Yanyan Sofiyan
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Implementation of CI/CD Architecture Based on GitHub Actions and Docker on Low Resource Servers Agun Guntara; Wildan Fathir Qinthara; Yanyan Sofiyan
NUANSA INFORMATIKA Vol. 20 No. 2 (2026): Nuansa Informatika 20.2 July 2026
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v20i2.596

Abstract

Manual application integration and deployment often introduce severe operational bottlenecks, including high human error configuration risks and strict dependency on individual system administrators. This research aims to design and implement an automated Continuous Integration and Continuous Deployment (CI/CD) pipeline architecture utilizing GitHub Actions and Docker containerization for an attendance web application at Puskesmas Cimalaka. Employing a descriptive qualitative method with a case study approach, this study focuses on evaluating the workflow transformation and operational efficiency within a limited, low-resource server environment. The implementation results reveal that the proposed architecture successfully shifts the operational workload from human iterative routines to external cloud runner infrastructures, isolating the intensive environment compilation and monolithic dependency builds away from the target host. In conclusion, this structural deployment framework radically compresses active developer engagement to near zero, heavily mitigates operational risks under rigid hardware boundaries, and provides a highly stable, secure, and easily replicable DevOps deployment blueprint for medium-to-low scale public institutions
Rancang Bangun Aplikasi Bank Sampah Berbasis Mobile dengan Pendekatan Gamifikasi: Studi Kasus: Kelurahan Cipameungpeuk, Kabupaten Sumedang Deni Andayani; Agun Guntara; Yanyan Sofiyan
Repeater : Publikasi Teknik Informatika dan Jaringan Vol. 4 No. 3 (2026): Juli : Repeater : Publikasi Teknik Informatika dan Jaringan
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/repeater.v4i3.963

Abstract

Waste management at the community level in Indonesia faces a persistent challenge: low household participation in waste sorting, compounded by manual administrative systems in waste bank operations. This study aimed to design and develop a gamification-based mobile application, SampahKu, to support waste bank operations at Kelurahan Cipameungpeuk, Sumedang. The application was built using the Flutter framework with Firebase as backend infrastructure and integrated three gamification elements points, badges, and leaderboard grounded in the Octalysis Framework and Self-Determination Theory (SDT). Development followed an Agile/Scrum methodology across iterative sprints. Functional evaluation was conducted through Black Box Testing (BBT) on 15 test scenarios, achieving a 100% pass rate. User Acceptance Testing (UAT) was carried out with five purposively selected participants (three residents and two waste bank officers) through a Likert-scale questionnaire on five dimensions: point system, badges, leaderboard, motivation, and ease of use. Overall UAT score reached 94% (very acceptable category). While these results indicate that users positively perceived the gamification elements after a brief trial session, the study acknowledges that this does not constitute proof of sustained behavioral change. Longitudinal evaluation with a larger sample is needed to validate long-term motivational impact. This study contributes a theoretically grounded gamification design model for community-level environmental applications in Indonesia.