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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
Generalized Autoregressive Conditional Heteroskedasticity Approach for Television Program Viewership Trend Analysis Azzah, Alyssa Amorita; Damaliana, Aviolla Terza; Saputra, Wahyu Syaifullah Jauharis
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.v8i3.3710

Abstract

This study aims to determine whether daily television audience dynamics exhibit statistically significant conditional variance dependence that is systematically overlooked in conventional ARIMA-based broadcasting forecasts and to assess the incremental empirical value of integrating ARIMA with GARCH modeling. Using 1,096 consecutive daily observations (2022–2024) of viewers for a nationally broadcast program, we implement a diagnostic-first framework that jointly evaluates conditional mean and variance processes. Stationarity is confirmed through the Augmented Dickey–Fuller test (ADF = −3.4693, p = 0.0088), and an MA(1) specification is selected for the conditional mean (AIC = 1302.76). Residual diagnostics reveal pronounced ARCH effects (ARCH-LM = 78.4602, p < 0.001), justifying second-moment modeling. Among competing variance specifications, GARCH(2,2) yields the lowest information criterion (AIC = 1060.321) and indicates near-unit volatility persistence (Σα + Σβ = 0.9856), evidencing durable intertemporal uncertainty transmission. Out-of-sample forecast evaluation demonstrates low relative error (MAPE ≈ 1.0%), supporting empirical robustness. Unlike prior ARIMA-centered broadcasting studies that prioritize point accuracy under homoscedastic assumptions, this integration explicitly models volatility clustering as an object of inference, aligning media analytics with established volatility frameworks without overstating cross-domain novelty. The findings show that incorporating conditional variance dynamics provides measurable gains in risk-sensitive forecasting, offering a replicable approach for advertising allocation and scheduling decisions in competitive media environments.
Sensitivity Test Of Simple Additive Weighting And Weighted Product Methods For Toddler Nutritional Status Salsabila, Nadia Dita; Rahajoe , Ani Dijah; Nurlaili, Afina Lina
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.v8i3.3713

Abstract

Toddler nutritional status is an important indicator of child health and development and requires accurate assessment. In Posyandu, nutritional evaluation is often performed manually, which may lead to inefficiencies and inconsistencies when processing large amounts of data. Decision Support Systems (DSS) can assist health workers in conducting more systematic and objective assessments. Previous studies have applied multicriteria decision-making methods such as Simple Additive Weighting (SAW) and Weighted Product (WP) in various decision-making contexts. However, most studies mainly focus on producing ranking results and rarely examine how sensitive these methods are when criteria weights change. In addition, only limited research evaluates these methods using real anthropometric data collected from community health services such as Posyandu. Therefore, this study aims to analyze and compare the sensitivity of the SAW and WP methods in determining toddler nutritional status using empirical anthropometric data. The dataset consists of 412 toddlers collected from Posyandu activities, including gender, age, weight, height, and body mass index, which were converted into nutritional indicators. Sensitivity was assessed by modifying each criterion weight under two scenarios (0.5 and 1) and measuring the percentage change in the resulting preference values. The results show that the SAW method produced a change of 4%, whereas the WP method showed a change of 0.0028%. These findings indicate that SAW is more responsive to weight variations, while WP produces more stable preference values. The results provide empirical insight into the behavior of different multicriteria decision-making methods when applied to real nutritional monitoring data.
Mapping Academic Landscapes: Topic Modeling for Institutional Repositories Nuryana, Alif; Purnama, Adi
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.v8i3.3721

Abstract

The rapid growth of scientific output in institutional repositories has created significant challenges for the efficient retrieval of information, particularly when searches rely solely on unstructured metadata. Although topic modelling has been widely applied to large bodies of text, little attention has been given to Indonesian-language repositories and metadata-only datasets harvested through standardized protocols. This study aims to address this issue by using Latent Dirichlet Allocation (LDA) to analyze the research landscape of the Widyatama University Repository, based on titles and abstracts that were collected automatically via the OAI-PMH protocol. The proposed methodology integrates the following processes: automated metadata harvesting; Indonesian-language text preprocessing; probabilistic topic modelling; and quantitative evaluation using coherence metrics, complemented by qualitative interpretability analysis. The experimental results show that the optimal model was achieved with 12 topics, giving a Coherence Score of 0.5546 categorized as 'Good'. This demonstrates that meaningful thematic structures can be extracted even from limited textual metadata. The identified topics reflect the university's main research areas, such as Marketing Management (12.5%), Auditing (12.4%), and Human Resource Management (12.1%), as well as specific domains like Informatics (6.7%). To enhance practical usability, the model outputs were deployed in an interactive, Streamlit-based dashboard enabling dynamic exploration of topic relationships and temporal trends. This study contributes to repository analytics by demonstrating how topic modelling driven by metadata can transform institutional repositories into intelligent systems for discovering knowledge, supporting the navigation of research, landscape analysis and evidence-based decision-making for academic management.
Integrated Web-Based Platform for Boarding House Rental Services: Information Architecture and Booking Workflow Design Indrayani, Sri; Istikomah, Sintha
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.v8i3.3722

