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 206 Documents
Pengembangan Aplikasi Tutorising Berbasis Android Dengan Pendekatan Social Learning christopher phitoyo; Syamsul Bahri; Baizul Zaman
KHARISMA Tech Vol 21 No 2 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i2.592

Abstract

perkembangan teknologi digital mendorong diterapkannya pembelajaran daring, namun masih menghadapi tantangan seperti rendahnya motivasi belajar,kurangnya interaksi sosial ,dan terbatasnya bimbingan langsung. Penelitian ini bertujuan mengembangkan aplikasi tutorising, sebuah platform pembelajaran berbasis video yang mengadopsi teori social learning dari albert bandura. Aplikasi ini di rancang untuk meningkatkan partisipasi siswa melalui fitur video pembelajaran,forum diskusi,penilaian dan ulasan. Metode pengembangan yang di gunakan adalah Research and Development (R&D),sedangkan pengujian di lakukan menggunakan blackbox testing untuk memastikan fungsionalitas sistem. Hasil pengujian menunjukan seluruh fitur utama berjalan dengan baik tanpa kesalahan fungsional. Temuan ini menunjukan pendekatan social learning efektif diimplementasikan dalam aplikasi pembelajaran daring, meskipun diperlukan pengembangan konten lebih lanjut pada jenjang smp dan sma.
PENGEMBANGAN GAME RPG 2D ANOTHER WORLD REBORN MENGGUNAKAN METODE PROTOTYPING William Hosal; Abdul Munir S.; Hasniati Hasniati
KHARISMA Tech Vol 21 No 2 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i2.601

Abstract

Abstract: The development of 2D Role-Playing Games (RPGs) often faces significant challenges in translating complex concepts such as epic storylines and flexible character customization into a solid functional product. This research aims to apply and evaluate the prototyping method as a solution to overcome these challenges in the development of the game "Another World Reborn". The development process was carried out through two focused iteration cycles: the first iteration built a storyline prototype, and the second iteration built a character customization system prototype. Functional requirements for each prototype were identified through interviews with target players. Technical validation was performed using the black-box testing method on each prototype built with the RPG Maker MV engine. The test results showed that all features developed in both prototypes, including cinematic scenes, dialogues, tutorial battles, and all character customization functions, successfully ran according to the functional design without any errors found. Thus, it is concluded that the application of the prototyping method is an effective and technically feasible approach for developing games iteratively and validated, especially in the context of projects with limited resources.
DEVELOPMENT OF A LONTARA CHARACTER DETECTION APPLICATION BASED ON CONVOLUTIONAL NEURAL NETWORKS USING THE FLUTTER FRAMEWORK Linda Yanti Yo; Mohammad Fajar; Baizul Zaman
KHARISMA Tech Vol 21 No 2 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i2.603

Abstract

Lontara script is a cultural heritage of the Bugis-Makassar people that is increasingly threatened with extinction due to the limited availability of interactive learning media. This study aims to develop a mobile application for detecting Lontara script based on Flutter, integrated with a Convolutional Neural Network (CNN) model. The dataset consists of 5,017 images of Lontara script divided into 23 classes, processed through grayscale and normalization stages. The CNN model is designed with three layers of convolution and pooling, then evaluated using accuracy, precision, recall, and F1-score metrics. Testing results show that the application can detect Lontara script in real-time through Flutter and REST API integration, with the model achieving 97% accuracy. Testing under conditions with visual disturbances showed that the model could still perform detection up to a certain level of noise and blur, but performance declined under high simultaneous disturbances. These findings confirm that the application can support efforts to preserve Lontara script, though it still requires adequate image quality for optimal detection.
RE-DESIGN USER INTERFACE PADA STARTUP KAMI ADA UNTUK MENINGKATKAN USER EXPERIENCE DENGAN METODE USER CENTERED DESIGN Jevon Kirk Macciano; Mohammad Sofyan S. Thayf; Arianti
KHARISMA Tech Vol 21 No 2 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i2.616

Abstract

KAMI ADA is a digital platform startup that connects the public with service providers such as well drilling, toilet suction, and iron welding through the website kamiada.com. Currently, KAMI ADA has 56 users, but feedback indicates concerns about the website's poor appearance. Measurements using the System Usability Scale (SUS) on 20 users resulted in a score of 42.875, with a grade of F, a rating of "poor" and an acceptance level of "not acceptable." This score indicates that the majority of users experienced difficulties, indicating a very poor user experience and the need for design improvements. To address this issue, KAMI ADA will redesign the system on the website using the User-Centered Design (UCD) method. The UCD approach was chosen because it places the user as the main focus in every design stage, with the hope of creating a system that is functional, satisfying, efficient, and enjoyable for users. Through this redesign, KAMI ADA aims to increase the value of services, strengthen relationships with users, and encourage sustainable business growth.
Analysis and Design of User Interface for Attendance Data Processing Application Using ChatGPT 4.0 Marcelino Ponto
KHARISMA Tech Vol 21 No 2 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i2.627

