KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech <p align="justify"><img src="/public/site/images/puslit_admin/KHARISMATech_b.png" width="537" height="134"></p> <p align="justify">Jurnal <strong>KHARISMATech</strong> diterbitkan oleh <strong>Pusat Penelitian dan Pengabdian Kepada Masyarakat (P3M)</strong>, STMIK Kharisma Makassar sejak April 2021. Jurnal KHARISMATech memuat naskah hasil-hasil penelitian di bidang Teknologi Informasi dan Ilmu Komputer.&nbsp; Jurnal KHARISMATech berkomitmen untuk memuat artikel berbahasa Indonesia yang berkualitas dan dapat menjadi rujukan utama para peneliti dalam bidang Teknologi Informasi dan Ilmu Komputer. Jurnal KHARISMATech, mulai tahun 2021 menerbitkan 2 (dua) nomor setiap tahun, yaitu terbit di bulan <strong>Maret </strong>dan <strong>September</strong>.</p> <p>ISSN: <a href="http://u.lipi.go.id/1180426221" target="_blank" rel="noopener"><strong>1907-2317</strong></a></p> <p>e-ISSN: 2810-0344</p> <p>&nbsp;</p> <p><iframe style="border: : 0px #ffffff none;" src="https://author.my.id/widget/statistik.php?sinta=15331&amp;gs=FjprasIAAAAJ&amp;sc=" name="statistik" width="100%" height="250px" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"></iframe></p> en-US hasniati@kharisma.ac.id (Hasniati) puslit@kharisma.ac.id (Pusat Penelitian) Thu, 02 Apr 2026 07:29:58 +0800 OJS 3.1.2.1 http://blogs.law.harvard.edu/tech/rss 60 PEMANFAATAN ARTIFICIAL INTELLIGENCE SEBAGAI ALAT BANTU PENGUJIAN APLIKASI VISUAL NOVEL MYSTIC PAGES MENGGUNAKAN METODE BLACK-BOX https://jurnal.kharisma.ac.id/kharismatech/article/view/602 <p><em>Application or software testing is one of the important stages in application development, as it ensures that the application meets the defined specifications or user requirements. This also applies to visual novel applications, which face challenges in the testing process, such as ensuring that the narrative runs smoothly and logically, and that the features work without any obstacles. This study aims to utilize Artificial Intelligence (AI) as a testing tool for the visual novel application Mystic Pages. The AI application Gemini is used to assist in the automatic generation of testing scenarios using equivalence partitioning and boundary value analysis techniques. Data collection was conducted through literature review, AI prompt testing, and the designed application. Evaluation showed that the Gemini AI used could generate structured, systematic, and easy-to-use test scenario outputs for equivalence partitioning and boundary value analysis techniques. If done manually without using Gemini AI, scenario descriptions took approximately 1 hour and 20 minutes to generate. Meanwhile, using Gemini AI only takes approximately 10 minutes. The Gemini AI prompt entered must include the Mystic Page application specification table and a request for scenario creation based on the desired technique. Additionally, the test scenarios generated by Gemini AI can be used to test the Mystic Page application.</em></p> Elisya Belia Maria Engka, Mohammad Fajar, Baizul Zaman Copyright (c) 2026 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/602 Tue, 31 Mar 2026 00:00:00 +0800 ANALYSIS OF THE EFFECT OF THE MODEL-VIEW-VIEWMODEL ON THE PERFORMANCE OF THE COMFY LEARN APPLICATION https://jurnal.kharisma.ac.id/kharismatech/article/view/581 <p><em>Interactive learning applications for early childhood, such as Comfy Learn, play an important role in the digital age. However, poor technical performance can hinder their pedagogical effectiveness. This study aims to analyze and improve the performance of Comfy Learn by implementing the Model-View-ViewModel (MVVM) architecture pattern, recommended by Google for modern Android applications. A quantitative approach was used by comparing performance metrics (CPU usage, memory consumption, and janky frames) and code maintainability metrics (Source Lines of Code, Cyclomatic Complexity, Cognitive Complexity) before and after migrating to MVVM. Testing was conducted with Android Studio Profiler, Firebase Test Lab, and SonarQube under standardized procedures. Results show that MVVM implementation reduced janky frames by 46.3% (p &lt; 0.05), lowered code complexity by 37.5%, and improved application stability. This study provides empirical evidence that MVVM not only improves technical performance but also enhances long-term maintainability of Android-based educational applications.