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Perancangan Decision Support System Penilaian Kinerja Dosen Berdasarkan Penilaian Prestasi Kerja Pegawai dan Beban Kinerja Dosen Ramadhan, Rizal Furqan; Tolle, Herman; Muslim, Muhammad Aziz
MATICS Vol 8, No 2 (2016): MATICS
Publisher : Department of Informatics Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (629.739 KB) | DOI: 10.18860/mat.v8i2.3555

Abstract

The lecturer is one of the essentialcomponents in the Higher Education system. Performanceassessment of lecturer needs to be conducted to measurethe lecturer capability based on the Tri Darma’s HigherEducation concept. Related to the nowadays technologydevelopment, to conduct performance assessment oflecturer can use the Decision Support System based onseveral criteria as the assessment material. The providedcriteria in this paper seem to be the obtained criteria fromP2KP and BKD component. P2KP is performanceassessment of lecturer under the Badan KepegawaianNegara (BKN) supervision. Meanwhile BKD isperformance assessment of lecturer under the DIKTIsupervision. The lecturer criteria are taken from those twocomponents because the lecturers’ status cannot beseparated from the officer under BKN and educator underthe DIKTI support. It is expected that the criteria comingfrom both components integration will be able to produceperformance assessment of lecturer objectively. Themethod to proceed the assessment was Weighted Product(WP). The examined data of the lecturers were theBrawijaya University lecturers’ data. The finalexamination data was conducted by taking the datarandomly from 20 Brawijaya University lecturers. Thefinal output from this Decision Support System is thelecturers which are selected from three categories, whichare, less, normal, and good. It is expected that DecisionSupport System is able to categorize the standard eligiblelecturer (Normal/medium category), and the lecturersurpassing the standard (good category).
Educational Media Design for Learning Basic Programming in Branching Control Structure Material Using Problem-Posing Learning Model Syahidi, Aulia Akhrian; Tolle, Herman; Supianto, Ahmad Afif; Hirashima, Tsukasa
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 4, November 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (63.172 KB) | DOI: 10.22219/kinetik.v4i4.803

Abstract

Basic programming is one subject that tends to be difficult for students to learn. Along with the development of technology, several researchers have provided solutions to solve this problem, by developing educational games, educational media, interactive learning media, and other auxiliary media. However, on average they have not used or adhered to the syntax of various existing learning models. This study focuses on designing educational media that uses the problem-posing learning model to study the material of branching control structures in basic programming learning which is recommended as a learning medium for vocational high school students. Educational media named TOLSYASUPI-EduMed. We use the highest type of research and development (R&D), the level 4 that we adopted to be adapted into a number of steps that are in line with the needs of this research area. Observation techniques are used as a form of generative research which is a type of user experience research, to explore information before designing a product/application. The side that we highlight here is how the form of educational media design by following the syntax of the problem-posing learning model. Then do an A/B testing which is assessed by experts to choose the best design with results that are type B designs with a percentage of 90.9%. We also state the analysis of the functional aspects of educational media to strengthen the validity of this design idea.
Engfi Gate: An Indoor Guidance System using Marker-based Cyber-Physical Augmented-Reality Hanas Subakti; Herman Tolle; Muhammad Aswin
International Journal of Electrical and Computer Engineering (IJECE) Vol 8, No 1: February 2018
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (908.88 KB) | DOI: 10.11591/ijece.v8i1.pp34-42

Abstract

A guidance system is needed when freshmen explore their new building environment. With the advancements of mobile technologies, a guidance system using mobile computing devices such as mobile phones or tablets could aid freshmen in locating the desired destination with ease. The proposed system consists of three main subsystems: the marker-based cyber-physical interaction (CPI) system, the indoor positioning (IP) system, and the augmented-reality (AR) system. With the help of visible markers and invisible markers, the CPI system allows the users to do interactions between the physical and cyber environments; the IP system produces accurate user position information; the AR system provides the users with good user experiences. An Android application, named Engfi Gate, is developed to realize the system design in the test environment. This paper also shows the comparisons of the proposed system with other related systems. Furthermore, the design architecture of Engfi Gate system can be used in other location-based applications.
Augmented reality objects design in augmented story book mobile application for better engagement Sherina Izzaty; Herman Tolle; Rizdania Dermawi; Frihandhika Permana
International Journal of Electrical and Computer Engineering (IJECE) Vol 9, No 1: February 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (645.216 KB) | DOI: 10.11591/ijece.v9i1.pp570-576

