cover
Contact Name
Budi Hermawan
Contact Email
-
Phone
+62081703408296
Journal Mail Official
info@kdi.or.id
Editorial Address
Jl. Flamboyan 2 Blok B3 No. 26 Griya Sangiang Mas - Tangerang 15132
Location
Kab. tangerang,
Banten
INDONESIA
bit-Tech
ISSN : 2622271X     EISSN : 26222728     DOI : https://doi.org/10.32877/bt
Core Subject : Science,
The bit-Tech journal was developed with the aim of accommodating the scientific work of Lecturers and Students, both the results of scientific papers and research in the form of literature study results. It is hoped that this journal will increase the knowledge and exchange of scientific information, especially scientific papers and research that will be useful as a reference for the progress of the State together.
Articles 642 Documents
User Performance Evaluation in a Gamified Logistics Training Simulation Using Behavioral Metrics Al Novianti Ramadhani Sulaksono; Cahyo Prianto; Mohamad Nurkamal Fauzan
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.v8i2.2934

Abstract

The evolution of digital technology has transformed workforce training through gamification and interactive simulation. This study introduces SIMBA, a novel simulation-based logistics operations training platform built in Unity, distinguished by its integration of multimetric behavioral analytics for real-time user performance evaluation. Unlike conventional gamified systems that predominantly assess user perceptions or learning outcomes qualitatively, SIMBA combines task-oriented behavioral metrics task duration, error rate, and score progression within a sequential four-level simulation representing authentic logistics operations: order entry, package classification, route planning, and delivery execution. Each level incorporates adaptive game mechanics, forward-chaining inference logic, and systematic behavior tracking to capture granular user interaction data. A cohort of 30 participants was assessed using non-parametric statistical methods (Friedman and Wilcoxon Signed-Rank tests), with correlation analyses (Pearson and Spearman) employed to examine inter-variable relationships. Results revealed statistically significant performance variation across levels and a strong inverse correlation between error rates and final scores, affirming the scoring model’s behavioral sensitivity. Through the use of heatmaps and line graphs, distinct learning trajectories growth, stagnation, and fluctuation were identified, highlighting SIMBA’s capacity for personalized training insights. This research advances the field by offering an integrated evaluation framework that operationalizes behavioral metrics within gamified simulations, enabling quantifiable, adaptive, and contextually valid assessment of user learning in logistics training. Future studies should expand the participant base, disaggregate the impact of specific game mechanics, and incorporate biometric or psychophysiological indicators to deepen understanding of user engagement and cognitive load.
Optimization Of Food Product Sales System and Customer Service Through Customer Relationship Management Approach Anggun Fergina; Yulva Cintakandida; Gina Purnama Insany
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.v8i2.2943

Abstract

ABC Kitchen, a micro, small, and medium enterprise (MSME) in the culinary sector, faced operational inefficiencies due to manual data management and a lack of integration between ordering and payment processes. This study developed a web-based Customer Relationship Management (CRM) system using the IDIC (Identify, Differentiate, Interact, Customize) model to address these issues. Functional validation was conducted using black-box testing, which evaluates system performance against predetermined requirements without examining the internal code structure. Test results on four captured pages demonstrated a 100% success rate across 13 functional scenarios. The system enables automatic customer identification from transaction history, personalized promotions through preference-based differentiation, real-time interactions through an intuitive user interface, and service customization such as vouchers, various payment options, and VIP membership features. Furthermore, an analytics dashboard provides administrators with actionable insights to monitor customer behavior and sales trends, supporting data-driven decision-making. This study contributes to the MSME digital transformation literature by demonstrating how CRM integration can enhance customer engagement, improve operational efficiency, and provide a competitive advantage in a dynamic market environment. The novelty of this study lies in tailoring CRM to the specific operational and marketing needs of micro-scale culinary businesses, enabling sales growth and customer loyalty through an easily accessible sales system. This study demonstrates how context-specific digital CRM solutions can accelerate MSMEs' digital transformation, increase competitiveness, and create a sustainable foundation for growth in a dynamic market. 
Enhancing E-Commerce System Scalability Through Event-Driven Architecture with RabbitMQ and Docker Rifqi Ramdhani; Alun Sujjada; Nugraha Nugraha
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.v8i2.2948