</em></p> Juan Kevin Raintung, Syaiful Rahman, Abdul Munir S Copyright (c) 2026 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/581 Tue, 31 Mar 2026 00:00:00 +0800 PERANCANGAN UI/UX VIXVEHICLE BERBASIS MOBILE MENGGUNAKAN PENDEKATAN WIREFRAME DENGAN METODE LEAN UX https://jurnal.kharisma.ac.id/kharismatech/article/view/557 <p><em>This study aims to design the <strong>user interface (UI)</strong> and <strong>user experience (UX)</strong> of <strong>VixVehicle</strong>, an online workshop service platform, using a <strong>wireframe approach</strong> and the <strong>Lean UX</strong> methodology. In the digital era dominated by mobile devices, VixVehicle faces significant challenges related to an unresponsive design and poor user experience, hindering accessibility and user convenience. To evaluate usability levels, this study employs the <strong>System Usability Scale (SUS)</strong>, with initial scores indicating unsatisfactory results. The design process consists of several stages, including <strong>quantitative data collection</strong> through surveys, the identification of assumptions regarding user needs, the development of a <strong>Minimum Viable Product (MVP) prototype</strong>, and iterative testing to gather user feedback. The implementation of the new design led to an increase in the <strong>SUS score to 74.5</strong>, indicating a significant improvement in user experience. This enhancement demonstrates that the new design is more <strong>intuitive, responsive</strong>, and capable of increasing user engagement. The findings of this study are expected to serve as a reference for the development of similar applications, particularly in applying <strong>Lean UX</strong> principles to improve user satisfaction and ease of use in mobile-based applications.</em></p> Rivaldo Louis Leonard, Hasniati, Syamsul Bahri Copyright (c) 2026 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/557 Tue, 31 Mar 2026 00:00:00 +0800 THE DEVELOPMENT OF AN AI-BASED MEDICINE INFORMATION SEARCH FEATURE IN THE POTIO APPLICATION https://jurnal.kharisma.ac.id/kharismatech/article/view/597 <p><em>Potio was a mobile-based alarm application that functioned as a medication reminder for users who often forgot their medication schedules, which consisted of several features, such as adding alarms, medication history, themes customization, and medicine information research. In its development, this application used a MySQL database to store the results of inputting alarm data and medicine information. However, with the increasing amount of data that needed to be managed, researchers faced challenges in data management, because the very large number of medicines needed to be inputted manually, so it took longer and there was the potential for errors in data input. Therefore, the development of a medicine information search feature in the Potio application was carried out using one of the models, namely Gemini AI, by obtaining an Application Programming Interface key to be implemented into the medicine information search feature, followed by a prompt technique to provide effective output. The results of testing using Blackbox Testing with test cases showed that Potio successfully utilized Gemini AI for the medicine information search feature, eliminating the need for manual input of medicine information into the MySQL database. </em></p> Allycia Joshin, Moh. Sofyan S. Thayf, Zaenab Pontoh Copyright (c) 2026 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/597 Tue, 31 Mar 2026 00:00:00 +0800 IMPLEMENTASI FINITE STATE MACHINE SEBAGAI ALTERNATIVE STORY DALAM GAME ANOTHER WORLD REBORN https://jurnal.kharisma.ac.id/kharismatech/article/view/606 <p><em>The development of RPG (Role Playing Game) games requires dynamic interactions and immersive stories. However, Another World Reborn has weaknesses in terms of monotonous NPC (Non-Player Character) behavior and a linear storyline, thus reducing the level of replayability. This study aims to implement the Finite State Machine (FSM) method to create a dynamic alternative story using RPG Maker MV. FSM is applied to organize NPC state transitions, dialogue branches, and storylines based on player choices, resulting in three alternative endings: (A) defeating the Demon King, (B) siding with the Devil, and (C) returning to the original world. Testing using Black Box Testing shows that all features function as designed, while usability testing with the System Usability Scale (SUS) on 20 respondents resulted in a score of 74.3 (Acceptable category), indicating a significant improvement from the initial version (score 61.1). And for the reason for choosing 20 respondents is based on the principle that this number is sufficient to identify the majority of usability problems without requiring large resources</em><em>. Furthermore, these numbers allow for simple statistical analysis, such as the mean and standard deviation, which are useful for measuring the consistency of user experiences. </em><em>The research results demonstrate that FSM successfully generates three alternative endings while also effectively increasing NPC interactivity and game replayability.