil akhir yang diperoleh dalam penelitian ini menunjukkan terdapat 34 penelitian tentang serious game yang baik. Dari penelitian yang diReview juga menunjukkan bahwa penelitian tentang evaluasi serious game memiliki domain aplikasi edukasi, jenis game komputer, metode evaluasi kuesioner, evaluasi tentang kualitas hasil pembelajaran, prosedur evaluasi yang sederhana, dan jumlah populasi berkisar 1 orang sampai 50 orang. Hasil SLR yang telah didapatkan ini diharapkan dapat memberikan kontribusi dan informasi penting kepada peneliti atau pengembang yang tertarik di bidang serious game. Serta penelitian ini bermanfaat untuk meningkatkan kualitas serious game dalam memberikan pendidikan dan penyuluhan terhadap suatu komunitas di masyarakat. Kata kunci: Serious game, Evaluasi, Systematic Literature Review.AbstractGame is a software that is popular among children, adolescents, and adults. In addition, there are games that have a specific purpose other than as a medium of entertainment which called Serious Games. The amount of research on serious games can help developers in research, management, and software development in game. So it is necessary to Review the literature about the serious game so that information can be classified and categorized systematically. This study aims to provide an update by the Systematic Literature Review (SLR) to the recent studies on the evaluation of serious games from 2015 until October 2016. The proposed SLR method has three stages of Review that is external, internal, and nine quality assessment (QA). The final results obtained in this study indicate there are 34 research on serious games. From the studies that were Reviewed also show that research on the evaluation of serious games have educational applications domain, the type of computer games, methods of evaluation questionnaires, evaluation of the quality of learning outcomes, evaluation procedures are simple, and the number of populations ranging from 1 to 50 people. The results that have been obtained SLR is expected to contribute and important information to the researcher or developer interested in the field of serious games. This research can also improve the quality of the serious game for education and counseling in community.  Keywords: Serious game, Evaluation, Systematic Literature Review AbstractGame is a software that is popular among children, adolescents, and adults. In addition, there are games that have a specific purpose other than as a medium of entertainment which called Serious Games. The amount of research on serious games can help developers in research, management, and software development in game. So it is necessary to Review the literature about the serious game so that information can be classified and categorized systematically. This study aims to provide an update by the Systematic Literature Review (SLR) to the recent studies on the evaluation of serious games from 2015 until October 2016. The proposed SLR method has three stages of Review that is external, internal, and nine quality assessment (QA). The final results obtained in this study indicate there are 34 research on serious games. From the studies that were Reviewed also show that research on the evaluation of serious games have educational applications domain, the type of computer games, methods of evaluation questionnaires, evaluation of the quality of learning outcomes, evaluation procedures are simple, and the number of populations ranging from 1 to 50 people. The results that have been obtained SLR is expected to contribute and important information to the researcher or developer interested in the field of serious games. This research can also improve the quality of the serious game for education and counseling in community. Keywords: Serious game, Evaluation, Systematic Literature Review
Penerapan Unsur Permainan pada Pengembangan Aplikasi Pembelajaran Bahasa Inggris Andhik Ampuh Yunanto; Yanuar Risah Prayogi; Zulhaydar Fairozal Akbar; Darlis Herumurti; Siti Rochimah
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 13 No 1 (2021): JUPITER Vol. 13 No. 1 April 2021
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

