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Journal : bit-Tech

Adoption of the CSD Matrix to Improve the Business Process Quality of Software Development Teams Nabila Putri Ocktavia; Beni Suranto; Chanifah Indah Ratnasari
bit-Tech Vol. 8 No. 2 (2025): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i2.2739

Abstract

This research aims to improve the quality of business processes in software development teams through the application of the CSD Matrix method. The CSD Matrix was reformulated in this research as a visual decision support tool to improve early sprint planning, by mapping project elements into three categories: certainties, suppositions, and doubts. The method was applied to the software engineering team at Mamikos through the completion of Capability Maturity Model Integration (CMMI) indicator-based questionnaires, both before (pre-test) and after (post-test) implementation. The results showed a significant improvement in the process maturity level, from an average score of 2.70 (Level 2: Developing) to 4.20 (Level 4: Managed), especially in the areas of retrospective, requirements management, and onboarding. This finding confirms that the CSD Matrix is able to encourage the structuring of the planning process, strengthen the team's collective awareness of risks and assumptions, and improve the effectiveness of cross-functional communication. With its lightweight, visual, and adaptive characteristics to Agile work environments, CSD Matrix proves to be a practical approach that can fill the gap between formal documentation and the daily coordination needs of software development teams.
Measuring e-Filing Adoption as an e-Government Service Using the Technology Acceptance Model Syifa Aliya Putri; Chanifah Indah Ratnasari
bit-Tech Vol. 8 No. 1 (2025): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i1.2804

Abstract

The digital transformation of public services in Indonesia, as mandated by Presidential Regulation No. 95 of 2018 on SPBE (Electronic-Based Government System), has led to the development of e-Filing—an electronic tax return reporting system that allows taxpayers to submit their Annual Tax Return (SPT) online. However, adoption among individual taxpayers remains uneven. This study investigates the factors influencing the acceptance and use of e-Filing among individual taxpayers registered at KPP Pratama Banjarmasin using the Technology Acceptance Model (TAM). Employing a quantitative explanatory approach, data were collected from 100 purposively selected respondents through structured questionnaires and analyzed using PLS-SEM. The findings reveal that perceived ease of use significantly influences users’ attitudes, and positive attitudes, in turn, strongly predict the intention to continue using e-Filing. However, perceived usefulness shows no significant effect on either user attitudes or usage intentions, highlighting a key divergence from core TAM assumptions. Moreover, intentions to use the system significantly influence actual usage, while ease of use and usefulness do not directly drive usage intentions. This study contributes uniquely by identifying a gap between perceived system benefits and actual behavioral intent, especially in the context of infrequent or assisted use among taxpayers. It recommends broader research that includes varied demographic groups and adopts extended models like UTAUT to explore external influences such as digital literacy, policy enforcement, and user support.
Personalized Skincare Recommendation System Based on Ontology and User Preferences Asista Ainun Jannatin; Chanifah Indah Ratnasari
bit-Tech Vol. 8 No. 1 (2025): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i1.2857

Abstract

Personalized skincare product selection remains a complex but critically important challenge, as tailoring recommendations to individual skin profiles directly enhances treatment efficacy and fosters consumer trust. Traditional systems, such as content-based and collaborative-filtering, often fail to capture semantic interactions among skin types, concerns, and ingredients. To address these limitations, we propose an innovative ontology-based skincare recommendation system that integrates structured dermatological knowledge with semantic reasoning. Leveraging the Methontology framework, we developed an ontology composed of twelve core classes such as Product, Ingredient, Skin Type, and Skin Concern and more than twenty-five object properties to model interrelated concepts. The knowledge base was populated via web scraping from three prominent platforms (Sociolla, Beautyhaul, Skinsort), yielding over 3,800 products and 28,000 ingredients. We augmented this dataset with dermatological literature to ensure clinical validity. The architecture employs Apache Jena Fuseki and SPARQL for inference, with a React-Node.js web interface. Users input skin type, concerns, and sensitivities, which are translated into RDF triples and processed through semantic rules to generate personalized recommendations. An evaluation based on the Technology Acceptance Model (TAM) assessed Perceived Usefulness and Ease of Use. Ten diverse respondents rated the system with an average score of 4.5 out of 5 (SD=0.3) and endorsed the relevance of recommendations with a score of 4.8. Our findings demonstrate that semantic technologies can significantly enhance personalization and transparency in skincare solutions. This work lays a robust foundation for future innovations in beauty technology, clinical decision support, and consumer health platforms.
Siaga Kids: An Educational Game for Enhancing Self-Safety Awareness Among Elementary School Students Husein Abimanyyu; Chanifah Indah Ratnasari; Septiana Widayanti
bit-Tech Vol. 8 No. 2 (2025): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i2.3296