</em></p> Wilbert Nickson Winarto, Marlina, Ahyar Muawwal Copyright (c) 2026 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/606 Thu, 30 Apr 2026 00:00:00 +0800 WEB-BASED SYSTEM DEVELOPMENT FOR THE DIGITALIZATION OF LETTER ADMINISTRATION SERVICES IN RIAS VILLAGE https://jurnal.kharisma.ac.id/kharismatech/article/view/644 <p><em>Village administration plays a crucial role in the implementation of governance at the village level. However, in Rias Village, Toboali District, administrative processes are still carried out manually, which hinders service efficiency, increases the likelihood of recording errors, and limits public access to important documents. To address these issues, a web-based administrative information system was developed to digitalize the village’s correspondence services. Through this system, residents can submit requests for official letters online, which are then verified and processed by the village operator. The system also provides a notification feature for tracking submission status. Additionally, it supports digital document downloads, user account management by the admin, administrative letter type management, and an archiving feature accessible to both admin and operator. The system was developed using the Rapid Application Development (RAD) method. The results of th</em><em>e</em><em> User Acceptance Testing (UAT) achieved a score of 91.42%, categorized as “Highly Feasible.” The implementation of this system has made administrative processes in Rias Village more efficient, transparent, and easily accessible without requiring direct visits to the village office</em><em>.</em></p> Rizqi Pratama Copyright (c) 2026 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/644 Tue, 31 Mar 2026 00:00:00 +0800 OPTIMISATION OF THE MATERIAL MANAGEMENT SYSTEM AND TEACHER LEADERBOARD USING THE RAPID APPLICATION DEVELOPMENT METHOD https://jurnal.kharisma.ac.id/kharismatech/article/view/651 <p><em><span dir="auto" style="vertical-align: inherit;"><span dir="auto" style="vertical-align: inherit;">Pendidikan kewirausahaan membutuhkan dukungan media digital yang tidak hanya interaktif bagi siswa, tetapi juga fungsional bagi guru sebagai pengelola materi dan evaluator hasil belajar. Penelitian ini bertujuan untuk mengoptimalkan fungsi situs web guru dalam sistem pembelajaran kewirausahaan berbasis permainan “Pizza Joss”. Situs web guru ini dikembangkan untuk memudahkan pengelolaan materi pembelajaran dan memantau skor permainan siswa melalui fitur leaderboard. Metode pengembangan yang digunakan adalah Rapid Application Development (RAD), yang meliputi tahapan analisis, desain, konstruksi, dan implementasi. Proses optimasi dilakukan dengan meningkatkan antarmuka, alur manajemen data, dan kemudahan akses ke fitur-fitur utama sehingga situs web akan lebih efisien dan intuitif untuk digunakan oleh guru. Pengujian sistem dilakukan melalui User Acceptance Testing (UAT) dengan guru, dengan hasil yang menunjukkan bahwa semua fitur berfungsi dengan baik dan mencapai peringkat kepuasan dan kelayakan sebesar 95%, yang termasuk dalam kategori “Sangat Layak”. Oleh karena itu, hasil penelitian ini menunjukkan bahwa website guru “Pizza Joss” telah berhasil dioptimalkan secara fungsional dan dapat menjadi media pendukung yang efektif dalam pengelolaan pembelajaran kewirausahaan berbasis digital.</span></span></em></p> jimmi jimmi, Sidhiq Sidhiq, Muhammad Setya Pratama Copyright (c) 2026 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/651 Tue, 31 Mar 2026 00:00:00 +0800 PENGEMBANGAN SISTEM MONITORING DAN KONTROL PLTS RUMAH TANGGA BERBASIS IOT https://jurnal.kharisma.ac.id/kharismatech/article/view/653 <p><em>Solar Power Generation System (PLTS) for households equipped with an Internet of Things (IoT)-based control system is designed to improve efficiency and ease of energy usage monitoring. The research methods include the design of a household-scale solar power system, the integration of sensors for monitoring electrical parameters and environmental conditions, as well as the development of an IoT application for real-time control and monitoring. Data were collected through system testing on a household-scale simulation with variations in load and weather conditions.</em></p> erra erradwi, Aan Febriansyah Aan, Tri Agusti Farma Tri Copyright (c) 2026 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/653 Tue, 31 Mar 2026 00:00:00 +0800 INTEGRASI GAME LITERASI PADA SISTEM PERPUSTAKAAN DIGITAL POLMAN BABEL https://jurnal.kharisma.ac.id/kharismatech/article/view/659 <p><em><span dir="auto" style="vertical-align: inherit;"><span dir="auto" style="vertical-align: inherit;">Layanan perpustakaan di perguruan tinggi memerlukan inovasi digital yang tidak hanya menyediakan akses informasi, tetapi juga mampu meningkatkan keterlibatan pengguna secara interaktif. Penelitian ini dilaksanakan untuk mengembangkan sistem perpustakaan digital yang terintegrasi dengan literasi permainan sebagai solusi terhadap rendahnya partisipasi siswa dalam memanfaatkan koleksi digital di Polman Babel. Sistem