Abstract

The rapid expansion of e-commerce in Indonesia has intensified the demand for highly scalable and responsive systems, especially during high-traffic periods. Traditional architectures that rely on synchronous Remote Procedure Call (RPC) models often experience performance bottlenecks, which can degrade user experience during peak load. To address this limitation, this study evaluates the use of an Event-Driven Design (EDD) architecture to improve system scalability and responsiveness. The objective is to compare the performance of RPC and EDD architectures using the "Add to Cart" feature an essential interaction in the e-commerce transaction flow as a benchmark. Two identical e-commerce prototypes were developed: one utilizing RPC and the other EDD, which incorporates asynchronous message processing. Performance testing was conducted using virtual users under multiple load scenarios to assess average response time and throughput. Results showed that the EDD-based system achieved up to 495 requests per second and maintained response times as low as 49–52 ms, whereas the RPC-based system peaked at only 5.1 requests per second with significant latency increases. These results represent a performance improvement of over 9,000% in throughput, confirming EDD's superiority in high-concurrency environments. This study contributes empirical evidence to the architectural decision-making process in e-commerce system design by demonstrating the substantial advantages of asynchronous, decoupled communication models. The findings support the adoption of EDD as a scalable and resilient solution for modern e-commerce platforms facing unpredictable traffic loads.
Web-Based Drug Inventory System with FIFO Method and SCM Approach at Risa Farma Pharmacy Mayang Selpiyana; Anggun Fergina; Indra Yustiana
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.v8i2.2951

Abstract

Drug inventory management plays a crucial role in pharmacy operations as it directly relates to drug availability, service accuracy, and the prevention of losses caused by expired medicines. However, many small-scale pharmacies still rely on manual recording, which is prone to stock discrepancies, delayed detection of near-expired drugs, and low administrative efficiency. To address these issues, this study developed a web-based drug inventory system implementing the First In First Out (FIFO) method combined with a Supply Chain Management (SCM) approach. The system was developed using the System Development Life Cycle (SDLC), which includes planning, requirements analysis, system design, implementation, and functional as well as user testing. The results demonstrate that the system successfully reduces potential stock recording errors by up to 75% compared to manual methods and improves transaction recording efficiency by an average of 40%. The SCM approach enables the system to automatically issue alerts when stock reaches a minimum threshold and to provide restock recommendations based on demand data. A User Acceptance Test (UAT) involving 10 respondents produced a satisfaction score of 86%, indicating that the system is effective, user-friendly, and beneficial for pharmacy operations. This study concludes that the integration of FIFO and SCM in a web-based drug inventory system improves data accuracy, enhances operational efficiency, and minimizes the risk of expired medicines. Nevertheless, the system still faces limitations related to data security, internet dependency, and its suitability primarily for small-scale pharmacies.
Analysis of User Satisfaction with the Akumandiri System Using the SUS Method Istiqomah Nur Kholifah; Fatmasari Fatmasari
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.v8i2.2958

Abstract

The rapid adoption of e-government services in Indonesia highlights the need to ensure not only system availability but also usability and user satisfaction. This study evaluates the AkuMandiri system, an innovation developed by the Department of Population and Civil Registration of Ogan Ilir Regency to facilitate online management and self-printing of civil documents. The research employed the System Usability Scale (SUS) to assess user experiences, supported by insights from the Technology Acceptance Model (TAM) and DeLone & McLean’s IS Success Model to capture broader dimensions of satisfaction and trust. Data were collected from 97 respondents through questionnaires and observations.The analysis revealed an average SUS score of 76.22, which falls into the “acceptable” category, indicating that the system is generally usable. Findings further highlight that ease of use and trust serve as the main drivers of user satisfaction, while system reliability and interaction quality exert relatively weaker influence. These results suggest that although the AkuMandiri application has improved efficiency and accessibility in population administration, challenges remain regarding error handling mechanisms and interface complexity. This study contributes both theoretically and practically: it advances e-government usability research by integrating SUS with TAM and DeLone & McLean frameworks, and it provides actionable recommendations for local governments. Specifically, improvements in interface design, user education, and transparency are necessary to enhance public trust and ensure the long-term sustainability of digital public services.
Design and Implementation of Digital Medical Record System Using the Boyer–Moore Algorithm Fidela Carissa Aramintha; Afina Lina Nurlaili; Firza Prima Aditiawan
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.v8i2.2959

