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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 April - Juni
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.
Belajar Kreatif di Era Digital: Penguatan Literasi Digital Siswa melalui Canva di SD No 4 Dalung: Pengabdian Helmy Syakh Alam; Eka Grana Aristyana Dewi; I Made Rai Andriana; Ketut Putri Intan Citra; Ni Kadek Sri Handayani; I Gusti Ayu Anggi Wila Artini; Kanzun Naja
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.v4i4.6185

Abstract

Perkembangan teknologi digital memberikan peluang besar dalam meningkatkan kualitas pembelajaran di sekolah dasar, khususnya melalui pemanfaatan media kreatif yang sesuai dengan karakteristik siswa. Dalam konteks ini, kegiatan pelatihan penggunaan aplikasi Canva di SD No. 4 Dalung menjadi salah satu bentuk implementasi nyata integrasi teknologi dalam proses pembelajaran di sekolah dasar. Kegiatan ini bertujuan untuk meningkatkan literasi digital sekaligus mengembangkan kreativitas siswa sebagai bagian dari upaya mendukung SDGs No. 4 tentang Pendidikan Berkualitas. Latar belakang pelaksanaan program ini didasarkan pada masih belum optimalnya pemanfaatan teknologi dalam pembelajaran di tingkat sekolah dasar. Oleh karena itu, dilakukan serangkaian metode yang meliputi identifikasi masalah melalui wawancara, penyusunan materi, pelaksanaan pelatihan, hingga tahap evaluasi. Sebanyak 25 siswa kelas V terlibat dalam kegiatan ini, yang mencakup penyampaian konsep dasar literasi digital serta praktik langsung membuat poster kreatif bertema Hari Guru menggunakan Canva. Hasil yang diperoleh meperlihatkan adanya peningkatan yang signifikan dalam pemahaman literasi digital siswa, serta keterampilan teknis mereka dalam menghasilkan karya visual yang menarik dan estetik. Selain itu, siswa juga menunjukkan tingkat antusiasme dan partisipasi yang tinggi selama kegiatan berlangsung
Transformasi Edukasi Keuangan melalui Metode Gamifikasi bagi Siswa SDN 11 Pemecutan Denpasar Helmy Syakh Alam; Eka Grana Aristyana Dewi; I Putu Shava Jaya Wardhana; Putu Rakhe Prabha Buana; Joshua Kevin Wijaya; Jelita Elisabeth Maak; I Kadek Subakti Kesuma
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.v6i1.745

Abstract

In the face of increasing financial complexity, providing elementary school students with fundamental financial literacy knowledge has become more imperative. Financial literacy is an essential life skill, but traditional teaching methods may not capture student's attention. This community service project sought to improve financial literacy among students at SDN 11 Pemecutan, Denpasar, through the gamification method "LIFIN" (Literacy Financial) using the PALAR (Participatory Action Learning and Action Research) approach. A total of 65 sixth-grade students participated. A pre-test was conducted one week prior with 54 students, while 39 completed the post-test two months later. Analysis of the 39 matched students showed an improvement in correct answers from 51% to 84.6%, and 71.8% showed high engagement with gamification, proving that game-based financial literacy education provides an interactive and effective learning experience. SDN 11 Pemecutan has committed to adopting "LIFIN" regularly across all grade levels.
Pemanfaatan Origami dan Mural Pohon Semangat untuk Menguatkan Resiliensi Belajar di Sanggar Lentera Anak Bali Helmy Syakh Alam; Eka Grana Aristyana Dewi; Muhammad Heisyan Aleandro; I Made Yuda Kusuma; I Putu Angga Pratama Putra; Putu Rahadi Sukamembah; Ignasius Elsington Jemalu
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.v6i1.746

Abstract

Marginalized children are prone to developing a fixed mindset that hinders their learning persistence. This community service program aimed to strengthen the learning resilience of children at Sanggar Lentera Anak Bali through swan origami activities and a Pohon Semangat (Spirit Tree) mural. Using a descriptive participatory design, 20 participants aged 7–17 engaged in a two-hour session consisting of growth mindset psychoeducation, a structured failure simulation through origami folding, collaborative games, and commitment mural creation. Observational, interview, and documentation data were analyzed thematically. Results indicated that 90% of children shifted their verbal response from "I cannot" to "I cannot yet," as measured by the frequency of positive affirmation use following the failure simulation, alongside a notable increase in independent task persistence. The mural served as a sustained visual affirmation that supported children's self-regulation. The combination of visual-kinesthetic media, local cultural values, and a social justice orientation proved effective in building children's learning resilience, with direct relevance to SDG 4 (Quality Education) and the 5th Principle of Pancasila.
Co-Authors A.A Sagung Mirah Anatasia Cahyani Anak Agung Ngurah Abimayu Saputra Anastasya Sartika Sura Antonius Aston Delfan Ayu Briantari Santi Nadia Putri Ciko Aditya Pratama Dego Tri Satriyo Elok Ratna Galih Enrique Maximus Dhalu Flowrencio Bintang Sangjaya Fritti Juliana Nainggolan Gavani Shendy Marsyah Gusti Ayu Komang Tari Kusuma Wardani Helmy Syakh Alam I Gede Mayun Satria Laksana I Gede Putu Krisna Juliharta I Gst Agung Pramesti Dwi Putri I Gusti Ayu Anggi Wila Artini I Kadek Pranandita Pramudya Putra Anjasmara I Kadek Subakti Kesuma I Kadek Widya Sastrawan I Ketut Agus Budi Suryananta I Made Rai Andriana I Made Yuda Kusuma I Putu Angga Pratama Putra I Putu Daniel Januarta Suputra I Putu Kartika Satria Wiguna I Putu Manik Sedana Putra I Putu Satya Darmika I Putu Shava Jaya Wardhana I Wayan Ari Putra I Wayan Pasek Bagus Adi Wijaya I Wayan Setiawan Wirajaya Ignasius Elsington Jemalu Jelita Elisabeth Maak Joshua Kevin Wijaya Kanzun Naja Ketut Putri Intan Citra Marcello Putra Pasya Muhamad Iqbal Ar’rayyan Muhammad Assegaf Muhammad Heisyan Aleandro Nashwa Evangelista Krasywidawahyu Ni Kadek Sri Handayani Ni Ketut Deby Karnawulantari Ni Luh Putu Ariesta Dewi Ni Putu Intan Meilani Putri Ni Wayan Arsya Gita Carmela Ni Wayan Nanik Suaryani Taro Putri Pande Komang Surya Adnyana Putu Berliana Suardana Putri Putu Enda Abdi Permana Putu Rahadi Sukamembah Putu Rakhe Prabha Buana Putu Sachio Otello Ananda Sarjaya Rifki Rafii Riszki Indika Pratama Sydney Metaliana Dos Santos Narciso Tiara Kartini wayan farrel ichiro