KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech <p><img src="/public/site/images/puslit_admin/KHARISMATech_b.png"><br>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>This journal is limited to the publication of scientific papers on the results of the Thesis / Final Project research of STMIK KHARISMA Makassar students, in the scope of information systems, information technology, and computer science, under the guidance and review by a team of supervisors from lecturers who are experienced in their fields</p> en-US hasniati@kharisma.ac.id (Hasniati) puslit@kharisma.ac.id (Pusat Penelitian) Thu, 30 Oct 2025 12:12:21 +0800 OJS 3.1.2.1 http://blogs.law.harvard.edu/tech/rss 60 DESIGNING UI/UX ON LINGUALY APPLICATION USING MOBILE-FIRST DESIGN WITH GOAL-DIRECTED DESIGN METHOD https://jurnal.kharisma.ac.id/kharismatech/article/view/536 <p>This research aims to design an optimal user interface and user experience for language learning applications with the Mobile-First Design approach with the Goal-Directed Design method, which focuses on user goals. User needs analysis was conducted through questionnaires, surveys, and observations to develop usage scenarios. UI design focused on clarity, intuitive navigation, and simple layout, as well as visual appeal. At the UX stage, responsive design principles and user experience testing were applied to ensure that the app could be accessed properly on various devices. After the improvement of the Lingualy application, an evaluation using the System Usability Scale (SUS) resulted in an average score of 74.8, falling into the category of “Acceptable”, with a predicate of “C” and a rating of “Good”. This research concludes that user-centered UI/UX design makes language learning more effective and enjoyable, and enables proficiency without the limitations of time and place.</p> Ridwan Dwiyanto Syam, Syaiful Rahman, Syamsul Bahri Copyright (c) 2025 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/536 Tue, 14 Oct 2025 00:00:00 +0800 IMPLEMENTASI TEKNIK GREY BOX TESTING DALAM TESTING APLIKASI F1MATH https://jurnal.kharisma.ac.id/kharismatech/article/view/575 <p><em>The F1Math application was developed to assist students in learning mathematics through an interactive concept inspired by Formula 1 racing. This study aims to evaluate the effectiveness of the grey box testing technique in testing the F1Math application.</em></p> <p><em>The testing method used is grey box testing with a Regression testing approach, combining an analysis of the application's internal structure and observation of its external behavior. The testing process began with analyzing the system specifications and source code, followed by unit Testing, integration Testing, and regression Testing. User simulations across various game levels were also conducted.</em></p> <p><em>The results indicate that the grey box testing technique is effective in detecting bugs during the early stages of development. This approach accelerates the debugging process and enhances application stability, especially in critical areas such as gameplay features and mathematical calculations.</em></p> <p><em>In conclusion, the implementation of the grey box testing technique significantly contributes to improving the quality of the F1Math application. This approach successfully combines the strengths of code-based and user-behavior-based Testing, resulting in a more reliable and efficient application.</em></p> Vincent Ang, Syaiful Rahman, Hasniati Copyright (c) 2025 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/575 Tue, 14 Oct 2025 00:00:00 +0800 IMPLEMENTASI FINITE STATE MACHINE UNTUK MENGATUR ALUR NARASI GAME VISUAL NOVEL MYSTIC PAGES https://jurnal.kharisma.ac.id/kharismatech/article/view/607 <p><em>Visual novels are a genre of video games that emphasized the delivery of interactive narratives, where players engaged with the storyline through a series of choices that influenced its direction and outcomes. In the development of Mystic Pages, a mystery-themed visual novel, challenges were encountered in managing branching storylines. Conventional methods such as if-else structures and flag systems were found to be inefficient and prone to