Abstract

The folktale is a kind of story that has some good points, such as developing a sense of story and shaping up positive attitudes towards children. However, people seem to abandon those good points and often give the children smartphones instead of folktale through the conventional book. Recently, smartphones’ capabilities have rapidly improved, so that augmented reality (AR) story books which combine conventional book and smartphone can be developed. This research is conducted to examine which one from three provided models that work best for engagement in a folktale augmented book. Those designs will be discussed in both subjective and objective approach, correspondingly. The result from subjective approach is the animated video AR design becomes the most pleasing design. The picture and narrator’s voice AR design, by contrast, becomes the most efficient design based on objective approach.
Vertex markers: Modification of grid methods as markers to reproduce large size augmented reality objects to afford hands Wahyu Teja Kusuma; Ahmad Afif Supianto; Herman Tolle
International Journal of Electrical and Computer Engineering (IJECE) Vol 10, No 1: February 2020
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (696.742 KB) | DOI: 10.11591/ijece.v10i1.pp1063-1069

Abstract

The weakness of the research on developing Marker Based Augmented Reality applications found is using small digital content. Weakness is caused by the area of view of Augmented Reality cameras is limited by the placement of markers that are affordable to the user's hand. This study reproducing large digital objects by cutting large digital objects into many pieces. But to keep continuity accuracy between digital object pieces, this study aims to modify the grid method to become a vertex marker. Vertex marker is produced by removing the edge and using the vertex to place the marker. Vertex markers inherit the advantages of the Grid method. Therefore, vertex markers can be used to reproduce large digital objects accurately and can be reached by hand when displayed. The aim of this study is to measure the accuracy of the grid method that has been modified into a marker. The fundamental contributions and advantages of the vertex marker are innovations in the field of Marker Based Augmented Reality research.
Integrating fuzzy logic and genetic algorithm for upwelling prediction in Maninjau Lake Muhammad Rofiq; Yogie Susdyastama Putra; Wayan Firdaus Mahmudy; Herman Tolle; Ida Wahyuni; Philip Faster Eka Adipraja; Hafrijal Syandri
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 17, No 1: February 2019
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v17i1.11605

Abstract

Upwelling is a natural phenomenon related with the increase in water mass that also occurs in Maninjau Lake, West Sumatra. The upwelling phenomenon resulted in considerable losses for freshwater fish farming because make mass mortalities of fish in farming using the method of floating net cages (karamba jaring apung/KJA). It takes a system that can predict the possibility of upwelling as an early warning to the community, especially fish farming to immediately prepare early anticipation of upwelling prevention. With historical water quality monitoring data at six sites in Maninjau Lake for 17 years, a prediction model can be made. There are three input criteria for Tsukamoto FIS that is water temperature, pH, and dissolve oxygen (DO). The model is built with fuzzy logic integration with the genetic algorithm to optimize the membership function boundaries of input and output criteria. After the optimization, hybrid Tsukamoto FIS and genetic algorithm successfully make a correct upwelling prediction on of 16 data with 94% accuracy.
Rancang Bangun Chatbot Pembelajaran Java pada Google Classroom dan Facebook Messenger Mokhamad Hadi Wijaya; Moechammad Sarosa; Herman Tolle
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 5 No 3: Juni 2018
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (178.688 KB) | DOI: 10.25126/jtiik.201853837

