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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.
A Comparative Study Of Student Perceptions On Vocabulary Learning Using Duolingo And Elsa Vivi Ayu Lestari; Ahmad Najib Mutawally; Arif Budimansyah Purba; Wafiqah Yasmin; Anwar Hilman; Wahyudi Wahyudi; Ludovikus Ludovikus
Journal of Innovative and Creativity Vol. 5 No. 2 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i2.595

Abstract

In the current asynchronous teaching at Horizon University Indonesia, students are still using several English learning applications and media, such as Duolingo, ELSA, and others. These tools are employed as a means of remote learning specifically aimed at supporting the Global Workplace English Program (GWEP) at Horizon University. The purpose of using these media is to help Horizon students improve their English test scores (EFSET) as part of their preparation for entering the workforce, as well as to enhance their four English language skills. Based on this, we are conducting a study to determine which application is most suitable and can encourage students at Horizon-U to be more active, and motivated, and ultimately improve their vocabulary in English. Vocabulary is one of the language aspects which should be learned. Learning vocabulary is important because people can speak, write, read and listen. Moreover, people have to know the vocabulary first. It means that in learning vocabulary, people need to know and understand the meaning of vocabulary and how to use vocabulary in the right context. In this research, the researcher used qualitative methods, including questionnaires and interviews, to gather information on students’ perceptions. This study was conducted in two classes at Horizon-U, with 50 participants from GWEP 4 providing positive feedback about the Duolingo and ELSA applications. Therefore, the researcher aims to explore the students’ perceptions of using Duolingo and ELSA, focusing on the topic “A Comparative Study of Student Perceptions on Vocabulary Learning Using Duolingo and ELSA.”
AI-Based Habit Reminder For Mewing Exercise: Pengembangan Aplikasi Mobile Berbasis Kecerdasan Buatan untuk Meningkatkan Konsistensi Praktik Mewing : Penelitian Deden Moch Alfiansyah; Lila Setiyani; Devi Fajar Wati; M. Jembar Jomantara; Dedih Dedih; Anwar Hilman
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.v4i4.6468

Abstract

Mewing merupakan teknik postur lingual yang dikembangkan oleh Dr. John Mew yang bertujuan untuk memperbaiki perkembangan kraniofasial melalui penempatan lidah yang benar pada langit-langit mulut. Meskipun manfaat mewing telah mendapat perhatian luas, tantangan utama yang dihadapi praktisi adalah rendahnya konsistensi dalam menjalankan latihan secara rutin. Penelitian ini menyajikan pengembangan aplikasi mobile bernama MewingAI yang memanfaatkan kecerdasan buatan untuk memberikan pengingat berbasis kebiasaan yang dipersonalisasi. Aplikasi dikembangkan menggunakan Flutter dengan backend Firebase dan model machine learning Random Forest Classifier untuk menganalisis pola perilaku pengguna. Evaluasi dilakukan melalui User Acceptance Testing (UAT) dan System Usability Scale (SUS) terhadap 30 partisipan selama empat minggu. Hasil menunjukkan peningkatan konsistensi mewing sebesar 40,6% (dari 42,5% menjadi 83,1%) pada kelompok eksperimen dibandingkan kelompok kontrol yang hanya meningkat 2,4%. Skor SUS rata-rata sebesar 80,3 (kategori "Good") mengindikasikan tingkat usabilitas yang memadai. Penelitian ini membuktikan bahwa sistem AI-based habit reminder dapat secara signifikan meningkatkan konsistensi praktik mewing (p < 0,001).
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.