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

Abstract

AbstrakPada era ini, banyak sekali aplikasi yang tersedia di berbagai media online seperti di marketplace. Terdapat juga bermacam-macam jenis aplikasi seperti untuk tujuan hiburan, bantuan, kesehatan, monitoring, dan pembelajaran. Khususnya untuk aplikasi pembelajaran, saat ini juga memiliki banyak macam seperti pembelajaran simulasi, pembelajaran akademik, dan pembelajaran lainnya. Akan tetapi berdasarkan survei, aplikasi dengan jenis pembelajaran masih kurang diminati dan tidak populer. Disamping itu, terdapat aplikasi yang cenderung diminati oleh para pengguna yakni aplikasi permainan. Sehingga pada penelitian ini, diusulkan suatu pendekatan yakni dengan menggabungkan elemen permainan ke dalam sebuah aplikasi pembelajaran. Pendekatan ini menerapkan unsur-unsur yang sering ada di permainan seperti adanya nilai, karakter, level, dan alur permainan. Unsur-unsur tersebut akan digabungkan ke dengan unsur edukasi seperti adanya soal dan pilihan jawaban. Penelitian ini masih fokus untuk kasus pembelajaran grammar Bahasa Inggris. Pengujian dilakukan dengan cara unit testing dan user testing. Hasil pengujian menunjukkan bahwa aplikasi pembelejaran ini dapat berjalan dengan semestinya. Serta hasil pengujian kepada pengguna juga mendapat nilai feedback yang dapat diterima yakni 7,6 atau 76%. Sehingga dari hasil dapat disimpulkan bahwa pengembangan aplikasi pembelajaran yang berbasis permainan ini dapat meningkatkan ketertarikan pengguna terhadap suatu aplikasi pembelajaran.  Kata kunci—Unsur Permainan, Grammar Bahasa Inggris, Aplikasi Pembelajaran  Abstract In this era, many applications are available in various online media such as the marketplace. There are also various types of applications such as for entertainment, assistance, health, monitoring and learning purposes. Especially for learning applications, currently there are many kinds of learning, such as simulation learning, academic learning, and other learning. However, based on the survey, applications with this type of learning are still less attractive and unpopular. Besides that, there are applications that tend to be of interest to users, namely game applications. So that in this study, an approach is proposed, namely by combining game elements into a learning application. This approach applies elements that are often found in games such as values, characters, levels, and gameplay. These elements will be combined with educational elements such as the existence of  questions  and  answer   choices. This research is  still focused on the case of learning English grammar. Testing is done by means of unit testing and user testing. The test results show that this learning application can run properly. And the test results to users also get an acceptable feedback value of 7.6 or 76%. So from the results it can be concluded that the development of this game-based learning application can increase user interest in a learning application Keywords— Game Elements, Grammar English, Learning Applications
Kecerdasan Buatan Pada Game Edukasi Untuk Pembelajaran Bahasa Inggris Berbasis Pendekatan Heuristik Similaritas Andhik Ampuh Yunanto; Darlis Herumurti; Imam Kuswardayan
Jurnal Sistem dan Informatika (JSI) Vol 11 No 2 (2017)
Publisher : Bagian Perpustakaan dan Publikasi Ilmiah - Institut Teknologi dan Bisnis (ITB) STIKOM Bali

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

Abstract

Game menjadi salah satu industri yang berkembang pesat pada kehidupan sehari-hari. Saat ini game sangatlah popular di semua kalangan baik kalangan anak-anak, remaja maupun dewasa. Namun masih banyak game yang hanya memprioritaskan unsur adiktif dan mengabaikan unsur edukatif. Selain itu, banyak game berbasis pendidikan yang kurang memiliki unsur fun. Oleh karena itu, diperlukan game yang memiliki unsur edukasi dan fun sebagai media hiburan dan pendidikan bagi pengguna. Game edukasi yang bermanfaat di era globalisasi ini ialah tentang game edukasi Bahasa Inggris. Dalam pembangunan game dibutuhkan rancangan teori yang disebut gamification dimana salah satu elemen penting yang harus ada di dalam game ialah peran dari kecerdasan buatan dimana sering disebut AI (Artificial intelligence). Penelitian ini bertujuan untuk membangun AI pada game edukasi Bahasa Inggris yang cepat dan akurat. Metode yang digunakan pada AI ialah berbasis pada pendekatan heuristik terhadap kebiasaan manusia dalam menjawab soal seperti menyamakan soal dengan ingatannya pada kejadian sehari-hari. Sehingga pada AI diperlukan suatu persamaan untuk menghitung similaritas antara data di soal dan database. Hasil penelitian menunjukkan bahwa game dapat berjalan dengan lancar pada platform desktop dan android. Hasil metode AI yang diterapkan juga mendapatkan nilai akurasi yang tinggi yakni 85% dan memiliki tingkat kecepatan yang baik yakni rata-rata sekitar12-16 milidetik. Sehingga metode pendekatan heuristik similaritas merupakan metode yang cukup menjanjikan ketika diimplementasikan pada kecerdasan buatan di game edukasi Bahasa Inggris untuk menjawab soal secara otomatis.
Rancang Bangun Komponen Sandbox pada Game Unity dengan Menerapkan Design Patterns dan Arsitektur Microservices Andhik Ampuh Yunanto; Fadilah Fahrul Hardiansyah; Adhiemas Andira Anantha Putra; Maulidan Bagus Afridian Rasyid; Ramadhany Candra Arif Putra
Jurnal Informatika Universitas Pamulang Vol 6, No 3 (2021): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/informatika.v6i3.10805

