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Implementasi Metode Scrum Agile Dan Analisis Return On Investment (ROI) Pada Sistem Informasi Perpustakaan Ar Rahman, Muhammad Hafiz; Husni Rifqo, Muhammad
JSAI (Journal Scientific and Applied Informatics) Vol 8 No 2 (2025): Juni
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v8i2.8187

Abstract

The library is one of the important institutions that provide and manage information to support learning, teaching, and research activities. In its development, the need for an integrated and efficient library information system is increasing, along with the demands of digitizing services and managing data quickly and accurately. This research aims to implement the Agile Scrum method in the development of Library Information Systems and conduct a return-on-investment (ROI) analysis to measure the effectiveness of the investment from a business and economic perspective. Based on the research problem raised and the results of the research that has been conducted, it shows that the Scrum method is proven to be effective in increasing flexibility and responsiveness to user needs. Key features are completed on time, and user feedback can be responded to in the next sprint. Active collaboration minimizes the risk of errors and maintains system quality. The first-year ROI is positive although small (4.65%), but the system is sustainable, so the ROI will increase significantly in years 2 and 3 because costs remain low while benefits continue to grow.
PENGENALAN CODING WEB DASAR UNTUK MENINGKATKAN LITERASI DIGITAL SISWA KELAS VI SD Ar Rahman, Muhammad Hafiz; Rifqo, Muhammad Husni; Yuniarti, Rina
Aspirasi Masyarakat Vol 2 No 3 (2025): November
Publisher : ICON Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71154/7sncvw84

Abstract

Form of digital literacy introduced to elementary school children is computer programming, or coding The development of information and communication technology demands that everyone develop digital literacy skills from an early age. One important. However, elementary school students rarely have the opportunity to learn coding directly in the school environment. This situation is a major problem that prompted the implementation of community service activities at SD Negeri 27 Bengkulu. The objective of the activity was to introduce the basics of web programming to sixth-grade students so they have a basic understanding of how to build simple web pages. The methods used in this activity included brief explanations, demonstrations, and hands-on practice. The material provided included an introduction to HTML structure, the use of CSS to enhance the appearance, and the application of simple JavaScript for interaction. The results of the activity showed that students were able to understand basic coding concepts, although they still encountered obstacles such as coding errors. Through mentoring and practice, students were able to correct these errors and produce simple web pages. In conclusion, introducing coding from an early age can improve students' digital literacy while fostering curiosity and computational thinking, which are useful for facing the challenges of the digital era.