Abstract

Safety education is a crucial component of early childhood learning, as elementary school students often have limited ability to identify potential dangers and respond appropriately. Although numerous studies have introduced educational games for safety learning, most focus on a single topic, such as disaster preparedness or traffic safety. There remains a lack of integrated, multi-threat learning media that simultaneously address different types of risks within one child-friendly platform. This study aims to address this gap by developing "Siaga Kids," an Android-based educational game designed to enhance children’s safety awareness through interactive and age-appropriate gameplay. The development process followed the ADDIE model, which consisted of Analysis, Design, Development, Implementation, and Evaluation. The game covers three key safety themes—earthquake preparedness, traffic sign recognition, and awareness of strangers—presented through visual storytelling and simple, engaging interactions suited for young learners. The study involved 20 students from grades 2 and 3 (ages 7–9) at SDII Nurul Musthofa, Klaten, Indonesia. Data collection included a pre-test, post-test, and a usability evaluation using the System Usability Scale (SUS). The findings show an improvement in students’ average scores from 8.10 to 9.75 after playing the game. The SUS score of 80.71 indicates “Acceptable” usability with an “Excellent” adjective rating. These results demonstrate that "Siaga Kids" is easy to use, engaging, and well-received by young users. Overall, the game effectively supports multi-threat safety education and offers a promising digital tool for strengthening personal safety awareness in elementary school children.
A Comparative Study of Naïve Bayes, SVM, and BiLSTM for Indonesian Tweet Gender Classification Purna Aji Wardhana; Chanifah Indah Ratnasari
bit-Tech Vol. 8 No. 2 (2025): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i2.3405

Abstract

Indonesian social media platforms, particularly X (formerly Twitter), generate short and highly informal texts that contain linguistic cues useful for demographic inference. Given the scarcity of controlled comparative studies in Indonesian gender prediction, especially with modest datasets, this research evaluates the performance of Multinomial Naïve Bayes, Linear Support Vector Machine (SVM), and Bidirectional Long Short-Term Memory (BiLSTM) using a balanced corpus of 478 manually labeled Indonesian-language tweets. These three models were selected to represent classical probabilistic learning, margin-based linear classification, and neural sequence modeling, thereby enabling a methodologically coherent comparison across distinct algorithmic paradigms. The study implemented a unified workflow consisting of manual labeling, structured preprocessing with Sastrawi stemming, RandomOverSampler for class balancing, TF-IDF features for classical models, and sequence-based tokenization for BiLSTM. All models were trained and evaluated using a stratified 80:20 split. Experimental results show that Linear SVM achieved the strongest performance, reaching 0.833 accuracy and 0.832 macro-F1, surpassing Naïve Bayes (0.771 accuracy) and BiLSTM (0.740 accuracy). SVM also demonstrated the most stable confusion-matrix distribution and superior AUC characteristics, while BiLSTM exhibited fluctuating validation curves, indicating sensitivity to the limited dataset size. These findings reinforce that classical models—particularly Linear SVM remain highly competitive for Indonesian short-text gender classification in low-resource environments and offer practical advantages where computational constraints and data scarcity are prominent. Although the dataset is topically narrow and limited in scale, the results highlight the need for larger corpora or transformer-based Indonesian models to further enhance generalizability and downstream demographic inference.
Business Process Modeling and Prototype Development for a Digital Custom Batik Ordering System Mahendi Putri Dinanti; Chanifah Indah Ratnasari
bit-Tech Vol. 8 No. 2 (2025): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i2.3439

