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  1. Home
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  3. Vol 21 No 1 (2026): KHARISMATech Journal

DOI: https://doi.org/10.55645/kharismatech.v21i1

Published: 2026-04-02

Articles

PEMANFAATAN ARTIFICIAL INTELLIGENCE SEBAGAI ALAT BANTU PENGUJIAN APLIKASI VISUAL NOVEL MYSTIC PAGES MENGGUNAKAN METODE BLACK-BOX

Elisya Belia Maria Engka, Mohammad Fajar, Baizul Zaman

1-14

PDF (Bahasa Indonesia)

ANALYSIS OF THE EFFECT OF THE MODEL-VIEW-VIEWMODEL ON THE PERFORMANCE OF THE COMFY LEARN APPLICATION

Juan Kevin Raintung, Syaiful Rahman, Abdul Munir S

15-23

PDF (Bahasa Indonesia)

PERANCANGAN UI/UX VIXVEHICLE BERBASIS MOBILE MENGGUNAKAN PENDEKATAN WIREFRAME DENGAN METODE LEAN UX

Rivaldo Louis Leonard, Hasniati, Syamsul Bahri

24-37

PDF (Bahasa Indonesia)

THE DEVELOPMENT OF AN AI-BASED MEDICINE INFORMATION SEARCH FEATURE IN THE POTIO APPLICATION

Allycia Joshin, Moh. Sofyan S. Thayf, Zaenab Pontoh

38-50

PDF (Bahasa Indonesia)

IMPLEMENTASI FINITE STATE MACHINE SEBAGAI ALTERNATIVE STORY DALAM GAME ANOTHER WORLD REBORN

Wilbert Nickson Winarto, Marlina, Ahyar Muawwal

51-65

PDF (Bahasa Indonesia)

WEB-BASED SYSTEM DEVELOPMENT FOR THE DIGITALIZATION OF LETTER ADMINISTRATION SERVICES IN RIAS VILLAGE

Rizqi Pratama

66-79

PDF (Bahasa Indonesia)

OPTIMISATION OF THE MATERIAL MANAGEMENT SYSTEM AND TEACHER LEADERBOARD USING THE RAPID APPLICATION DEVELOPMENT METHOD

jimmi jimmi, Sidhiq, Setya

80-91

PDF (Bahasa Indonesia)

PENGEMBANGAN SISTEM MONITORING DAN KONTROL PLTS RUMAH TANGGA BERBASIS IOT

erra erradwi, Aan Febriansyah , Tri Agusti Farma

92-97

PDF (Bahasa Indonesia)

INTEGRASI GAME LITERASI PADA SISTEM PERPUSTAKAAN DIGITAL POLMAN BABEL

khairunnisa affani, Yang Rindri, Syafrizal Zain

98-109

PDF (Bahasa Indonesia)

RANCANG BANGUN APLIKASI GAME EDUKASI OPERASI HITUNG BERBASIS GAMIFIKASI UNTUK SISWA SMP

Fadil Julianto, Sidhiq Andriyanto, Better Swengky

110-124

PDF (Bahasa Indonesia)

SISTEM PENDATAAN PENGUNJUNG PERPUSTAKAAN DENGAN SCAN WAJAH BERBASIS WEBSITE MENGGUNAKAN FACE-API

Muhammad Ferdi Firmansyah Firmansyah, Ahmat Josi, Better Swengky

125-139

PDF (Bahasa Indonesia)

IMPLEMENTASI GAME EDUKASI FLUTTER “BUBBLE MATH” DALAM MENINGKATKAN PEMAHAMAN OPERASI ARITMATIKA SISWA KELAS V

Rahmat Lionza, Sidhiq Andriyanto, Tri Agusti Farma

140-153

PDF (Bahasa Indonesia)

PERANCANGAN SISTEM MAGANG BERBASIS WEBSITE MENGGUNAKAN METODE EXTREME PROGRAMMING DI POLMAN BABEL

Riki Afriansyah, Arifin Zikri, Eko Sulistyo

154-167

PDF (Bahasa Indonesia)

EVALUATION OF INFORMATION TECHNOLOGY GOVERNANCE BASED ON THE COBIT 2019 EDM DOMAIN AT BANK XYZ

Naufalarizqa Ramadha Meisa Putra

168-178

PDF (Bahasa Indonesia)

AUTENTIKASI BERKELANJUTAN BERBASIS POLA KEYSTROKE MENGGUNAKAN METODE DEEP LEARNING

Dedi Haryanto

179-187

PDF (Bahasa Indonesia)
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