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 188 Documents
OPTIMALISASI SISTEM MANAJEMEN MATERI DAN LEADERBOARD GURU MENGGUNAKAN METODE RAPID APPLICATION DEVELOPMENT jimmi, jimmi; Sidhiq, Sidhiq; Pratama, Muhammad Setya
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.v21i1.651

Abstract

Pendidikan kewirausahaan membutuhkan dukungan media digital yang tidak hanya interaktif bagi siswa, tetapi juga fungsional bagi guru sebagai pengelola materi dan evaluator hasil belajar. Penelitian ini bertujuan untuk mengoptimalkan fungsi situs web guru dalam sistem pembelajaran kewirausahaan berbasis permainan “Pizza Joss”. Situs web guru ini dikembangkan untuk memudahkan pengelolaan materi pembelajaran dan memantau skor permainan siswa melalui fitur leaderboard. Metode pengembangan yang digunakan adalah Rapid Application Development (RAD), yang meliputi tahapan analisis, desain, konstruksi, dan implementasi. Proses optimasi dilakukan dengan meningkatkan antarmuka, alur manajemen data, dan kemudahan akses ke fitur-fitur utama sehingga situs web akan lebih efisien dan intuitif untuk digunakan oleh guru. Pengujian sistem dilakukan melalui User Acceptance Testing (UAT) dengan guru, dengan hasil yang menunjukkan bahwa semua fitur berfungsi dengan baik dan mencapai peringkat kepuasan dan kelayakan sebesar 95%, yang termasuk dalam kategori “Sangat Layak”. Oleh karena itu, hasil penelitian ini menunjukkan bahwa website guru “Pizza Joss” telah berhasil dioptimalkan secara fungsional dan dapat menjadi media pendukung yang efektif dalam pengelolaan pembelajaran kewirausahaan berbasis digital.
Development of an IoT-Based Household Solar Power Plant Monitoring and Control System erradwi, erra; Aan, Aan Febriansyah; Tri, Tri Agusti Farma
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.v21i1.653

Abstract

Solar Power Generation System (PLTS) for households equipped with an Internet of Things (IoT)-based control system is designed to improve efficiency and ease of energy usage monitoring. The research methods include the design of a household-scale solar power system, the integration of sensors for monitoring electrical parameters and environmental conditions, as well as the development of an IoT application for real-time control and monitoring. Data were collected through system testing on a household-scale simulation with variations in load and weather conditions.
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.
INTEGRASI GAME LITERASI PADA SISTEM PERPUSTAKAAN DIGITAL POLMAN BABEL affani, khairunnisa; Rindri, Yang; Zain, Syafrizal
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.v21i1.659

Abstract

Layanan perpustakaan di perguruan tinggi memerlukan inovasi digital yang tidak hanya menyediakan akses informasi, tetapi juga mampu meningkatkan keterlibatan pengguna secara interaktif. Penelitian ini dilaksanakan untuk mengembangkan sistem perpustakaan digital yang terintegrasi dengan literasi permainan sebagai solusi terhadap rendahnya partisipasi siswa dalam memanfaatkan koleksi digital di Polman Babel. Sistem yang dirancang telah memadukan akses konten perpustakaan dengan mekanisme permainan yang menampilkan tantangan, perolehan poin, dan umpan balik langsung sebagai pemicu motivasi pengguna. Metode pengembangan yang diterapkan adalah prototipe, meliputi analisis kebutuhan, perancangan, pembuatan antarmuka, dan implementasi fitur utama. Pengujian sistem dilakukan melalui User Acceptance Test kepada pelajar sebagai pengguna akhir. Hasil pengujian menunjukkan bahwa seluruh fungsi bekerja sebagaimana direncanakan dan menghasilkan tingkat penerimaan sebesar 83%. Temuan ini mengumumkan bahwa integrasi game literasi memberikan pengalaman penggunaan yang lebih menarik dan berpotensi mendukung peningkatan literasi digital melalui layanan perpustakaan berbasis teknologi.
Designing a Website-Based Internship System Using the Extreme Programming Method at Polman Babel Riki Afriansyah, Arifin Zikri, Eko Sulistyo
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.v21i1.676