yang dirancang telah memadukan akses konten perpustakaan dengan mekanisme permainan yang menampilkan tantangan, perolehan poin, dan umpan balik langsung sebagai pemicu motivasi pengguna. Metode pengembangan yang diterapkan adalah prototipe, meliputi analisis kebutuhan, perancangan, pembuatan antarmuka, dan implementasi fitur utama. Pengujian sistem dilakukan melalui User Acceptance Test kepada pelajar sebagai pengguna akhir. Hasil pengujian menunjukkan bahwa seluruh fungsi bekerja sebagaimana direncanakan dan menghasilkan tingkat penerimaan sebesar 83%. Temuan ini mengumumkan bahwa integrasi game literasi memberikan pengalaman penggunaan yang lebih menarik dan berpotensi mendukung peningkatan literasi digital melalui layanan perpustakaan berbasis teknologi.</span></span></em></p> khairunnisa affani, Yang Rindri, Syafrizal Zain Copyright (c) 2026 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/659 Tue, 31 Mar 2026 00:00:00 +0800 RANCANG BANGUN APLIKASI GAME EDUKASI OPERASI HITUNG BERBASIS GAMIFIKASI UNTUK SISWA SMP https://jurnal.kharisma.ac.id/kharismatech/article/view/654 <p><em>This study aims to develop a gamification-based educational game application that supports learning arithmetic operations for junior high school students. The application was developed through several stages, including needs analysis, system design using an Activity Diagram, implementation using Flutter and Laravel, and evaluation through Black Box Testing and User Acceptance Testing (UAT). The application integrates structured learning materials, interactive quizzes, and an educational Snakes and Ladders Math Game designed to enhance students’ motivation and conceptual understanding. The Black Box Testing results indicate that all system functions operate properly and as intended. Meanwhile, the UAT results involving 18 seventh-grade students achieved an average feasibility score of 88.51%, categorized as highly feasible. The highest score was obtained in the game responsiveness aspect, demonstrating that the application provides a smooth and engaging learning experience. Overall, this application is considered effective as an alternative digital learning media that improves students’ understanding of arithmetic operations and supports the digitalization of mathematics learning in junior high schools.</em></p> Fadil Julianto, Sidhiq Andriyanto, Better Swengky Copyright (c) 2026 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/654 Tue, 31 Mar 2026 00:00:00 +0800 SISTEM PENDATAAN PENGUNJUNG PERPUSTAKAAN DENGAN SCAN WAJAH BERBASIS WEBSITE MENGGUNAKAN FACE-API https://jurnal.kharisma.ac.id/kharismatech/article/view/642 <p><em>The library plays an important role in supporting academic activities in higher education institutions, including the Politeknik Manufaktur Negeri Bangka Belitung. The existing visitor recording system, which still relies on manual input of Student Identification Numbers (NPM), has proven to be inefficient and prone to input errors. To address this issue, a Library Visitor Data Collection System Based on Facial Recognition was developed to automatically identify visitors using Face Recognition technology through the Face-API.js library. The system is designed as a web-based application, allowing both visitors and administrators to access it in real-time. The development process was carried out using the Rapid Application Development (RAD) method, enabling rapid prototyping and a strong focus on user requirements. The implementation results show that the system improves data collection efficiency, reduces human error, and accelerates the visitor identity verification process. Therefore, this system can serve as a tangible step toward the digitalization and modernization of library administrative services.</em></p> Muhammad Ferdi Firmansyah Firmansyah, Ahmat Josi, Better Swengky Copyright (c) 2026 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/642 Tue, 31 Mar 2026 00:00:00 +0800 IMPLEMENTASI GAME EDUKASI FLUTTER “BUBBLE MATH” DALAM MENINGKATKAN PEMAHAMAN OPERASI ARITMATIKA SISWA KELAS V https://jurnal.kharisma.ac.id/kharismatech/article/view/643 <p>Mathematics learning in elementary schools generally still uses conventional <br>methods, resulting in low student interest and understanding of arithmetic concepts. This <br>research was conducted to develop an interactive learning medium in the form of an <br>Android-based educational game called Bubble Math, designed for 5th-grade Public <br>Madrasah Ibtidaiyah students. The game was developed using the Flutter framework. The <br>game employs a drag and drop mechanic to train students’ accuracy and speed in solving <br>basic arithmetic operations, including addition, subtraction, multiplication, and division. The <br>development process followed the Game Development Life Cycle (GDLC) method, which <br>consists of six stages: Initiation, Pre-production, Production, Testing (Alpha), Testing (Beta), <br>and Release. The test results showed a 22.3% increase in Pretest-Posttest scores, with a <br>User Acceptance Test (UAT) score of 91.09% from students. Therefore, Bubble Math is <br>proven to be a feasible and effective medium for arithmetic learning in elementary schools.