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ANALISIS DAN PERANCANGAN UI/UX PROTOTIPE SISTEM INFORMASI PENCATATAN KEUANGAN DAN KEANGGOTAAN KOPERASI SABDA KARYA SEJAHTERA BERBASIS WEB MENGGUNAKAN METODE PROTOTYPE Fritti Juliana Nainggolan; I Gst Agung Pramesti Dwi Putri; Eka Grana Aristyana Dewi
INFOTECH journal Vol. 12 No. 1 (2026)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v12i1.17471

Abstract

Koperasi Sabda Karya Sejahtera hingga saat ini masih mengandalkan sistem pencatatan manual dengan memanfaatkan Microsoft Excel dan WhatsApp dalam pengelolaan data keuangan dan keanggotaan. Praktik tersebut menimbulkan berbagai permasalahan, antara lain tingginya risiko kesalahan input data, keterlambatan pelayanan kepada anggota, serta potensi kehilangan data. Penelitian ini bertujuan untuk menganalisis kebutuhan pengguna dan merancang UI/UX prototipe sistem informasi pencatatan keuangan dan keanggotaan berbasis web sebagai solusi atas permasalahan tersebut. Metode Prototype digunakan untuk menghasilkan rancangan sistem secara iteratif dengan melibatkan umpan balik langsung dari pengguna koperasi. Hasil penelitian berupa rancangan sistem dan prototipe antarmuka pengguna (UI/UX) yang dikembangkan menggunakan Figma, dilengkapi dengan model perancangan sistem seperti Data Flow Diagram (DFD) dan Entity Relationship Diagram (ERD). Evaluasi usability terhadap prototipe menunjukkan tingkat kemudahan penggunaan yang tinggi, sehingga desain yang dihasilkan dinilai sesuai dengan kebutuhan operasional koperasi. Prototipe sistem ini diharapkan dapat menjadi dasar pengembangan sistem informasi koperasi pada tahap implementasi selanjutnya guna meningkatkan efisiensi, akurasi, dan transparansi pengelolaan data.
Kegiatan Edukasi Dampak Bullying pada Siswa Sekolah Dasar: Pengabdian Helmy Syakh Alam; Eka Grana Aristyana Dewi; I Wayan Setiawan Wirajaya; Ni Ketut Deby Karnawulantari; I Kadek Widya Sastrawan; Gavani Shendy Marsyah; Enrique Maximus Dhalu; Putu Sachio Otello Ananda Sarjaya
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 4 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 4 Tahun 2026
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i4.6509

Abstract

Perundungan adalah masalah yang masih sering terjadi di sekolah dan dapat memberikan dampak buruk pada perkembangan psikologi, sosial, dan akademik murid. Aktivitas ini tujuannya untuk meningkatkan pemahaman murid mengenai definisi, jenis, dan akibat perundungan serta menanamkan pentingnya sikap saling menghormati dalam interaksi sehari-hari. Program pengabdian masyarakat ini dilaksanakan pada murid sekolah rendah dengan jumlah peserta sebanyak 324 orang. Metode yang dipakai ialah pendekatan design thinking yang meliputi empathize, define, ideate, prototype, dan test, serta didukung dengan sosialisasi interaktif, diskusi, dan penggunaan media visual seperti poster dan papan penghargaan. Hasil dari aktiviti menunjukkan adanya peningkatan pemahaman murid yang ditunjukkan melalui kemampuan peserta menjelaskan kembali materi, mengenali bentuk-bentuk perundungan, serta menampilkan sikap yang lebih menghormati dalam berinteraksi. Selain itu, penggunaan papan penghargaan dapat mendorong pembentukan perilaku positif di kalangan murid. Oleh itu, program ini berkesan sebagai langkah awal dalam usaha pencegahan perundungan dan menyokong terciptanya persekitaran sekolah yang selamat dan aman.
Kartu Interaktif "Ceritain Dong!" sebagai Media Peningkatan Kemampuan Public Speaking Siswa Kelas V SDN 1 Abiansemal Dauh Yeh Cani Helmy Syakh Alam; Eka Grana Aristyana Dewi; Putu Berliana Suardana Putri; Ni Wayan Arsya Gita Carmela; Ayu Briantari Santi Nadia Putri; Dego Tri Satriyo; Marcello Putra Pasya
AJAD : Jurnal Pengabdian kepada Masyarakat Vol. 6 No. 1 (2026): APRIL 2026
Publisher : Divisi Riset, Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59431/ajad.v6i1.760

Abstract

Public speaking is an essential skill that needs to be developed from an early age; however, many elementary school students still lack confidence in expressing their opinions. This community service activity aims to improve students' public speaking skills through interactive learning using the "Ceritain Dong!" card media at SDN 1 Abiansemal Dauh Yeh Cani, involving 28 fifth-grade students. The activity was designed using a descriptive qualitative approach, combining experiential learning and game-based learning principles. The method includes the delivery of basic speaking techniques, ice-breaking sessions, and direct practice through three types of card activities: question cards, challenge cards, and lucky cards. Evaluation was conducted through observation and pretest–posttest assessment using a Likert scale across three indicators: performance courage, self-confidence, and speaking fluency. The results indicate a tendency of improvement in students' abilities, as shown by the increase in the average score from 3.68 to 3.74, along with observable changes in participation, confidence, and clarity in expressing ideas, although the difference was not statistically significant (p = 0.508).
SOSIALISASI LITERASI DIGITAL GUNA MENINGKATKAN PEMAHAMAN DIGITAL PADA SISWA MA KALIFA NUSANTARA NI Wayan Nanik Suaryani Taro Putri; Eka Grana Aristyana Dewi; Riszki Indika Pratama; Antonius Aston Delfan; wayan farrel ichiro; Gusti Ayu Komang Tari Kusuma Wardani; Tiara Kartini
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 10 No 1 (2026): Amaliah: Jurnal Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v10i1.6480