logical errors when applied to large-scale scenarios. Therefore, this study aimed to implement a Finite State Machine (FSM) as a solution to manage dynamic and structured narrative flows. The storyline was represented as states within an FSM diagram, starting from the “start dialog” state to the “dialog pack end 5” state, with narrative progression determined by player choices. The results demonstrated that the documentation and visualization of Mystic Pages’ branching storylines using FSM facilitated modifications, as developers only needed to add new states and transitions without disrupting existing logic. Furthermore, black-box testing confirmed that all transitions between states operated correctly, with no issues such as dead ends or infinite loops. All branches executed as designed, achieving a 100% success rate.</em></p> Clarissa Yason, Mohammad Fajar, Baizul Zaman Copyright (c) 2025 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/607 Tue, 14 Oct 2025 00:00:00 +0800 ANALYSIS AND IMPROVEMENT OF COMFYLEARN WEBSITE PERFORMANCE USING STRESS TOOLS https://jurnal.kharisma.ac.id/kharismatech/article/view/598 <p><em>The ComfyLearn website is a supporting platform for educational applications for children aged 3–6 years old that provides information and application downloads. The initial performance audit showed low scores, namely Lighthouse at 42%, PageSpeed 72%, Pingdom 78%, and GTmetrix 80%. This study aims to analyze and improve the performance of the ComfyLearn website using four stress tools: Lighthouse, PageSpeed Insights, Pingdom, and GTmetrix. The research method includes initial analysis, implementation of improvements based on Lighthouse recommendations, and evaluation of the results of the improvements. Data was collected quantitatively through real-time audits of each tool. Improvements focused on five main variables: FCP, LCP, TBT, CLS, and SI. The final results showed a significant performance improvement with a Lighthouse score reaching 99, GTmetrix 93, Pingdom 84, and PageSpeed 79.</em></p> GABRIELLA SIAWANG, Mohammad Sofyan S. Thayf, Ahyar Muawwal Copyright (c) 2025 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/598 Tue, 14 Oct 2025 00:00:00 +0800 PENGEMBANGAN ANOTHER WORLD REBORN DENGAN MENGGUNAKAN METODE GAME DEVELOPMENT LIFE CYCLE https://jurnal.kharisma.ac.id/kharismatech/article/view/596 <p><em>Another World Reborn was developed using the Game Development Life Cycle (GDLC) method, which consists of six stages: initiation, pre-production, production, testing, release, and post-release. The initiation stage involved a literature study on RPGs and GDLC, as well as identifying player needs and initial game specifications. In the pre-production stage, a Game Design Document (GDD) was prepared, along with a storyline, character designs, UI sketches, gameplay flowcharts, and the selection of RPG Maker and legal community assets. The production stage included the creation of visual and audio assets, the implementation of turn-based gameplay, a battle system, dialogue writing, and the implementation of UI/UX. Testing was conducted in two stages: an alpha test using the blackbox testing method by an internal team, and a beta test with 15 high school students using the System Usability Scale (SUS). The test results showed that the game had good story and gameplay quality. The game was released in APK format through a personal website. The post-release stage included documentation, feedback collection, and version update plans. This project demonstrated that GDLC is effective in producing engaging and playable educational RPG games</em><em>.</em></p> Enrico Winardy, Hendra Surasa, Baizul Zaman Copyright (c) 2025 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/596 Tue, 14 Oct 2025 00:00:00 +0800 RANCANG BANGUN CHATBOT UNTUK KONSELING PSIKOLOGIS MAHASISWA STMIK KHARISMA MAKASSAR BERBASIS WHATSAPP https://jurnal.kharisma.ac.id/kharismatech/article/view/617 <p>Mental health issues such as stress, anxiety, and depression are increasingly experienced by university students, yet access to counseling services remains limited due to social stigma, low mental health literacy, and a shortage of counselors. Restricted service hours and concerns over data confidentiality further reduce the utilization of available services. A similar situation occurs at STMIK Kharisma Makassar, where the counseling unit has not been optimally utilized and its role in supporting students mental health has not been fully effective.