Abstract

Currently the game has covered a very broad market needs where games offer video content, products, Virtual Reality, and special events and game competitions. This offer is what triggers an increase in sales and an increase in revenue in the gaming industry. Due to increasingly fierce competition, game development companies must develop their products quickly and precisely in order to compete in today's game industry. However, rapid product development and the application of proper architecture are also problems, especially the products being developed are games with simulation or sandbox themes that have a high level of complexity. So we need an application that helps game development, especially the development of the sandbox component. The purpose of this study is to provide a library that helps the development of the sandbox component, where this library will apply the Design Patterns and Microservices Architecture to simplify the maintenance and development period of the game after release. This research is also working with the company for the development and validation. This research will develop several sandbox components and will apply a Design Pattern to each component. This proposed method has been tested by users who are experts in developing games. The results show that the application of the proposed method can be implemented and can run well. And the system built also gets a score with an average above 80% and good feedback from expert users. So that this research is expected to become an application that can help programmers later in developing a game application that is good and appropriate. As well as the applications built in this study can also provide recommendations in terms of development methods.
Aplikasi Edukasi Pengenalan Profesi Pemadam Kebakaran Berbasis Augmented Reality Andhik Ampuh Yunanto; Dina Ayu Fitriana; Muhammad Fajar Mukhti; Monica Kristania; Nadhif Nadhif
Jurnal Informatika Universitas Pamulang Vol 5, No 3 (2020): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/informatika.v5i3.6539

Abstract

In this era, science and technology continue to develop significantly. One technology that is developing rapidly is information technology. This technological development can be used by the community and developers to help their work. One of the benefits of using this information technology is that it can help in the field of education. In addition, there are lots of cutting-edge technologies that are already sophisticated, namely Augmented Reality (AR) technology. In providing education to the younger generation, there are many insights that must be taught in addition to compulsory lessons in school. One of them is an insight into the use of internal fire extinguishers. Until now people tend to lack understanding of how this tool works because it is considered insignificant. Even though the fact is this is important to equip someone when one day there will be a fire. So that in this study proposes the development of an interactive learning application regarding fire extinguishers. This research has several stages including the identification of educational materials, the design and development of educational media, and testing of user convenience for early childhood where they are the target users of this application. This learning application built is a learning platform for children based on Augmented Reality. The test results show that this application gets positive feedback from child users where on average it gives a value of 9. So it can be concluded that child users can learn how the firefighting profession works and children can immediately practice it interactively through this learning application.
APLIKASI PEMBELAJARAN UNTUK ORANG TUA DALAM MENDIDIK ANAK Andhik Ampuh Yunanto; Mochammad Farhan Alfiansyah; Rafly Arief Kanza; Khofifah Vionillah Fauzia; Sinta Apriliya Tri Prastiani
Antivirus : Jurnal Ilmiah Teknik Informatika Vol 14 No 2 (2020): November 2020
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/antivirus.v14i2.1121