Abstract

Aplikasi kelas onlinetelah diterapkan di SMK Telkom Malang menggunakan platformGoogleClassroompada mata pelajaran Pemrograman Berorientasi Objek (PBO). Penggunaan Google Classroompada mata pelajaran PBO ditambahkan materi chatbotpembelajaran Javadari Oracle Academy Java FoundationmenggunakanplatformFacebook Messengersebagai media untuk membantu Guru dalam menyediakan materi kepada siswa diantaranya adalah materi dasar pemrograman Java dan penyajian item soal kuis. Pada model kuis yang disajikan chatbotini, antar siswa mendapat respon penyajian item soal yang berbeda dalam pengerjaan kuis tentang materi yang ditampilkan sesuai dengan scoretingkat kesulitan soal yang dikerjakan oleh siswa dengan metode Organizing Exercise Items. Pada hasil ujicoba, chatbotdapat memberikan semua respon dengan tepat kepada seluruh siswa yaitu tentang penyajian item soal dengan topik materi Java Software Developmentsesuai tingkat kesulitan yang berbeda yaitu mudah, sedang dan sulit. Dengan demikian siswa dinyatakan dapat berinteraksi dengan chatbotsebagai media belajar yang dapat membantu guru dalam memberikan fasilitas belajar kepada siswa sesuai tingkat pemahaman materi soal pada pembelajaran Java. Adanya chatbotyang dibangun diharapkan dapat memberikan solusi kepada guru serta berkontribusi positif  saat proses pembelajaran oleh siswa yang diintegrasikan pada kelas onlinetanpa batasan ruang, waktu dan jumlah siswa.Abstract Online class application has been applied in SMK Telkom Malang using Google Classroom platform on Object Oriented Programming subjects (OOP). Google Classroom on PBO subjects added Java learning chatbot material from the Oracle Academy Java Foundation using the Messenger Facebook platform. Both of these learning media can help teachers in providing materials to students such as basic Java programming materials and the presentation of items about the quiz. In the quiz model that is presented by this chatbot, the students get responses of different items in the quiz about the material that is displayed in accordance with the score of the difficulty level of the problems done by the students by the Organizing Exercise Items method. In the test results, chatbot is applied to the learning of 3 classes and creating a higher final exam results with an average difference of 0.60 points from the conventional learning group. In the learning results there is also an increase in the value of post test of 0.39 points from the first test. Thus the students can interact with chatbot as a learning medium Java programming language and Chatbot can help teachers in the provision of materials and quizzes. And result of effectiveness test through ISO 9126 software quality test some aspect gets predicate very feasible to applied.
Desain Media Pembelajaran dengan Model Problem-based Learning dan Gamitifikasi untuk Materi Bangun Ruang Tingkat SMK Berbasis Virtual Rality Admi Rut Sinana; Herman Tolle; Fitra Abdurrachman Bachtiar
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 9 No 2: April 2022
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2022925627

Abstract

Materi pembelajaran Bangun Ruang Matematika adalah salah satu materi dan pelajaran yang masuk ke dalam ujian Asesmen Kompetensi Minimum (AKM) pengganti Ujian Nasional (UN) pada Sekolah Menengah Kejuruan (SMK). Namun, Pelajaran Matematika menjadi salah satu pelajaran yang menjadi momok bagi kebanyakan siswa. Sehingga menjadikan siswa tertarik untuk mempelajari hal ini adalah suatu tantangan. Penelitian ini bertujuan untuk menggambarkan, menjelaskan dan menganalisis proses desain media pembelajaran dengan menggunakan pendekatan Human-Centered Design (HCD) yang digunakan dalam membangun aplikasi VR dengan menggunakan model PBL dan gamifikasi pada suatu Media Pembelajaran khususnya Bangun Ruang Matematika.Dalam penelitian ini terdapat salah satu model yang dapat diterapkan yaitu Problem-Based Learning. Problem-Based Learning merupakan model pembelajaran penyelesaian masalah, pembelajaran ini menjadikan masalah (problem) sebagai isu utamanya. Selain itu dalam penelitian ini juga digunakan model Gamifikasi (Gamification) yang merupakan pemanfaatan elemen-elemen di dalam game atau video game dengan tujuan menggugah, memotivasi para siswa dalam proses pembelajaran sehingga membantu membangun keterikatan (engagement) terhadap proses pembelajaran.  Luaran yang dihasilkan dari penelitian ini adalah berupa desain model Problem Based Learning dan Gamifikasi dalam media pembelajaran materi Bangun Ruang tingkat SMK berbasis Virtual Reality yang bertujuan memotivasi siswa dalam pembelajaran sehingga membantu proses belajar mengajar Bangun Ruang. Dengan hasil uji rancangan media pembelajaran yang divalidasi oleh ahli materi memiliki persentase kelayakan 98% dan ahli media dengan persentase 89% dapat dikategorikan sangat layak untuk setuju bahwa rancangan ini dapat digunakan untuk pengembangan dan implementasi selanjutnya. AbstractGeometry Subjects is one of the materials and subjects that are included in the Asesmen Kompetensi Minimum (AKM) which replaces the Ujian Nasional (UN) at Vocational High Schools (SMK). However, Mathematics is one of the subjects that is a scourge for most students. So making students interested in learning this is a challenge.  This study aims to describe, explain and analyze the design process of learning media using the Human-Centered Design (HCD) approach which is used in building VR applications using PBL and gamification models on a Learning Media, especially Geometry Subjects.In this study, there is one model that can be applied, namely Problem-Based Learning. Problem-Based Learning is a problem solving learning model, this learning makes the problem the main issue. In addition, this study also uses a gamification model which is the use of elements in games or video games with the aim of inspiring and motivating students in the learning process so as to help build engagement with the learning process. The output produced from this research is design of educational media using the Problem-Based Learning and Gamification for geometry subjects on Vocational High School - based Virtual Reality which aims to motivate students in learning so as to help the learning process of geometry subjects. With the results of the learning media design test which was validated by material experts, it had a feasibility percentage of 98% and media experts with a percentage of 89% could be categorized as very feasible to agree that this design could be used for further development and implementation.
Perancangan User Experience Aplikasi Bimbingan Akademik Mahasiswa FILKOM Menggunakan Metode Human-Centered Design Farassulthana Azzahra Willary Yaasiin; Herman Tolle; Hanifah Muslimah Az-Zahra
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 9 No 1: Februari 2022
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2022915596