Abstract

Manual ordering practices pose significant challenges for many craft-based small enterprises in Indonesia, including batik producers, where customer interactions, documentation, and production tracking remain largely informal. These fragmented processes result in inconsistencies, limited data access, and coordination difficulties, particularly in custom-order workflows involving multiple approval stages. This study seeks to redesign Batik Aryu’s ordering system, develop a user-centered prototype, and evaluate its user experience to assess the impact of digitalization on operational efficiency and service quality. The methodology combines Business Process Model and Notation (BPMN) for workflow analysis, evolutionary prototyping for iterative system design, and the User Experience Questionnaire (UEQ) to evaluate perceptions from both customers and administrators. BPMN analysis identified key bottlenecks in the existing manual process, leading to the development of a streamlined digital workflow that improves traceability and communication. The prototype underwent refinement through iterative feedback from the business owner, five administrative staff, and seventeen customers. UEQ results revealed varying perceptions: administrators rated most dimensions as Below Average, while Efficiency was rated as Above Average and Novelty as Good; customers rated Efficiency as Excellent, with Attractiveness and Novelty classified as Good. These findings highlight the effectiveness of the digital system in enhancing customer-facing processes, though administrative usability requires further refinement. This study contributes to the growing body of SME digitalization literature by providing an actionable framework that integrates BPMN, evolutionary prototyping, and UEQ for digital transformation, with recommendations for backend integration and real-world testing.
A Digital Dakon Game for Elementary Mathematics Learning: An ADDIE-Based Development Nalendra, Muhammad Aulia; Ratnasari, Chanifah Indah
bit-Tech Vol. 8 No. 3 (2026): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3748

Abstract

Mathematics learning in elementary school often relies on repetitive exercises that can reduce student engagement and motivation. Digital game-based learning provides opportunities to create interactive learning environments by integrating instructional content into gameplay. In addition, ethnomathematics emphasizes connecting mathematical concepts with familiar cultural contexts. One traditional Indonesian game with mathematical potential is Dakon, which involves counting, comparison, and distribution activities. This study aimed to develop and evaluate a culturally contextualized digital mathematics game based on Dakon for elementary school students. The study contributes by integrating ethnomathematics into a structured digital game-based learning environment using the ADDIE instructional design model. The game was implemented as an Android-based application using Unity game engine with a rule-based AI opponent. Arithmetic questions were embedded into gameplay across three progressive levels to support gradual learning. The implementation involved twenty third-grade students from MI Fajar Siddiq Elementary School in Palembang, Indonesia. System functionality was validated using black-box testing, while user evaluation was conducted using a 13-item Likert-scale questionnaire measuring usability, attractiveness, effectiveness, and user acceptance. The results showed that all system features functioned as expected. User evaluation indicated positive perceptions with mean scores of 4.19 (usability), 4.17 (attractiveness), 4.38 (effectiveness), and 4.30 (user acceptance), with an overall mean of 4.25 and a feasibility percentage of 85%. The reliability test yielded a Cronbach’s alpha of 0.88, indicating strong internal consistency. These findings suggest that integrating culturally relevant games into digital learning environments can enhance engagement and support mathematics learning.
Gamification-Based Redesign of Sekawan V3 Using User-Centered Design and Usability Evaluation Sopian, Fadhlan Putera; Ratnasari, Chanifah Indah
bit-Tech Vol. 8 No. 3 (2026): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3774

Abstract

Higher education institutions expect thesis administration systems to support students not only functionally but also through clear workflow guidance and sustained engagement. In Sekawan V3, preliminary observation and an initial user interview identified issues related to limited progress visibility, fragmented workflow, unclear status feedback, and low motivational support during the undergraduate thesis process. This study aimed to redesign Sekawan V3 by integrating gamification elements based on the Octalysis framework into its interface while grounding the redesign in a user-centered design approach. The novelty of this study lies in applying gamification to a procedural academic administrative workflow to improve progress awareness and user motivation in thesis administration. The study consisted of four main stages: understanding the context of use, specifying user requirements, producing design solutions, and evaluating the resulting prototype. A high-fidelity prototype was developed in Figma by redesigning the main thesis administration features, including Dashboard, Files, Logbook, Progress Check, and Leaderboard. The gamification system was implemented through progress indicators, levels, badges, and task guidance. A usability evaluation was conducted through online unmoderated testing with 26 respondents (17 active students and 9 alumni), followed by the System Usability Scale questionnaire. The results showed an overall SUS score of 72.79, categorized as an acceptable usability level with a good user experience rating. These findings suggest that the gamification-based redesign can improve progress awareness, workflow clarity, and motivational support in thesis administration, while still requiring further refinement and full backend implementation.