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Backend Berbasis Laravel dengan Pendekatan Gamifikasi pada Sistem Pelaporan Tugas Harian Mahasiswa Nasrin Akhsani; Novi Tristanti
TIN: Terapan Informatika Nusantara Vol 7 No 1 (2026): June 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v7i1.10042

Abstract

Management of digital reporting of students' daily assignments still faces various obstacles, such as data inconsistencies, weak activity validation, delays in collecting assignments, and not yet optimal mechanisms that can improve student discipline on an ongoing basis. These problems show the importance of implementing a backend that is structured and capable of effectively supporting the automation of academic processes. This research aims to implement a web-based daily task reporting system backend using the Laravel framework with a gamification approach in the Nugas system. The research uses a qualitative approach with an implementation case study type and an adaptive Waterfall system development method. The research subjects consisted of 10 active students of the Informatics Study Program at Muhammadiyah Karanganyar University who were selected using a purposive sampling technique. Data collection was carried out through semi-structured interviews, observations, questionnaires and system documentation, while data analysis used source triangulation techniques to maintain the credibility of the research results. Backend implementation produces a system with 17 database Tabels, 15 controllers, and 2 main services, namely GamificationService and NotificationService. The results of black box testing on 74 RESTful API endpoints show that 72 endpoints (97.3%) function according to system requirements. Performance testing using Laravel Debugbar on 10 main endpoints shows an average database query time of ~35 ms without any N+1 query problems found, and the cache implementation runs well. Trials on 10 students showed that all respondents successfully submitted assignments and obtained the Early Bird badge, while the average questionnaire score reached 4.16 on a scale of 5 in the good category. This research provides a contribution in the form of a gamification-based Laravel backend implementation model that is integrated with a RESTful API to support the management of academic tasks in a more structured, automatic and scalable manner. Overall, the research results show that the application of gamification elements in the form of points, badges, leaderboards and achievements can increase student motivation in completing academic assignments.
Pengembangan Chatbot Customer Service dengan Retrieval-Augmented Generation pada Usaha Mikro Kecil Menengah KampusMadu Ahmad Zakky Zamani; Novi Tristanti
Bulletin of Computer Science Research Vol. 6 No. 4 (2026): June 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v6i4.1185

Abstract

Customer service in Micro, Small, and Medium Enterprises (MSMEs) is generally still conducted manually, resulting in delayed responses, inconsistent information, and high operational workload. This study aims to develop and evaluate a customer service chatbot based on Large Language Model using the Retrieval-Augmented Generation (RAG) method as an automation solution for customer service at KampusMadu MSME. The system was developed using an adaptive Waterfall approach encompassing requirements analysis, design, implementation, and testing stages. Testing was conducted through three approaches: functional testing using Black Box Testing method, retrieval accuracy testing using Precision@3, Recall@3, and Hit Rate@3 metrics, and usability testing using the System Usability Scale (SUS) involving 10 respondents. The test results show that all system functions operate as required, with average Precision@3 of 63.3%, Recall@3 of 72.5%, and Hit Rate@3 of 100%. The SUS score obtained was 69.75 (category "OK"), indicating that the system is reasonably acceptable to users. The chatbot system was successfully integrated into the KampusMadu website as an interactive widget directly accessible to customers. This study demonstrates that the application of RAG in MSME chatbots can effectively support the automation of customer service in a more responsive, informative, and contextual manner.
Rancang Bangun Website Billing Pada Penyewaan Playstation Menggunakan Metode Waterfall Erwin Irawan; Novi Tristanti
Bulletin of Computer Science Research Vol. 6 No. 4 (2026): June 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v6i4.1211

Abstract

The process of recording usage duration and calculating tariffs at the AS2 Lalung PlayStation rental business is still carried out conventionally using notebooks and calculators. This method leads to various problems, such as errors in recording the start and end times of play, inaccuracies in rental cost calculations, and difficulties in compiling daily, weekly, and monthly income reports. Furthermore, the manual system cannot properly document transaction history in a structured manner, making it difficult for business owners to monitor revenue and make business decisions. This study aims to design and build a web-based billing system capable of automatically recording rental duration, accurately calculating costs, and presenting structured and real-time income reports. The development method used is Waterfall, which includes the stages of requirement identification, system design (using UML, ERD, and mockups), implementation (using PHP, the CodeIgniter 4 framework, and MySQL database), and testing using a black-box testing approach. The main contributions of this research include the application of a 15-minute time rounding algorithm using the ceil() function, which is more proportional and fair for customers compared to conventional hourly systems, as well as the development of a lightweight, easy-to-implement web-based billing system specifically designed for the internal needs of small-to-medium-scale PlayStation rentals. In addition, this system integrates dynamic PlayStation unit management features and multi-filter income reports that are not yet available simultaneously in similar PlayStation rental systems. The results show that the system successfully records start and end times in real-time, calculates fees based on hourly rates (IDR 5,000 for PS3 and IDR 8,000 for PS4), stores all transaction data in the database, and automatically generates daily, weekly, and monthly income reports. Functional testing on 18 scenarios shows that all key features, such as admin login, PlayStation unit management, rental processing, invoice generation, and report presentation, function as required (100% success rate). With this system, the risk of recording errors can be significantly reduced, and service efficiency increases by more than 75% compared to manual methods. Future research can develop online booking features, digital payment integration, and report export to PDF or Excel formats to further expand system functionality.