Abstract

Bimbingan akademik merupakan kegiatan konsultasi antara dosen penasihat akademik dan mahasiswa dalam membantu menyelesaikan masalah studi serta merencanakan studi sesuai dengan minat dan kemampuannya. Panduan Standard Operating Procedure (SOP) yang baru di Fakultas Ilmu Komputer (FILKOM) telah dikembangkan secara khusus agar dosen dan mahasiswa dapat secara berkala memantau perkembangan studi mahasiswa dan melihat kekurangan studi mahasiswa berbasiskan pada data analisis hasil studi mahasiswa. Proses evaluasi berbasiskan data akan lebih mudah dilakukan jika menggunakan suatu sistem atau aplikasi yang memiliki visualisasi data yang bersesuaian. Untuk itulah perlu dirancang pengalaman pengguna dari aplikasi Pembimbingan PA agar dapat menjadi acuan dalam pengembangan sistem nantinya. Penelitian ini membuat perancangan user experience aplikasi bimbingan akademik mahasiswa FILKOM dengan menerapkan metode Human-Centered Design (HCD) untuk membantu mengembangkan desain solusi yang fokus pada perspektif manusia ke dalam semua bagian proses pemecah permasalahan agar dapat membantu memetakan kebutuhan yang tepat bagi stakeholder dan pengguna. Hasil pengujian dengan metode usability testing menggunakan kombinasi penilaian pengujian ISO 9241-210 dan UEQ dengan detail teknik penilaian completion rate, time based efficiency, System Usability Scale (SUS), dan User Experience Questionnaire (UEQ). AbstractAcademic guidance is a consultation activity between academic advisory lecturers and students in helping to solve study problems and planning studies according to their interests and abilities. The new Standard Operating Procedure (SOP) guidelines at the Faculty of Computer Science (FILKOM) have been specially developed so that lecturers and students can periodically monitor the progress of student studies and see the shortcomings of student studies based on data analysis of student study results. The data-based evaluation process will be easier to do if you use a system or application that has the appropriate data visualization. For this reason, it is necessary to design the user experience of the PA Guidance application so that it can be a reference in the development of the system later. This study designed a user experience application for academic guidance for FILKOM students by applying the Human-Centered Design (HCD) method to help develop solution designs that focus on the human perspective into all parts of the problem-solving process in order to help map out the right needs for stakeholders and users. The test results using the usability testing method use a combination of ISO 9241-210 and UEQ testing assessments with detailed assessment techniques for completion rate, time based efficiency, System Usability Scale (SUS), and User Experience Questionnaire (UEQ).
Metode Grid-Blok Untuk Deteksi Margin Kiri Tulisan Tangan Pada Aplikasi Grafologi waskitha wijaya; Herman Tolle; Fitri Utaminingrum
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 5 No 1: Februari 2018
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (393.474 KB) | DOI: 10.25126/jtiik.201851575