Abstract

Praktik Mandiri Bidan (PMB) Siti Nur Aini, A.Md.Keb., a primary healthcare facility specializing in maternal and child health, continues to rely on manual, paper-based medical records. This practice causes slow data retrieval, high risk of data loss, and storage limitations. To address these issues, this study developed BIDIG (Bidan Medis Digital), a web-based medical record system integrating the Boyer–Moore string matching algorithm to accelerate and enhance the accuracy of patient record searches. The Boyer–Moore algorithm was selected for its proven efficiency in pattern matching, enabling larger shift steps during mismatches and outperforming other methods such as Rabin–Karp, Brute Force, and Knuth–Morris–Pratt in prior research. BIDIG was implemented using the Laravel framework and MySQL database, with features for patient registration, medical record management, and reporting. Usability testing with the System Usability Scale (SUS) involved 10 respondents and achieved an average score of 87.25 (category: Acceptable, grade B, adjective rating: Excellent). Comparative performance evaluation using a Confusion Matrix on 160 records yielded accuracy of 0.9977, precision of 0.9318, and recall of 1.00, confirming near-perfect retrieval capability with minimal false positives. These results demonstrate that integrating an efficient search algorithm with an intuitive interface can substantially improve service quality and operational efficiency in small-scale healthcare facilities. The findings underscore the potential of algorithm-driven digitalization to overcome resource constraints, reduce errors, and accelerate access to critical health information offering a scalable model for broader adoption in similar clinical settings.
Utilization Of Content-Based Filtering Method In Game Recommendation With Support Vector Machine Algorithm Indra Yustiana; Ivana Lucia Kharisma; Ade Arian
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.v8i2.2966

Abstract

The explosive growth of the gaming industry has led to a "paradox of choice," where an overwhelming number of titles on platforms like Steam makes it difficult for players to discover games aligned with their personal preferences. This study addresses the critical challenge of game discovery by developing a novel recommendation system that integrates a Content-Based Filtering (CBF) approach with the Support Vector Machine (SVM) algorithm, a combination not extensively explored in the gaming domain. The system provides accurate, attribute-driven recommendations to enhance user experience. Utilizing a dataset of over 55.691 Steam games, we processed textual data such as genre, tags, and categories using TF-IDF before applying the SVM classifier. To validate its effectiveness, the model was benchmarked against K-Nearest Neighbor (KNN) across various training-to-testing ratios. The results demonstrate SVM's consistent superiority, achieving up to 98% accuracy. Notably, the high F1-score of 97.94% in genre-based recommendations signifies a well-balanced model that excels at both minimizing irrelevant suggestions and identifying relevant titles, directly translating to higher user satisfaction. The successfully deployed system, built on the Streamlit framework, was validated through black-box testing, confirming its functionality. This research confirms that the CBF-SVM model offers a highly effective solution to the game discovery problem, with future potential to incorporate hybrid filtering techniques for even greater personalization.
Cluster Analysis of Electricity Customers in Sukabumi Regency Using K-Means Clustering Andhika Oktasandira; Nugraha Nugraha; Anggun Fergina
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.v8i2.2970