Abstract

Perkembangan anak yang begitu cepat dengan media teknologi terbaru menuntut peran orang tua untuk mempelajari dan mengikuti teknologi yang sama. Sehingga orang tua juga dapat dengan mudah mengawasi, membimbing, mengontrol kegiatan anak. Orang tua juga wajib untuk mempelajari Pendidikan anak zaman sekarang agar dapat memahami keadaan dan dapat mengikuti perkembangan anak pada zaman sekarang. Dengan begitu anak bisa merasa nyaman dengan orang tuanya dan tidak merasa tertekan. Dengan adanya permasalahan tersebut, kami mengajukan sebuah aplikasi baru yaitu Aplikasi Pembelajaran Untuk Orang Tua Dalam Mendidik Anak (HalOrtu). Aplikasi tersebut menyediakan suatu fungsi atau fitur berupa video pembelajaran Pendidikan anak mulai dari usia dini hingga usia SD untuk orang tua. Pada video ini orang tua dapat membeli sebuah class parenting dan memilih kelas atau tema sesuai yang diinginkan. Uji coba yang dilakukan dalam aplikasi ini adalah user dapat melakukan pembelian kelas dan melihat video dari psikolog terpercaya tentang cara mendidik anak pada zama sekarang dengan baik dan benar. Terbukti bahwa hasil pembuatan HalOrtu (Aplikasi pembelajaran untuk orang tua dalam mendidik) dapat menciptakan budaya pengasuhan yang efektif melalui komunikasi yang berkualitas baik antara orang tua dan anaknya, dapat memberikan informasi pengasuhan yang andal, relevan, dan dapat diterapkan melalui platform dan acara digital serta dapat mendorong komunikasi antar orang tua dan anak yang lebih sehat
TIMATCHER - Platform Pembagian Kelompok Ideal Menggunakan Parameter Softskill Dan Hardskill Berbasis Website Mega Putri Rahmawati Darta; Yusma Rohmatus Sholikha; Kevin Juliandito Suhartono; Wahyu Puji Ramadhan; Veha Ramadhan Desendaya; Andhik Ampuh Yunanto; Desy Intan Permatasari; Umi Sa'adah; Nailussa'ada Nailussa'ada
Indonesian Journal on Software Engineering (IJSE) Vol 8, No 1 (2022): IJSE 2022
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/ijse.v8i1.11783