Abstract

Grafologi merupakan salah satu cabang ilmu psikologi yang khusus mempelajari tentang tulisan tangan. Melalui grafologi bisa diperoleh informasi tentang karakter kepribadian seseorang. Melalui perangkat mobile berbasis android, analisis grafologi akan menjadi lebih cepat dalam menampilkan pendekatan karakter kepribadian seseorang. Penelitian dilakukan dengan mengambil 42 sampel tulisan tangan dari orang yang memiliki perbedaan latar belakang. Fitur yang digunakan dalam penelitian ini adalah margin kiri pada tulisan tangan. Metode Support Vector Machine digunakan untuk mengklasifikasikan fitur hasil dari proses ekstraksi. Menggunakan metode baru yaitu Grid-double block dengan satu kali proses menghasilkan rata – rata akurasi margin kiri sebesar 69%.
Co-Authors Abu Hasan Baskara Achmad Noerkhaerin Putra Achmad Rizki Raharjo Achmad Yazi' Achmad, Maulana Derifato Adam Hendra Brata Adams Jonemaro, Eriq Muhammad Aditya Orba Ramadhan Admaja Dwi Herlambang Admi Rut Sinana Adya Farasadi Afani Kurniawan Afifur Rozaq Agi Putra Kharisma Agi Putra Kharisma, Agi Putra Agnes Kristianti Novilda Agus Wahyu Widodo Agusti, Ivan Maulana Ahmad Afif Supianto Ahmad Afif Supianto Ahmad Afif Supianto Ahmad Afif Supianto Ahmad Afif Supianto Ahmad Afif Supianto Ahmad Fairuzabadi Ahmad Kamil Almasyhur Ahmad Leo Yudanto Ahmad Rizal Affandi Aknuranda, Ismiartha Al Huda, Fais Al Ridho, Mohammad Ghaza Aldo Rizky Saputra Alexander Krisna Giri Wicaksono Alfa Yolanda Putri Yulianti Alfi Rochmah Primasari Alfian Eko Susilo Putro Alvira Galihputri Setyowati Amalia Dwi Indra Ramadhani Amin Fadilah Amir Saqib Azhardika Ananda Widya Pratama Anatasia Griselda Ferina Budiargo Anderson Manurung Andi Hafiidh Andi Moh. Raga Punggawa Andika Fatimah Az-Zahara Andrian Riza Hermawan Andriano Eucharistia Wibowo Angelin Anggraeni Misi Anita Putri Novitasari Annisah Amalia Annisah Amalia Anshori, Mochammad Ardhan Maulana Zuhdi Ardian Triantoro Ardiansyah Dwi Cahyo Arga Nanda Aprilla Arief Daffa Abdullah Arif Eka Brilian Arifaldi Jayaputra Arifin Firdaus Armansyah Aryo Pinandito Aryun Nadaa Aniesiyah Asti Dhiya Anzaria Astriya Nugraha, Dwi Cahya Asyora Dewi Prabandani Asyora Dewi Prabandani Atifa Fiorenza Aulia Akhrian Syahidi Aulia Akhrian Syahidi Aulia Akhrian Syahidi Aulia Akhrian Syahidi Aulia Fitri Rahmawati Avicena, Herza AYU PRAMESTI, TSABITA MUTHIA Bagas Noor Rachman Bariq, Azura Fairuz Barus, Abram Christya Bawono, Nova Aurora Bayu Priyambadha Benjamin Septa Pardamean Bere, Stevania Biabdillah, Fajerin Bianca Pingkan Nevista Buce Trias Hanggara Budi Iswanto Budi Setiawan Burhanuddin Ali Ahmadi Cahya Astriya, Dwi Cassia Vera Diphiperidine Charisma Ubaidah Cholilia Chika Apsari Dinda Choirul Huda Citra Mahardhika Dewi Murti Danar Hikmah Krismanto Dara Adhelia Rusanty Denny Sagita Rusdianto Desy Sulistyaningrum