cover
Contact Name
Hasniati
Contact Email
puslit@kharisma.ac.id
Phone
+62411-871555
Journal Mail Official
kharismatech@kharisma.ac.id
Editorial Address
Jl. Baji Ateka No. 20 Makassar
Location
Kota makassar,
Sulawesi selatan
INDONESIA
Kharisma Tech
Jurnal Ilmu Komputer merupakan jurnal yang menampung hasil penelitian di bidang informatika dan sistem informasi, mencakup : - Sistem Informasi - Informatika - Teknologi Informasi - Ilmu Komputer - Software Engineering
Articles 172 Documents
PERANCANGAN UI/UX PADA APLIKASI LINGUALY MENGGUNAKAN MOBILE-FIRST DESIGN DENGAN METODE GOAL-DIRECTED DESIGN Syam, Ridwan Dwiyanto; Rahman, Syaiful; Bahri, Syamsul
KHARISMA Tech Vol 20 No 2 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i2.536

Abstract

This research aims to design an optimal user interface and user experience for language learning applications with the Mobile-First Design approach with the Goal-Directed Design method, which focuses on user goals. User needs analysis was conducted through questionnaires, surveys, and observations to develop usage scenarios. UI design focused on clarity, intuitive navigation, and simple layout, as well as visual appeal. At the UX stage, responsive design principles and user experience testing were applied to ensure that the app could be accessed properly on various devices. After the improvement of the Lingualy application, an evaluation using the System Usability Scale (SUS) resulted in an average score of 74.8, falling into the category of “Acceptable”, with a predicate of “C” and a rating of “Good”. This research concludes that user-centered UI/UX design makes language learning more effective and enjoyable, and enables proficiency without the limitations of time and place.
Implementation of Grey Box Testing Technique in Testing the F1Math Application Ang, Vincent; Rahman, Syaiful; Hasniati
KHARISMA Tech Vol 20 No 2 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i2.575

Abstract

The F1Math application was developed to assist students in learning mathematics through an interactive concept inspired by Formula 1 racing. This study aims to evaluate the effectiveness of the grey box testing technique in testing the F1Math application. The testing method used is grey box testing with a Regression testing approach, combining an analysis of the application's internal structure and observation of its external behavior. The testing process began with analyzing the system specifications and source code, followed by unit Testing, integration Testing, and regression Testing. User simulations across various game levels were also conducted. The results indicate that the grey box testing technique is effective in detecting bugs during the early stages of development. This approach accelerates the debugging process and enhances application stability, especially in critical areas such as gameplay features and mathematical calculations. In conclusion, the implementation of the grey box testing technique significantly contributes to improving the quality of the F1Math application. This approach successfully combines the strengths of code-based and user-behavior-based Testing, resulting in a more reliable and efficient application.
PENGEMBANGAN ANOTHER WORLD REBORN DENGAN MENGGUNAKAN METODE GAME DEVELOPMENT LIFE CYCLE Winardy, Enrico; Surasa, Hendra; Zaman, Baizul
KHARISMA Tech Vol 20 No 2 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i2.596

Abstract

Another World Reborn was developed using the Game Development Life Cycle (GDLC) method, which consists of six stages: initiation, pre-production, production, testing, release, and post-release. The initiation stage involved a literature study on RPGs and GDLC, as well as identifying player needs and initial game specifications. In the pre-production stage, a Game Design Document (GDD) was prepared, along with a storyline, character designs, UI sketches, gameplay flowcharts, and the selection of RPG Maker and legal community assets. The production stage included the creation of visual and audio assets, the implementation of turn-based gameplay, a battle system, dialogue writing, and the implementation of UI/UX. Testing was conducted in two stages: an alpha test using the blackbox testing method by an internal team, and a beta test with 15 high school students using the System Usability Scale (SUS). The test results showed that the game had good story and gameplay quality. The game was released in APK format through a personal website. The post-release stage included documentation, feedback collection, and version update plans. This project demonstrated that GDLC is effective in producing engaging and playable educational RPG games.
ANALISIS DAN PENINGKATAN PERFORMA WEBSITE COMFYLEARN MENGGUNAKAN STRESS TOOLS SIAWANG, GABRIELLA; Thayf, Mohammad Sofyan S.; Muawwal, Ahyar
KHARISMA Tech Vol 20 No 2 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i2.598