Abstract

Internship programs are an important element in vocational education, but the administrative process at the Bangka Belitung State Manufacturing Polytechnic is still carried out manually, making it inefficient and error-prone. This study developed a web-based Internship Management Information System to support internship registration, logbook completion, document upload, partner validation, and scheduling and assessment of the trial. The system was built using the Extreme Programming (XP) method with PHP Laravel on the backend and HTML, CSS, and JavaScript on the frontend. A multi-role feature is provided so that admins, students, supervisors, partners, and examiners can manage data in an integrated manner. Testing through Black Box Testing and User Acceptance Testing (UAT) showed that all functions run as needed, with a user satisfaction level reaching 86.4%. These results confirm that this system is effective in increasing the efficiency, accuracy, and transparency of internship administration at the relevant institution.
AUTENTIKASI BERKELANJUTAN BERBASIS POLA KEYSTROKE MENGGUNAKAN METODE DEEP LEARNING Haryanto, Dedi
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.v21i1.692

Abstract

This study developed a continuous authentication system based on keystroke patterns to enhance digital identity security. The problem arose because conventional authentication only verified users at the beginning of a session, making it vulnerable to session intrusion. The proposed approach utilized free-text keystroke dynamics by analyzing key press duration, inter-key latency, and typing speed as behavioral biometric features. Data were processed through normalization, sliding window segmentation, feature extraction, training of a hybrid deep learning model combining Convolutional Neural Network and Bidirectional Long Short-Term Memory, and evaluation using False Acceptance Rate, False Rejection Rate, and Equal Error Rate. The results showed that the system consistently identified legitimate users with high accuracy, fast detection response, and low error rates. It was concluded that keystroke-based continuous authentication provided an effective, adaptive, efficient, and non-intrusive security solution
EVALUASI TATA KELOLA TEKNOLOGI INFORMASI BERDASARKAN DOMAIN EDM COBIT 2019 PADA BANK XYZ Ramadha Meisa Putra, Naufalarizqa
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.v21i1.693

Abstract

Information technology (IT) governance plays an essential role in ensuring that the use of IT aligns with business objectives, delivers optimal value, and effectively manages risks, particularly in the banking sector. This study aims to evaluate the implementation of IT governance in the Evaluate, Direct, and Monitor (EDM) domain based on the COBIT 2019 framework at Bank XYZ. The research adopts a case study approach with an evaluative method through an assessment of the capability levels of processes EDM01 to EDM05. Data were collected through the review of IT policies and procedures, IT strategic planning documents, internal control reports, and discussions with relevant stakeholders during the observation period. The results indicate that all processes within the EDM domain have achieved capability level 4 (Managed). This finding suggests that IT governance at the top management level of Bank XYZ has been implemented in a structured, measurable, and quantitatively monitored manner. However, opportunities for further improvement remain, particularly in strengthening follow-up actions derived from IT benefits evaluation and ensuring consistent governance performance measurement across EDM processes. This study is expected to provide practical insights for enhancing strategic IT governance and to support future research on the application of the COBIT 2019 EDM domain in the banking industry.
PENERAPAN WEBSITE MANAJEMEN TOKO SEMBAKO BERBASIS LARAVEL DENGAN METODE RAPID APPLICATION DEVELOPMENT (RAD) DI TOKO AZ MART Randy Saputra; Linda Fujiyanti; Tri Agusti Farma
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.v21i1.635

Abstract

Sistem informasi manajemen toko sembako merupakan solusi digital yang dapat membantu pemilik usaha dalam mengelola operasional toko secara efektif. Pada penelitian ini dikembangkan TUKO, sebuah sistem informasi manajemen toko sembako berbasis web yang dirancang untuk toko AZ Mart. Sistem ini dibangun menggunakan framework Laravel yang berfungsi untuk mengelola data produk, stok, pelanggan, dan transaksi penjualan. Metode pengembangan yang digunakan adalah Rapid Application Development (RAD), karena mampu mempercepat proses pembuatan sistem melalui tahapan perancangan dan evaluasi yang fleksibel. Fitur utama sistem mencakup manajemen data produk, transaksi penjualan, pencatatan pelanggan, serta pembuatan laporan penjualan secara otomatis. Berdasarkan hasil pengujian Black Box dan User Acceptance Testing (UAT), sistem berjalan dengan baik sesuai kebutuhan pengguna serta mampu meningkatkan efisiensi dan akurasi dalam pengelolaan data toko sembako.