Abstract

Pati Regency in Central Java has experienced rapid industrial, commercial, and educational growth, attracting workers, students, and job seekers who require temporary accommodation such as boarding houses. Despite this increasing demand, the process of searching and booking boarding houses remains largely manual, relying on word of mouth, roadside banners, or direct visits, which leads to fragmented information, inaccurate room availability data, and inefficient search processes. This study aims to design and evaluate a web-based boarding house rental information system that addresses information asymmetry and fragmented search processes in local rental markets by providing structured property information and an integrated digital booking workflow. The research employs a system development approach consisting of requirements analysis through interviews and field observation, UML-based system modeling, web-based system implementation, and functional evaluation using black-box testing to verify the reliability of core system functions such as property search, availability display, booking submission, and payment confirmation. The resulting platform integrates structured property listings, multi-criteria search filters, interactive digital maps, and an online reservation mechanism that enables prospective tenants to identify, compare, and book boarding houses without physically visiting the property. Testing results indicate that all functional modules operate according to the specified requirements, supporting accurate property information retrieval and a continuous search-to-booking workflow. Beyond system implementation, the study contributes to research on digital property information systems by demonstrating how integrated information architecture and transaction workflows can reduce information fragmentation and improve transparency in temporary housing rental platforms.
User Experience Analysis of TikTok’s Food Voucher Feature Using the System Usability Scale Method Fajrin, Nur Fitriana; Nurajijah, Nurajijah
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.v8i3.3728

Abstract

TikTok was initially introduced as a short-form video-sharing application, yet over time it has diversified its services by embedding various digital commerce features, including in-app food voucher promotions. Through this functionality, users can conveniently obtain and redeem discounted meal offers without leaving the platform, illustrating its strategic positioning within the social commerce ecosystem. Despite the feature’s frequent use among consumers, structured academic investigations examining its usability effectiveness are still relatively scarce. Accordingly, this research explores both usability performance and user experience of the food voucher feature by applying the System Usability Scale (SUS) as the primary evaluative instrument. The study adopted a descriptive quantitative methodology, collecting responses from 298 individuals who had prior experience using the feature. Before conducting the main statistical procedures, the questionnaire items were subjected to validity and reliability testing to ensure measurement accuracy and consistency. The analysis produced a SUS score of 72.15, suggesting that the feature achieves an acceptable and reasonably strong level of usability. In addition, Pearson correlation analysis identified a significant positive relationship between perceived usability and overall user experience (r = 0.579; p < 0.001). Although the findings indicate generally favorable performance, enhancements in navigational clarity, interface coherence, and user comfort are recommended to further elevate satisfaction levels.
Development of a Web-Based Clothing Sales System for Efficiency and Customer Satisfaction Hidayat, Andrian; Dani, Dani; Anwar, A. Nurul
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.v8i3.3729

Abstract

Advances in information technology have enabled businesses to increase operational efficiency and effectiveness. Web-based clothing sales information systems support improved sales processes and more accurate inventory management. The goal of this research is to create a web-based system for tracking garment sales statistics in order to increase efficiency and customer satisfaction. The waterfall system development process was employed in the Clothing Sales System research, which included the Customer Satisfaction phases of analysis, design, implementation, testing, and maintenance. The analysis stage identifies system requirements through observation, interviews, and questionnaires. The design phase focuses on system modeling with data flow diagrams and entity-relationship diagrams. The programming language used in the implementation stage is PHP, and the database is MySQL. To guarantee that the system works properly, the testing step uses both black-box and white-box approaches. The findings reveal that the built system performs effectively and satisfies user demands, with a 90% success rate. The system can increase sales by 20% and reduce operational costs by 15%, while improving inventory management and response times. In addition, the system contributes to customer satisfaction by providing more complete and accurate product information. The average customer satisfaction score was 4.25 out of 5, indicating high user satisfaction. The waterfall technique was used to create a web-based clothes sales information system that may significantly increase business efficiency and consumer happiness. This system also enhances operational performance and supports better decision-making in clothing sales management.
Augmented Reality in Secondary Science: Implementation, Evaluation, and Cognitive Learning Outcomes Adi, Anggito Sulistyo; Kurniawardhani, Arrie
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.v8i3.3730