Abstract

The ComfyLearn website is a supporting platform for educational applications for children aged 3–6 years old that provides information and application downloads. The initial performance audit showed low scores, namely Lighthouse at 42%, PageSpeed 72%, Pingdom 78%, and GTmetrix 80%. This study aims to analyze and improve the performance of the ComfyLearn website using four stress tools: Lighthouse, PageSpeed Insights, Pingdom, and GTmetrix. The research method includes initial analysis, implementation of improvements based on Lighthouse recommendations, and evaluation of the results of the improvements. Data was collected quantitatively through real-time audits of each tool. Improvements focused on five main variables: FCP, LCP, TBT, CLS, and SI. The final results showed a significant performance improvement with a Lighthouse score reaching 99, GTmetrix 93, Pingdom 84, and PageSpeed 79.
IMPLEMENTASI FINITE STATE MACHINE UNTUK MENGATUR ALUR NARASI GAME VISUAL NOVEL MYSTIC PAGES Yason, Clarissa; Fajar, Mohammad; Zaman, Baizul
KHARISMA Tech Vol 20 No 2 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i2.607

Abstract

Visual novels are a genre of video games that emphasized the delivery of interactive narratives, where players engaged with the storyline through a series of choices that influenced its direction and outcomes. In the development of Mystic Pages, a mystery-themed visual novel, challenges were encountered in managing branching storylines. Conventional methods such as if-else structures and flag systems were found to be inefficient and prone to logical errors when applied to large-scale scenarios. Therefore, this study aimed to implement a Finite State Machine (FSM) as a solution to manage dynamic and structured narrative flows. The storyline was represented as states within an FSM diagram, starting from the “start dialog” state to the “dialog pack end 5” state, with narrative progression determined by player choices. The results demonstrated that the documentation and visualization of Mystic Pages’ branching storylines using FSM facilitated modifications, as developers only needed to add new states and transitions without disrupting existing logic. Furthermore, black-box testing confirmed that all transitions between states operated correctly, with no issues such as dead ends or infinite loops. All branches executed as designed, achieving a 100% success rate.
RANCANG BANGUN CHATBOT UNTUK KONSELING PSIKOLOGIS MAHASISWA STMIK KHARISMA MAKASSAR BERBASIS WHATSAPP Pontoh, Zaenab; Marlina
KHARISMA Tech Vol 20 No 2 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i2.617

Abstract

Mental health issues such as stress, anxiety, and depression are increasingly experienced by university students, yet access to counseling services remains limited due to social stigma, low mental health literacy, and a shortage of counselors. Restricted service hours and concerns over data confidentiality further reduce the utilization of available services. A similar situation occurs at STMIK Kharisma Makassar, where the counseling unit has not been optimally utilized and its role in supporting students mental health has not been fully effective. This study developed Vikha (Virtual Konseling Kharisma), a WhatsApp-based virtual counseling chatbot designed to provide initial psychological support with empathy. Vikha is powered by OpenAI GPT-4 and applies prompt engineering techniques with four types of prompting: Behavior, Knowledge, Follow-up, and Scheduling. Prototype testing demonstrated that Vikha performed according to its design by delivering empathetic and informative responses. Final evaluation was validated by campus psychologists using scenarios representing common student problems to assess response accuracy, relevance of suggestions, and conversation follow-up. The results confirmed that Vikha is feasible, reliable, and ready to support initial counseling services at STMIK Kharisma Makassar, potentially improving access to and effectiveness of mental health services on campus.
Development of an Intellectual Property and Research Incentive Information System at Polman Babel Jayya Muhammad, Taqiy; Afriansyah, Riki; Dwisaputra, Indra
KHARISMA Tech Vol 20 No 2 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i2.630

Abstract

Politeknik Manufaktur Negeri Bangka Belitung (Polman Babel) is a higher-education institution that supports research and community service activities through its P3KM unit. In practice, lecturers play an active role in producing scientific works and innovations, including submitting incentive requests and registering Intellectual Property Rights (IPR). However, the previously google form submission process created several issues such as verification delays, data errors, and difficulties in tracking submission status. This study aims to develop a web based Intellectual Property and Lecturer scientific work Incentive Information System. The development employed the Rapid Application Development (RAD) method. The main features of the system include IPR proposal submission, scientific work incentive proposal submission, and validation panels for reviewers and P3KM administrators. Black-box testing results showed that all system functionalities operated according to the defined scenarios
PENGEMBANGAN SISTEM INFORMASI DATA PADI BERBASIS WEBSITE DI DESA RIAS MENGGUNAKAN RAPID APPLICATION DEVELOPMENT Pasha, Muhammad Raihan; Fujiyanti, Linda; Wisesa, Bradika Almandin
KHARISMA Tech Vol 20 No 2 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i2.631