</p> Rahmat Lionza, Sidhiq Andriyanto, Tri Agusti Farma Copyright (c) 2026 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/643 Tue, 31 Mar 2026 00:00:00 +0800 PERANCANGAN SISTEM MAGANG BERBASIS WEBSITE MENGGUNAKAN METODE EXTREME PROGRAMMING DI POLMAN BABEL https://jurnal.kharisma.ac.id/kharismatech/article/view/676 <p><em>Internship programs are an important element in vocational education, but the administrative process at the Bangka Belitung State Manufacturing Polytechnic is still carried out manually, making it inefficient and error-prone. This study developed a web-based Internship Management Information System to support internship registration, logbook completion, document upload, partner validation, and scheduling and assessment of the trial. The system was built using the Extreme Programming (XP) method with PHP Laravel on the backend and HTML, CSS, and JavaScript on the frontend. A multi-role feature is provided so that admins, students, supervisors, partners, and examiners can manage data in an integrated manner. Testing through Black Box Testing and User Acceptance Testing (UAT) showed that all functions run as needed, with a user satisfaction level reaching 86.4%. These results confirm that this system is effective in increasing the efficiency, accuracy, and transparency of internship administration at the relevant institution.</em></p> Riki Afriansyah, Arifin Zikri, Eko Sulistyo Copyright (c) 2026 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/676 Tue, 31 Mar 2026 00:00:00 +0800 EVALUATION OF INFORMATION TECHNOLOGY GOVERNANCE BASED ON THE COBIT 2019 EDM DOMAIN AT BANK XYZ https://jurnal.kharisma.ac.id/kharismatech/article/view/693 <p><em>Information technology (IT) governance plays an essential role in ensuring that the use of IT aligns with business objectives, delivers optimal value, and effectively manages risks, particularly in the banking sector. This study aims to evaluate the implementation of IT governance in the Evaluate, Direct, and Monitor (EDM) domain based on the COBIT 2019 framework at Bank XYZ. The research adopts a case study approach with an evaluative method through an assessment of the capability levels of processes EDM01 to EDM05. Data were collected through the review of IT policies and procedures, IT strategic planning documents, internal control reports, and discussions with relevant stakeholders during the observation period. The results indicate that all processes within the EDM domain have achieved capability level 4 (Managed). This finding suggests that IT governance at the top management level of Bank XYZ has been implemented in a structured, measurable, and quantitatively monitored manner. However, opportunities for further improvement remain, particularly in strengthening follow-up actions derived from IT benefits evaluation and ensuring consistent governance performance measurement across EDM processes. This study is expected to provide practical insights for enhancing strategic IT governance and to support future research on the application of the COBIT 2019 EDM domain in the banking industry.</em></p> Naufalarizqa Ramadha Meisa Putra Copyright (c) 2026 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/693 Tue, 31 Mar 2026 00:00:00 +0800 AUTENTIKASI BERKELANJUTAN BERBASIS POLA KEYSTROKE MENGGUNAKAN METODE DEEP LEARNING https://jurnal.kharisma.ac.id/kharismatech/article/view/692 <p><em>This study developed a continuous authentication system based on keystroke patterns to enhance digital identity security. The problem arose because conventional authentication only verified users at the beginning of a session, making it vulnerable to session intrusion. The proposed approach utilized free-text keystroke dynamics by analyzing key press duration, inter-key latency, and typing speed as behavioral biometric features. Data were processed through normalization, sliding window segmentation, feature extraction, training of a hybrid deep learning model combining Convolutional Neural Network and Bidirectional Long Short-Term Memory, and evaluation using False Acceptance Rate, False Rejection Rate, and Equal Error Rate. The results showed that the system consistently identified legitimate users with high accuracy, fast detection response, and low error rates. It was concluded that keystroke-based continuous authentication provided an effective, adaptive, efficient, and non-intrusive security solution</em></p> Dedi Haryanto Copyright (c) 2026 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/692 Tue, 31 Mar 2026 00:00:00 +0800