Abstract

Science learning at the secondary school level remains challenging due to the abstract and complex nature of subjects such as physics, chemistry, and biology, which require advanced spatial and conceptual reasoning. Although Augmented Reality (AR) has increasingly been introduced to enhance visualization and interactivity in science classrooms, empirical evidence remains fragmented across implementation types, evaluation designs, and reported learning outcomes. Prior educational technology reviews rarely provide a focused synthesis explaining how specific AR implementation features relate to cognitive learning outcomes in secondary science education, leaving an important gap in understanding the pedagogical conditions under which AR becomes instructionally effective. This study systematically reviews recent empirical research on AR in secondary science education to identify dominant implementation patterns, examine evaluation approaches, and synthesize reported cognitive learning outcomes. A Systematic Literature Review (SLR) was conducted following Kitchenham’s guidelines and the PRISMA 2020 framework. Searches in ScienceDirect and Taylor & Francis Online identified 15 peer-reviewed studies published between 2020 and 2025 that met the inclusion criteria. A structured comparative synthesis categorized AR trigger mechanisms, media formats, and evaluation strategies to identify patterns linking implementation characteristics with learning outcomes. The results show that marker-based AR integrated with interactive three-dimensional models or simulations is the most common approach and is more consistently associated with positive cognitive outcomes. Studies employing structured pre-post or quasi-experimental designs reported clearer evidence of learning gains than those relying primarily on perception-based assessments. Overall, AR effectiveness appears to depend more on instructional design quality and rigorous evaluation methods than on technological novelty alone.
Performance Comparison of Tauri and Electron Frameworks in Multiplatform Desktop Application Development Kosasih W, Prayogo; Engel, Mychael
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.v8i3.3733

Abstract

In the modern startup ecosystem, the ability to rapidly extend web-based products into desktop platforms while maintaining high performance and resource efficiency has become increasingly important. Electron has long been a dominant framework for building cross-platform desktop applications using web technologies, primarily due to its mature ecosystem and development convenience. However, Electron-based applications are often criticized for large distribution sizes and high runtime resource consumption because they bundle a full Chromium browser engine and Node.js runtime. As an alternative, Tauri has emerged as a lightweight framework that leverages Rust for backend functionality and utilizes the operating system’s native WebView for rendering the user interface. This study aims to empirically compare the performance of Electron and Tauri in multiplatform desktop application development using the same web-based codebase. A quantitative experimental benchmarking approach was employed by developing two identical prototype applications derived from a Next.js web application and packaging them separately using Electron and Tauri. Performance was evaluated using four key metrics installer file size, RAM usage, CPU utilization, and build time. Experimental results show that Tauri significantly outperforms Electron in resource efficiency. The Tauri application produced an installer size approximately 99% smaller than Electron and demonstrated up to ten times lower RAM usage during idle operation. CPU usage was also slightly lower in Tauri during both idle and active conditions. However, Tauri exhibited longer build times due to Rust’s compilation process. These findings provide practical insights for technology decision-makers and developers in selecting an efficient framework for scalable desktop application development.
Implementation of an Employee Attendance System with Web and Mobile-Based Face Recognition Technology (OpenCV) Pradana, Novant Nanda; Sardi, Sophian Andhika; Alfin, Anggi
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.v8i3.3737

Abstract

The attendance system implemented at PT Sinergi Karya Mandiri previously depended on a paid third-party platform that still presented several weaknesses in validation accuracy. The platform only allowed manual photo uploads, creating opportunities for attendance manipulation and making employee location verification difficult to ensure. This study was conducted to design and implement an attendance system based on facial recognition technology using OpenCV in order to improve the reliability, validity, and transparency of attendance records. The proposed solution was developed as an integrated system consisting of a mobile application for employees to perform attendance through face verification and GPS-based location capture, as well as a web-based application that enables the HRD division to monitor attendance activities and generate reports in real time. System development adopted the Rapid Application Development (RAD) approach, which covers the stages of Requirements Planning, User Design, Construction, and Cutover. The implementation results indicate that the system was able to apply facial recognition using the Local Binary Pattern Histogram (LBPH) method, with the recognition process executed locally on the mobile device. This mechanism supports offline functionality while also providing faster response times. Based on black box testing, all major features operated properly and produced valid results, including HRD login, employee OTP verification, facial-recognition-based attendance, employee data management, attendance location mapping, and offline synchronization reporting. Overall, the developed system reduced dependence on external paid services, minimized fraud potential, and improved operational efficiency in attendance management.
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.