Abstract

Abstrak Dewasa ini, kebutuhan manusia akan teknologi untuk meringankan pekerjaan semakin bertambah karena dengan semakin berkembangnya teknologi, maka akan mempermudah segala aktivitas kehidupan manusia salah satunya dalam pembagian kelompok. Pembagian kelompok selama ini dilakukan dilakukan secara acak, mandiri, dan dibagi berdasar nomor urut yang tidak mempertimbangkan parameter apapun sehingga menimbulkan kesenjangan, yaitu kemampuan kelompok satu dengan yang lain berbeda karena terdapat kemungkinan adanya kelompok super power yang berisi orang-orang paling pintar dalam kelas. Pembagian kelompok akan lebih efektif dan efisien dengan memaksimalkan penggunaan teknologi, yaitu melalui pemanfaatan sistem pembagian kelompok yang adil secara otomatis bernama TiMatcher dengan soft skill dan hardskill sebagai parameternya. Parameter soft skill diambil dari hasil tes MBTI dari setiap siswa/mahasiswa. Dari tes tersebut, didapatkan kode atau kersey yang digunakan sebagai dasar pembagian. Parameter hard skill ditentukan melalui hasil inputan tes hard skill yang telah dilakukan oleh siswa/mahasiswa. Tes hard skill tersebut dibuat oleh dosen/guru yang berisikan materi terkait. Dengan adanya TiMatcher, dosen dan mahasiswa dapat lebih dimudahkan dalam urusan pembagian kelompok ideal melalui pemanfaatan teknologi dengan sistem parameter hard skill dan soft skill. Prosentase hasil nilai fungsionalitas aplikasi TiMatcher sebesar 100% sesuai dengan kebutuhan user. Serta nilai keseluruhan aplikasi didapatkan rata-rata 73 dari range 0-100. Hal ini menunjukkan TiMatcher dapat melakukan pembagian kelompok lebih merata sehingga dapat mengurangi permasalahan kesenjangan pada kelompok.           Kata kunci: Pembagian kelompok, teknologi web, soft skill, hard skill Abstract Today, the human need for technology to relieve work is increasing because with the development of technology, it will facilitate all activities of human life, one of which is in the division of groups. Group division has been done randomly, independently, and divided based on sequence numbers that do not consider any parameters so as to cause gaps, namely the ability of groups with each other is different because there is a possibility of a super power group containing the smartest people in the class. Group division will be more effective and efficient by maximizing the use of technology, namely through the use of a fair group division system automatically called TiMatcher with soft skill and hard skill as its parameters. Soft skill parameter is taken from the MBTI test results of each students/college students. From the test, a code or kersey is obtained that is used as the basis for division. Hard skill parameter is determined through the results of input of hard skill tests that have been conducted by students/college students. The hard skill test is made by the lecturer/teacher which contains related materials. With TiMatcher, lecturers and students can be further facilitated in the affairs of ideal group division through the use of technology with hard skill and soft skill parameter systems. The percentage of the TiMatcher application functionality value is 100% according to user needs. And the overall value of the application obtained an average of 73 from the range 0-100. This shows that TiMatcher can divide groups more evenly so that it can reduce the problem of inequality in groups.Keywords: Group division, web technology, soft skill, hard skill
Co-Authors Adhiemas Andira Anantha Putra Aditya Yogi Dwi Nugraha Ahmad Syauqi Ahsan Ahmad Syauqi Ahsan Akbar, Rizky Januar Ali Ridho Barakbah Arif Basofi Arna Fariza Bilqis Amaliah Bintang Ampuh Panggalih Binti Khoirunnisa Bitafsaji, Ashitak Marchi Chrysna Ardy Putra Pratama Daniel Oranova Darlis Herumurti Darmawan Aditama Desy Intan Permatasari Desy Intan Permatasari Desy Intan Permatasari Desy Intan Permatasari, Desy Intan Dian Septiani Santoso Dina Ayu Fitriana Dufan Quraish Shihab Entin Martiana Kusumaningtyas Fabyan Kindarya Fadilah Fahrul Hardiansyah Fadilah Fahrul Hardiansyah Fadilah Fahrul Hardiansyah, Fadilah Fahrul Fardani Annisa Damastuti Farhan Izzudin Az Zufar Ferry Astika Saputra Fitrah Maharani Humaira Grezio Arifiyan Primajaya Hadziq Fabroyir Hero Yudo Martono Imam Kuswardayan Imam Kuswardayan Ira Prasetyaningrum Irma Wulandari iwan Syarif Jauari Akhmad Nur Hasim Jauari Akhmad Nur Hasim Jihan Ghaniyyah Putri Arrochim Kevin Juliandito Suhartono Khofifah Vionillah Fauzia Kusumaningtyas, Amalia M Udin Harun Al Rasyid, M Udin Harun Maulidan Bagus Afridian Rasyid Mega Putri Rahmawati Darta Mochammad Farhan Alfiansyah Mohammad Jawahir Al Monica Kristania Mubarok, Akhmad Romdhoni Mufid, Mohammad Robihul Muhammad Ali Wildan Muhammad Fajar Mukhti Muhammad Reza Pahlevi Nadhif Nadhif Nailussa'ada Nailussa'ada Nailussa’ada . Nana Ramadijanti Nur Syaela Majid Prasetyo Wibowo Prasetyo, Edy Eko Rafly Arief Kanza Ramadhany Candra Arif Putra Rengga Asmara Renovita Edelani Ridho Rahman Hariadi Rizki Dwi Lestari Rosyiidah Hasnaa Sa'adah, Umi Saniyatul Mawaddah Sarwosri Sarwosri Selvia Ferdiana Kusuma Sinta Apriliya Tri Prastiani Siska Arifiani Siti Rochimah Sumarsono, Irwan Sylvi Indryana Safira Taufiq Hidayatullah Thooriqoh, Hazna At Umi Sa'adah Umi Sa'adah Umi Sa'adah Veha Ramadhan Desendaya Wahyu Puji Ramadhan Wiratmoko Yuwono Wulandari, Irma Yanuar Risah Prayogi Yanuar Risah Prayogi Yuhana, Umi Laili Yunia Ikawati Yusma Rohmatus Sholikha Zulhaydar Fairozal Akbar