Abstract

The uneven distribution of electrical energy poses a formidable challenge to strategic infrastructure planning and equitable regional development, often hindering sustainable economic growth and exacerbating socio-economic disparities. This issue is particularly acute in a vast and geographically diverse region such as Sukabumi Regency. This study addresses this critical issue by applying the K-Means clustering algorithm to segment 47 sub-districts based on comprehensive electricity customer data from 2019 to 2023, aiming to uncover distinct patterns of energy consumption. The primary novelty of this research lies in (1) its granular application of cluster analysis to sub-district-level electricity customer data for regional energy planning in Indonesia, a previously underexplored area, and (2) the implementation of the results into an intuitive, Streamlit-based interactive web application. This tool serves as a powerful decision-making dashboard for stakeholders, enabling dynamic data exploration and geographical visualization. The methodology encompasses meticulous data collection from official sources, rigorous pre-processing involving data normalization, determining the optimal number of clusters using the well-established Elbow Method, and validating cluster quality with the robust Silhouette Coefficient. The results definitively indicate that three clusters representing Low, Medium, and High energy consumption tiers are the most optimal segmentation. This is substantiated by a strong Silhouette score of 0.6911, which confirms a cohesive and well separated cluster structure. The practical implications are significant, providing a data-driven framework for prioritizing infrastructure investments, enhancing resource allocation efficiency, and supporting the formulation of more targeted energy policies. Ultimately, this study offers a replicable model for other regions facing similar challenges, fostering more sustainable development pathways
Interactive Educational Media with Gamification for Introducing Traditional Costumes to Students Taufik Bima Maulana; Muhammad Ikhsan Thohir; Dhita Diana Dewi
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.v8i2.2974

Abstract

Introducing local culture at an early age is crucial for fostering national identity, yet cultural education in Indonesian elementary schools often relies on conventional, one-way methods that fail to engage digitally native students. Prior studies using TikTok in education have been limited to passive video formats without interactive features, creating a gap for immersive, gamified approaches. This study develops and evaluates an innovative interactive educational medium using TikTok filters with gamification and Augmented Reality (AR) to introduce Indonesian traditional costumes to elementary students. The ADDIE model (Analysis, Design, Development, Implementation, Evaluation) was applied, and the media was tested with fourth-grade students at SDN 2 Parakanlima. Developed via the Effect House platform, the media presents a visual quiz where students answer through head gestures, promoting active participation. Evaluation through observation, interviews, questionnaires, and basic quantitative metrics showed a 35% increase in engagement, a 28% improvement in comprehension scores, and 92% of students reporting higher motivation. Teachers rated usability at 4.7/5 and emphasized its contextual relevance. This study concludes that TikTok filter-based educational media with gamification and AR is an effective, engaging, and accessible solution for cultural learning in the digital era. Its novelty lies in integrating AR, gamification, and a widely used social platform into a single tool for cultural education, offering a replicable model for other subjects and contexts.
Development and Implementation of a Web-Based Village Information System to Optimize Services Fahad Rizki; Nugraha Nugraha; Zaenal Alamsyah
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.v8i2.2976

Abstract

Batununggal Village faces persistent challenges in administrative services, including manual processes that cause delays, inefficiencies, and limited access to information. This study develops a web-based village information system designed to optimize these services through the Prototype method. The system integrates React.js for the frontend, Laravel for the backend, and MySQL for the database, forming a scalable and user-friendly architecture. Unlike previous studies that focused only on basic services, the proposed system introduces a more comprehensive model by combining online letter submission, resident data management, UMKM promotion, transparent APBDes reporting, and citizen complaint channels.The Prototype method was applied iteratively, allowing continuous refinement based on feedback from both residents and village staff. System testing employed black-box evaluation, confirming that all features functioned as expected. Furthermore, user satisfaction was measured through a Likert-scale questionnaire distributed to 31 residents, resulting in an overall score of 81.55%, categorized as “Agree.” Similarly, evaluations from 10 village staff indicated that 70–80% found the system very helpful in supporting their tasks. These findings demonstrate that the system improves service efficiency, increases transparency, and enhances community participation in governance. In addition to addressing long-standing service issues in Batununggal Village, the system provides a replicable model for other rural communities. Future development will prioritize the integration of automated notifications and a mobile application to broaden accessibility and ensure long-term adoption.