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REKAYASA SISTEM INFORMASI BOOKING SPORT DENGAN AGILE SCRUM DAN UML Akbar Maulana; Tiawan; Wahyudi; Arief Budimansyah Purba; Cepi Indra Grahana; Anwar Hilman; Lila Setiyani; Ahmad Najib Mutawally; Aziz Fatkhu Rohman
Jurnal Informatika Teknologi dan Sains (Jinteks) Vol 6 No 2 (2024): EDISI 20
Publisher : Program Studi Informatika Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51401/jinteks.v6i2.4128

Abstract

Penelitian ini bertujuan untuk merancang dan mengembangkan informasi Sport Booking berbasis web sistem untuk meningkatkan aksesibilitas dan efisiensi dalam proses pemesanan atau pemesanan fasilitas olahraga. Saat ini proses tersebut masih dilakukan secara konvensional melalui telepon atau kunjungan langsung ke lokasi yang memakan waktu dan tidak efisien. Dalam hal ini, Penting bagi pengelola fasilitas olahraga untuk menciptakan terobosan-terobosan baru yang perlu dipertahankan pelanggan dan meningkatkan pelayanan. Penelitian ini menggunakan metode Agile Scrum dalam Tahapan Siklus Hidup Pengembangan Perangkat Lunak (SDLC). Dengan informasi Pemesanan Olahraga sistem yang akan dikembangkan diharapkan admin dan pelanggan dapat membuat lapangan reservasi secara online tanpa harus datang ke tempat atau melalui telepon. Lewat sini, proses pemesanan lapangan akan menjadi lebih efektif dan efisien, serta memberikan informasi yang dibutuhkan pelanggan.
DESAIN APLIKASI GO-TRASH MENGGUNAKAN METODE DESIGN THINKING DAN VALUE PROPOSITION CANVAS Bayu Zahran; Tiawan; Cepi Indra Grahana; Anwar Hilman; Lila Setiyani; Ahmad Najib Mutawally; Eni Nuraeni; Feris Andrian Chandra; Lulu Asti Humairah; Sarah Kartini
Jurnal Informatika Teknologi dan Sains (Jinteks) Vol 6 No 2 (2024): EDISI 20
Publisher : Program Studi Informatika Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51401/jinteks.v6i2.4131

Abstract

The Go-Trash application design aims to overcome the problem of waste management in urban areas with an innovative approach. The main problems include low public awareness and minimal information about waste sorting and recycling. Using the Design Thinking method, the team went through the stages of empathy, definition, ideation, prototyping, and testing to understand user needs. The Value Proposition Canvas is used to formulate the added value of the application, such as ease of waste sorting, recycling incentives, and real-time information about the nearest waste collection points. The output produced from this research is in the form of a Go-Trash application design which functions as a waste management tool as well as a platform for education and community empowerment. The app's main features include a waste sorting guide, a recycling incentive program, and notifications of waste collection locations and schedules. The resulting output is a reduction in the volume of waste going to landfill, increased recycling, and increased public awareness and participation. The Go-Trash application is expected to be an effective solution in creating a cleaner and healthier environment.
No Grammar, No Cry: Encouraging Confident English Communication: Pengabdian Vivi Ayu Lestari; Anwar Hilman; Arif Budimansyah Purba; Ahmad Najib Mutawally; Rizki Teja Pratama; Ade Sofyan; Inpresta Natalia; Sekarlita Indriani; Cepi Indra Grahana; Juni Adi Putra
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 4 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 4 April - Juni
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i4.6731

Abstract

Speaking is widely considered one of the most challenging skills for both university and high school learners, not primarily due to limited grammar or vocabulary, but because of psychological barriers such as fear of making mistakes and low self-confidence. This community service program, entitled “No Grammar, No Cry: Encouraging Confident English Communication,” aims to address these challenges by shifting learners’ focus from grammatical perfection to meaningful communication. The program was implemented through interactive workshops, peer conversation sessions, confidence-building games, real-life communication simulations, and mentoring activities to create a supportive and low-anxiety learning environment. A qualitative approach was employed to explore participants’ experiences, perceptions, and mindset changes during the program. Data were collected through participant reflections, observational notes, and informal discussions. The findings reveal that participants demonstrated increased willingness to speak, reduced speaking anxiety, and improved fluency and confidence in expressing ideas. In addition, learners developed a more positive attitude toward making mistakes, recognizing them as part of the learning process. Overall, the program highlights the importance of collaborative learning and experiential practice in fostering communicative competence. It also contributes to bridging the gap between theoretical knowledge and real-life communication, while promoting learner autonomy, sustained motivation, and adaptive communication skills.
Enhancing Learning Effectiveness in Higher Education through Active Learning Approaches Vivi Ayu Lestari; Arif Budimansyah Purba; Ahmad Najib Mutawally; Inpresta Natalia; Gracendy Aluz Clarita; Cepi Indra Grahana; J. Rolles Herwin Sihombing; Juni Adi Putra; Dhanisa Aulia; Ani Suryani
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 5 No. 1 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 5 Nomor 1 (Juli 2026 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v5i1.7437

Abstract

Learning effectiveness in higher education continues to be a significant concern, particularly in learning environments that still rely heavily on lecture-based instruction. Although such approaches allow for efficient content delivery, they often limit student engagement and reduce opportunities for meaningful learning. This study aims to explore how active learning approaches can enhance learning effectiveness from the perspective of university students.A qualitative research design was employed to capture students’ experiences and perceptions of active learning. The study involved university students who participated in learning activities such as group discussions, collaborative tasks, problem-solving exercises, and reflective practices. Data were collected through classroom observations, reflective writings, and semi-structured interviews. The findings indicate that active learning fosters higher levels of engagement, encourages participation, and promotes deeper understanding of learning materials. Students also reported increased confidence in expressing ideas and a greater sense of responsibility toward their learning. In addition, active learning was found to support the development of critical thinking and the ability to connect theoretical concepts with real-life situations.Overall, this study highlights that active learning contributes to more effective and meaningful learning experiences by creating interactive, student-centered environments. It suggests that integrating active learning into higher education can support sustained engagement and improved learning outcomes