SERAMBISERAMBI

Journal of Educational Management ResearchJournal of Educational Management Research

This study aims to develop a community-based digital innovation to enhance university students participation in sports activities. Despite the widespread use of digital technology, students often struggle with limited information, coordination issues, and a lack of collaborative platforms. Using the design thinking approach, the research focuses on the development of the CampusPlay application. The study follows the four stages of design thinking: empathize, define, ideate, and prototype, excluding the testing phase. The findings suggest that students require a digital platform to help find sports partners, manage schedules, and implement a deposit-based payment system to improve commitment. The CampusPlay wireframe incorporates key features, such as Find Partner and Create Match, promoting social collaboration and efficient management of campus sports activities. The design thinking methodology proves effective in creating user-centered, community-driven digital solutions that foster social sustainability within the university context.

The study concludes that university students require a digital platform to facilitate structured, accessible, and socially engaging sports activities.Findings reveal challenges in finding sports partners, coordinating schedules, and accessing information about campus sports facilities.The CampusPlay application, with features like Find Partner and Create Match, addresses these issues and promotes social sustainability within the university setting.

Penelitian lanjutan dapat difokuskan pada pengujian efektivitas aplikasi CampusPlay secara komprehensif melalui studi implementasi yang melibatkan sejumlah besar mahasiswa dari berbagai latar belakang. Hal ini akan memberikan bukti empiris mengenai dampak aplikasi terhadap peningkatan partisipasi olahraga, peningkatan interaksi sosial, dan peningkatan komitmen terhadap aktivitas fisik. Selain itu, penelitian dapat diperluas untuk mengeksplorasi integrasi fitur gamifikasi dan personalisasi dalam aplikasi, dengan tujuan untuk lebih memotivasi mahasiswa dan menciptakan pengalaman olahraga yang lebih menarik dan relevan bagi setiap individu. Terakhir, studi lebih lanjut dapat menyelidiki potensi adaptasi model CampusPlay untuk diterapkan di berbagai konteks pendidikan tinggi, seperti sekolah menengah atau lembaga pelatihan, serta untuk memfasilitasi kegiatan olahraga dan rekreasi di lingkungan komunitas yang lebih luas.

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