</p> <p>This study developed Vikha (Virtual Konseling Kharisma), a WhatsApp-based virtual counseling chatbot designed to provide initial psychological support with empathy. Vikha is powered by OpenAI GPT-4 and applies prompt engineering techniques with four types of prompting: Behavior, Knowledge, Follow-up, and Scheduling.</p> <p>Prototype testing demonstrated that Vikha performed according to its design by delivering empathetic and informative responses. Final evaluation was validated by campus psychologists using scenarios representing common student problems to assess response accuracy, relevance of suggestions, and conversation follow-up. The results confirmed that Vikha is feasible, reliable, and ready to support initial counseling services at STMIK Kharisma Makassar, potentially improving access to and effectiveness of mental health services on campus.</p> Zaenab Pontoh, Marlina Copyright (c) 2025 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/617 Wed, 15 Oct 2025 11:56:00 +0800 PENGEMBANGAN SISTEM INFORMASI HAK KEKAYAAN INTELEKTUAL DAN INSENTIF KARYA ILMIAH POLMAN BABEL https://jurnal.kharisma.ac.id/kharismatech/article/view/630 <p><em>Politeknik Manufaktur Negeri Bangka Belitung (Polman Babel) is a higher-education institution that supports research and community service activities through its P3KM unit. In practice, lecturers play an active role in producing scientific works and innovations, including submitting incentive requests and registering Intellectual Property Rights (IPR). However, the previously google form submission process created several issues such as verification delays, data errors, and difficulties in tracking submission status. This study aims to develop a web based Intellectual Property and Lecturer scientific work Incentive Information System. The development employed the Rapid Application Development (RAD) method. The main features of the system include IPR proposal submission, scientific work incentive proposal submission, and validation panels for reviewers and P3KM administrators. Black-box testing results showed that all system functionalities operated according to the defined scenarios</em></p> Taqiy Jayya Muhammad, Riki Afriansyah, Indra Dwisaputra Copyright (c) 2025 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/630 Thu, 30 Oct 2025 12:30:12 +0800 PENGEMBANGAN SISTEM INFORMASI DATA PADI BERBASIS WEBSITE DI DESA RIAS MENGGUNAKAN RAPID APPLICATION DEVELOPMENT https://jurnal.kharisma.ac.id/kharismatech/article/view/631 <p>Penelitian ini bertujuan mengembangkan website sistem informasi data padi sebagai media pengelolaan data pertanian di Desa Rias. Permasalahan yang dihadapi masyarakat adalah proses pencatatan dan pengelolaan hasil panen yang masih dilakukan secara manual, sehingga menimbulkan keterlambatan informasi serta risiko ketidaktepatan data. Pengembangan sistem dilakukan menggunakan metode Rapid Application Development (RAD), yang menekankan pada kecepatan dan fleksibilitas dalam proses perancangan melalui tahapan perencanaan kebutuhan, perancangan prototipe, implementasi, dan pengujian. Pengujian dilakukan menggunakan metode User Acceptance Testing (UAT) dengan pengguna admin, untuk menilai fungsionalitas dan kesesuaian sistem terhadap kebutuhan pengguna. Hasil penelitian menunjukkan bahwa sistem mampu mengintegrasikan data padi dari petani secara terpusat, menyediakan panel admin sebagai pusat kontrol dan analisis, serta menampilkan visualisasi data panen dan penjualan dalam bentuk grafik interaktif. Seluruh komponen sistem berfungsi dengan baik sesuai kebutuhan pengguna. Dengan demikian, website ini efektif mendukung digitalisasi pertanian dan meningkatkan efisiensi pengelolaan data padi di Desa Rias.</p> Muhammad Raihan Pasha, Linda Fujiyanti, Bradika Almandin Wisesa Copyright (c) 2025 KHARISMA Tech https://jurnal.kharisma.ac.id/kharismatech/article/view/631 Thu, 30 Oct 2025 00:00:00 +0800