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Journal : Kharisma Tech

Website-Based Library Visitor Data Collection System Using Face-API Firmansyah, Muhammad Ferdi Firmansyah; Josi, Ahmat; Swengky, Better
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.642

Abstract

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.
RANCANG BANGUN APLIKASI GAME EDUKASI OPERASI HITUNG BERBASIS GAMIFIKASI UNTUK SISWA SMP Julianto, Fadil; Sidhiq Andriyanto; Better Swengky
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.654

Abstract

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.