Abstract

Penelitian ini bertujuan mengembangkan website sistem informasi data padi sebagai media pengelolaan data pertanian di Desa Rias. Permasalahan yang dihadapi masyarakat adalah proses pencatatan dan pengelolaan hasil panen yang masih dilakukan secara manual, sehingga menimbulkan keterlambatan informasi serta risiko ketidaktepatan data. Pengembangan sistem dilakukan menggunakan metode Rapid Application Development (RAD), yang menekankan pada kecepatan dan fleksibilitas dalam proses perancangan melalui tahapan perencanaan kebutuhan, perancangan prototipe, implementasi, dan pengujian. Pengujian dilakukan menggunakan metode User Acceptance Testing (UAT) dengan pengguna admin, untuk menilai fungsionalitas dan kesesuaian sistem terhadap kebutuhan pengguna. Hasil penelitian menunjukkan bahwa sistem mampu mengintegrasikan data padi dari petani secara terpusat, menyediakan panel admin sebagai pusat kontrol dan analisis, serta menampilkan visualisasi data panen dan penjualan dalam bentuk grafik interaktif. Seluruh komponen sistem berfungsi dengan baik sesuai kebutuhan pengguna. Dengan demikian, website ini efektif mendukung digitalisasi pertanian dan meningkatkan efisiensi pengelolaan data padi di Desa Rias.
Decision Support System for Evaluating Santri Learning Performance at TPA Nurul Ihsan, Pergam Village Pidaryani, Pidaryani; Afriansyah, Riki; Pratama, Muhammad Setya
KHARISMA Tech Vol 20 No 2 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i2.634

Abstract

This study focuses on the implementation of the Simple Additive Weighting (SAW) method in the student assessment system at Taman Pendidikan Al-Qur’an (TPA) Nurul Ihsan, located in Desa Pergam. The main issue faced by the institution is that the assessment process is still conducted manually and subjectively, making it difficult to produce objective evaluation results. The SAW algorithm is applied to evaluate students based on five main criteria: Daily Scores, Midterm Test (UTS), Final Test (UAS) which include memorization of prayers, selected verses, short surahs, prayer practice, recitation performance, and attitude as well as attendance. Each criterion is assigned a weight according to its level of importance, followed by normalization and preference value calculation to determine student rankings. The system is implemented on a mobile-based platform using the Laravel and Flutter frameworks. The testing results show that the SAW method produces consistent scores with an accuracy rate of 89.03%, categorized as “Very Good” based on User Acceptance Testing (UAT). Therefore, the SAW method is proven to be effective in enhancing the objectivity and efficiency of student assessment at TPA Nurul Ihsan.
EFEKTIVITAS PENERAPAN SISTEM ABSENSI GURU BERBASIS GEOLOKASI MENGGUNAKAN METODE FEATURE DRIVEN DEVELOPMENT (FDD) DI SMP NEGERI 2 RIAU SILIP deswita, deswita; Irwan; Wathan, M Hizbul
KHARISMA Tech Vol 20 No 2 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i2.645

Abstract

The supervision of teacher attendance plays a crucial role in ensuring the smooth implementation of the learning process. However, the manual attendance system used at SMP Negeri 2 Riau Silip often leads to recording errors, time inefficiency, and data manipulation. This study aims to implement and evaluate the effectiveness of a teacher attendance system based on geolocation using the Feature Driven Development (FDD) method. The system was developed with the Flutter framework for the mobile application and Laravel for the backend, integrated through an API and supported by a MySQL database. The main features include GPS-based attendance validation, photo-based activity verification, attendance history, and real-time monitoring by administrators. The development process followed five stages of FDD, ensuring a structured and feature-oriented approach. System testing using black box testing and User Acceptance Testing (UAT) resulted in an average feasibility score of 89.73%, categorized as highly feasible. The results indicate that the implementation of the geolocation-based attendance system effectively improves efficiency, accuracy, and transparency in managing teacher attendance at SMP Negeri 2 Riau Silip.