Devina Dwi Pratiwi Dewantoro, M. Daffa Rhesa Dhika Rozqi Anggitama Dhimas Ilmi Auvi Dhoni Indras Setyawan Diah Priharsari Diah Priharsari Diandra Amiruddin Firmansyah Dienabillah Gita Fitri Dimas Bhayu Primarizki Dinda Aditama Dita Oktaria Doni Putra Purbawa Dwi Aji Sentosa Dwi Cahya Astriya Nugraha Dwi Cahya Astriya Nugraha Dwi Cahya Astriya Nugraha Dwi Juni Kartika Dzaky, Naufal Edo Yokko Rolando Edwin Nurwansyah Effendi, Mas'ud Eki Yusandhi Iskandar Eko Ardyanto Eko Arisetijono Erfina Latuconsina Erika Ramadhanty Eriq Muhammad Adams Jonemaro Extrant, Ismail Fabrianne, Hana Fadhlan, Rafi Ahmad Fadillah, Muhammad Davin Fais Al Huda Fais Al Huda Faisal Risq Efendy Faiz Elyuan Permana Faizatul Amalia Fandika Rakhman Nanda Farassulthana Azzahra Willary Yaasiin Farha Rihhadatul Aisy Fariz Sokhinda Hamza Fatwa Ramdani, Fatwa Febryan Asa Perdana Ferdinan Oky Fahrerri Ferlie Deanada Effendi Ferry Abu Darrin Al Ghifari Firdaus, Syahida Usama Firman, Agil Winaldi Firmansyah, Muhammad Dhafin Fitra Abdurrachman Bachtiar Fitra Abdurracman Bachtiar Frihandhika Permana Gilang Nur A'idi Girsang, Kevin Judhistira Guidita Suryani Gusti Kul Fathiriansyah Hadriyan, Derby Haechal Abdillah Suhendar Hafis, Muhammad Hanas Subakti Hanggara, Buce Trias Hanifah Muslimah Az-Zahra Hanifah, Hana Syifa Hardiyanti, Putri Adinda Hermin Sulistyarti Hirashima, Tsukasa Huda, Fais Al Hummam Aly Baziyad I Made Resza Surya Adinata I Putu Reditya Permana Putra Ibrahim Hafizhuddin Muttaqi Igar Ramaddhan Ignatius Daniel Y.T.A. Ginting Ikrima Nuha Arifin Insani, Ahmad Arif Intan Sartika Eris Maghfiroh Irsa Ainun Nisa Sofia Nur Rohma Faiza Irsyad Fauzan Noor Irsyad Rifqi Arrazaq Ismiarta Aknuranda Ismiarta Aknuranda Issa Arwani Ivan Putera Pratama Jonemaro, Eriq Muhammad Adams Julian Fuad Fauzi Jundulloh, Harits Kiyoshi Kiyokawa Kohei Arai Kohei Arai Komang Candra Brata Komang Candra Brata Kresna Sudrajad Kunti Eliyen Kussasih, Zakwan Dhiyaulhaq Labina Kirby Lasma Divathama Tobing Lendy Seoling Leo Tiofan Justicia Lina Fitra Lutfi Fanani Lutfi Fanani Lutfi Fanani Luthfi Rahmad Hidayattullah M. Brilian Misbah Al Hakim M. Hamaas Taqiyuddin A. Mahardeka Tri Ananta Maharoni Hendra Pradikja Maheswara, Rakha Hanif Mariani Mariani Marjorie Tirza Eunike Marpaung, Edward Bonardo Marulitua Miftahul Rizki Purwonegoro Miftahur Rizqi Miranda Eristiana Mochamad Ilham Irwinansyah Moechammad Sarosa Moh. Abu Hasan Mohammad Arda Dwi Ardianto Mokhamad Hadi Wijaya Mu'tashim, Wildan Aulia Muchammad Rizal Muh Wildan Shalahuddin Muh. Asdar Muhamad Aziz Muslim Muhamad Syaukani Audady Muhamad, Andi Naufal Falah Muhammad Alfan Mubarrak Muhammad Aminul Akbar Muhammad Aswin Muhammad Aziz Muslim Muhammad Budi Fauzan Muhammad Erwin Amrullah Amrullah Muhammad Fadhel Aribowo Muhammad Habib Firdaus Chatib Muhammad Hafidz Novriantama Muhammad