Abstract

This community service study was conducted because students’ digital literacy was still low, which could lead to hoaxes, cyberbullying, misuse of personal data, and irresponsible social media behavior. The activity aimed to improve MA Kalifa Nusantara students’ understanding of data security, digital ethics, and the productive use of technology. The implementation was carried out offline through interviews with the school and the delivery of interactive materials, including lectures, demonstrations, videos, posters, and active discussion. It was then evaluated by comparing pre-test results from students who did not receive the socialization with post-test results from students who did. The results showed a significant improvement in understanding, indicated by an increase in the average score from 76.17% in the pre-test group to 93.36% in the post-test group, reflecting a real positive change in students’ daily digital literacy practices. The greatest improvement was found in the ability to distinguish true and suspicious news, with an increase of 24.74%. Therefore, a structured and interactive digital literacy program proved effective in improving students’ knowledge, awareness, and wise attitudes in using the internet and social media.
PENERAPAN METODE DESIGN THINKING UNTUK MENINGKATKAN KEMAMPUAN KREATIVITAS DAN KEMAMPUAN PEMECAHAN MASALAH SISWA SEKOLAH DASAR Eka Grana Aristyana Dewi; Ni Wayan Nanik Suaryani Taro Putri; I Wayan Pasek Bagus Adi Wijaya; Muhammad Assegaf; Sydney Metaliana Dos Santos Narciso; Muhamad Iqbal Ar’rayyan
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 10 No 1 (2026): Amaliah: Jurnal Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v10i1.6481

Abstract

This community service activity aims to enhance the creativity of students at SD Negeri 3 Renon, Denpasar, with the implementation of the Design Thinking framework. The background of this activity is based on the limited ability of students to think creatively and develop solutions to learning-related problems. The activity involved 50 fifth-grade students and was conducted over four learning sessions. The method used was a participatory approach, in which students were actively engaged in the five stages of Design Thinking: empathize, define, ideate, prototype, and test. The implementation was carried out through structured learning activities that encouraged students to identify problems, generate ideas, and design as well as test simple solutions. Evaluation was conducted using observation sheets and a creativity assessment rubric. The results showed an improvement in the average creativity score from 62 (moderate category) to 81 (good category). In addition, 85% of students demonstrated increased confidence in expressing their ideas and the ability to produce innovative solutions.In conclusion, the application of Design Thinking has proven to be effective in enhancing students’ creativity and critical thinking skills at the elementary school level, and it has the potential to serve as an innovative learning approach
Transformasi Ruang Belajar Melalui Implementasi Digital Third Space Berbasis Discord di SMK PGRI 4 Denpasar Ni Wayan Nanik Suaryani Taro Putri; Eka Grana Aristyana Dewi; I Putu Satya Darmika; A.A Sagung Mirah Anatasia Cahyani; I Ketut Agus Budi Suryananta; Anastasya Sartika Sura
PADMA Vol 6 No 1 (2026): JURNAL PENGABDIAN KEPADA MASYARAKAT (PADMA)
Publisher : LPPM Politeknik Piksi Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56689/padma.v6i1.2735

Abstract

Kejenuhan belajar pada siswa vokasi menjadi tantangan dalam menjaga efektivitas pembelajaran. Berdasarkan observasi dan wawancara di SMK 4 PGRI Denpasar, ditemukan bahwa kurangnya ruang interaksi fleksibel menurunkan motivasi belajar siswa. Program pengabdian ini mengembangkan komunitas belajar digital “Fourgriska Learning Center” berbasis Discord sebagai Digital Third Space. Hasil menunjukkan peningkatan interaksi, inisiatif diskusi, dan fleksibilitas belajar. Pengelolaan oleh siswa serta dukungan guru memperkuat keberlanjutan komunitas. Solusi ini berpotensi menjadi alternatif efektif dalam meningkatkan keterlibatan belajar siswa secara berkelanjutan.
PERANCANGAN ULANG USER INTERFACE WEBSITE TRI HITA BALI MENGGUNAKAN METODE DESIGN THINKING Rifki Rafii; I Gede Putu Krisna Juliharta; Eka Grana Aristyana Dewi
Jurnal Sistem Informasi (JUSIN) Vol. 7 No. 1 (2026): Jurnal Sistem Informasi
Publisher : ITB Ahmad Dahlan Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32546/jusin.v7i1.3405

Abstract

This study focuses on evaluating and redesigning the Tri Hita Bali website using the System Usability Scale (SUS) method. The website serves as a platform providing information about natural-material lampshades but is suboptimal in terms of user interface (UI) and user experience (UX). Identified issues include navigation difficulties, the absence of an online ordering feature, and challenges users face in accessing information. The research aims to assess user ease, efficiency, satisfaction, and error rates, provide redesign recommendations based on SUS evaluation results, and compare usability results before and after improvements. The redesign recommendations are created using Figma software with a high-fidelity prototype. The study's findings are expected to enhance user experience and improve business processes at Tri Hita Bali, while also offering insights into UI/UX evaluation and development for websites.