Hafidz Rahman Muhammad Hanif Hasanain MUHAMMAD HASBI Muhammad Murtadho Muhammad Reyhan Muhammad Ridho Kurniawan Pratama Muhammad Rikza Ramadhan Muhammad Rofiq Mukhlis Murtadho Nanang Yudi Setiawan Naufal Aji Dewananto Naufal Alif Aldhian Naufal Helmi Ramadhani Nerea López, Jonathan del Moral Niken Hendrakusma Wardani Nisa' Luhung Mahbubah Nugroho, Prakash Adi Nur Azizi, Fakri Fandy Nur Fajri Hayyuni Maulidya Nurhidayat, Muhammad Nurjannah Nurjannah Nurudin Santoso Onny Setyawati Pandu Damar Priambodo Pasaribu, Septia Andriani Permana, Frihandhika Philip Faster Eka Adipraja Pramudya Vizkal Arfianto Prasetyo aji, Pujo Priana, Aan Jelli Primananda Kurnia S. Primananda Kurnia Santoso Priyambadha, Bayu Puspitaloka, Paradhita Ayu Putra, Boyfannie Ivan Putri Stephanie Lesilolo R. Amalina Dewi Kumalasari R. P. Hero Wijaya Rachmawan, Indra Nanda Raden Siti Nabila Putri Fasabuma Raka Ega Bhagaskara Raka Ega Bhagaskara Rakha Hasan Pramudito Ramadhan, Rizal Furqan Ratih Kartika Dewi Ratih Kartika Dewi Renaldy Sabdo Jati Purboningrat Renavitasari, Ivenulut Rizki Diaz Rendi Pradila Hab Sari Retno Indah Rokhmawati Retno Indah Rokhmawati, Retno Indah Reynald Hermanto Simanjuntak Ria Nevita Rully Prastianila Indriani Rida Nafianti Rieke Adriati W. Rifda Syahdatina Rifqi Fachrizal Rochman Rindhi Nisrina Hasna Rio Trilaksono Putro Risma Putri Auliasari Riswan Septriayadi Sianturi Rizdania, Rizdania Rizki Syahputra, Mohammad Anton Rizky Ashar Murdiono Rizky Kharisma Rizqi Aryansa Rurini Retnowati Sabil Prihastomo Seputro Sabriansyah Rizqika Akbar Sabriansyah Rizqika Akbar Sadewa, Arief Triatmaja Permana Sakinah, Wadda Sakti Pramukantoro, Eko Salsabila Ikramul Maram Sani, Yasir Sati, Mohammad Irsyad Satrio Agung Wicaksono Satrio Hadi Wijoyo Satrio Vianka Manaman Septri Megahita Yolanda Simanjuntak Shadiq, Muhammad Sahlan Shafitri Noviagsani Putri Shahnaz Maulidini Arisa Sherina Izzaty Shih, Timothy K Silvy Zafira Putri Sinta Dwi Ayu Kumala Siti zakiah Sucipto, Sucipto Sujarwo Sujarwo Sukir Maryanto Sukma Valenta, Avidhyana Suwardoyo, Restra Arya Syahidi, Aulia Akhrian Syandri, Hafrijal Thohari Tiar Adhi Bagaskara Tiffani Nisa Zulaikah Timothy Marshall Sianipar Titis Sari Putri Togan Jagat Raya Tri Afirianto Tri Afirianto Tri Afirianto, Tri Tri Astoto Kurniawan, Tri Astoto Trias Hanggara, Buce Tsukasa Hirashima Tsukasa Hirashima Udi Harmoko Ulfatun Nadifa Umar Zaki Izzuddin Utaminingrum, Fitri Veby Angelia Ropita Turnip Vivian Dzikriany Azis W., Rieke Adriati Wahyu Teja Kusuma Wahyuni, Ida waskitha wijaya Wayan Firdaus Mahmudy Welly Purnomo Wibisono Sukmo Wardhono Wibisono Sukmo Wardhono, Wibisono Sukmo Widi Aditama Wijaya, Waskitha Windianti, Rifda Fitri Eka Wiranata, Arif Wisnhu Surya Wardhana Wisnu Aditya Wisnu Wijaya Yogie Susdyastama Putra Yoyok Suharyadi Yulius Firantoko Yusuf Hendrawan