Abstract

Recently, the use of ChatGPT in software engineering has become increasingly popular, particularly in code development. The utilization of ChatGPT can significantly save time and costs if implemented effectively. This study aims to explore the capabilities of ChatGPT in various aspects of software engineering, specifically in requirements analysis, activity diagram creation, use case modeling, class diagram development, system architecture design, and user interface design for a fingerprint attendance data processing application. The research results are examined using content analysis methods based on primary data generated by ChatGPT. From this study, it can be concluded that ChatGPT has certain limitations in some stages of software engineering. User intervention is required to validate, supplement, and revise errors in the generated responses.
Optimalisasi Pembelajaran Calistung Dengan Menggunakan Aplikasi Pembelajaran Calistung aisyah affani; Yang Rindri; Indah Pratiwi
KHARISMA Tech Vol 21 No 2 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i2.660

Abstract

Penelitian ini bertujuan untuk mengoptimalkan proses pembelajaran membaca, menulis, dan berhitung bagi anak usia dini melalui pengembangan aplikasi pembelajaran. Keterampilan dasar ini sangat penting sebagai langkah awal untuk memasuki jenjang pendidikan berikutnya. Metode penelitian meliputi analisis kebutuhan, perancangan sistem, implementasi aplikasi, dan pengujian menggunakan metode kotak hitam untuk memastikan setiap fitur berfungsi sebagaimana mestinya. Aplikasi ini dikembangkan berbasis teknologi interaktif dengan menggabungkan elemen animasi, audio, dan desain antarmuka yang sederhana dan sesuai dengan karakteristik pembelajaran anak usia dini. Hasil penelitian menunjukkan bahwa penggunaan aplikasi ini dapat meningkatkan minat belajar, motivasi, dan keterlibatan aktif anak dalam memahami keterampilan literasi dasar. Hal ini terbukti dari hasil pengujian menggunakan metode Normalised Gain yang memperoleh hasil sebesar 0,8 yang termasuk dalam kategori gain tinggi. Selain itu, aplikasi ini juga memudahkan peran orang tua dan pendidik dalam mendampingi proses belajar anak. Optimalisasi pembelajaran dengan aplikasi dari segi tampilan, konten, dan fitur interaktif terbukti efektif dalam menciptakan pengalaman belajar yang lebih menyenangkan.
Designing a Mobile Application for Polman Babel Internship Administration Using an Iterative Prototyping Model Riki Afriansyah, Lita Rahmania, Eko Sulistyo
KHARISMA Tech Vol 21 No 2 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i2.671

Abstract

Internships are an important component of vocational education because they provide students with real-world work experience to understand industrial processes firsthand. However, internship administration at the Bangka Belitung State Manufacturing Polytechnic was previously carried out manually through paper logbooks, signed attendance sheets, and physical document validation. This process often caused problems such as delays in verification, risk of data loss, difficulty in daily monitoring, and a lack of transparency of information between students, industry partners, and supervising lecturers. Based on these issues, this study designed a mobile application to digitize the entire internship administration process using the prototyping method. This approach allows for rapid prototyping, direct user feedback, and iterative improvements until the system reaches its final form that meets the needs. The research phase included data collection through interviews, observations, and literature review, needs analysis, interface design, Android application implementation, and system testing. The results showed that the application provides digital logbook features, location-based attendance, document upload, industry partner validation, supervisor monitoring, and trial scheduling. Testing demonstrated that all functions functioned well and user acceptance reached the very acceptable category. Therefore, this application can be an effective solution to improve the accuracy, efficiency, and integration of internship administration in vocational education environments.
WEB APPLICATION FOR PLANT MANAGEMENT AND PEST-DISEASE DIAGNOSIS BASED ON RAD Husnul Fadlilah; Riki Afriansyah; Nur Khasanah
KHARISMA Tech Vol 21 No 2 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i2.673

Abstract

Penggunaan teknologi informasi di bidang pertanian semakin dibutuhkan untuk membantu petani mengelola tanaman dan mendeteksi hama dan penyakit secara cepat dan akurat. Proses identifikasi yang masih dilakukan secara manual seringkali menimbulkan keterlambatan dan potensi kesalahan, sehingga dibutuhkan sistem digital yang dapat menyediakan informasi diagnostik yang akurat. Penelitian ini bertujuan untuk mengembangkan aplikasi web untuk manajemen tanaman dan diagnosis hama-penyakit menggunakan metode Rapid Application Development (RAD). Metode RAD dipilih karena memungkinkan pengembangan sistem yang lebih cepat melalui pembuatan prototipe iteratif dan keterlibatan pengguna secara aktif, sehingga menghasilkan aplikasi yang lebih sesuai dengan kebutuhan lapangan. Aplikasi ini menyediakan fitur untuk mengelola data tanaman, mencatat gejala, dan menentukan hasil diagnostik, lengkap dengan tingkat keyakinan dan rekomendasi penanganannya. Hasil pengujian menunjukkan bahwa semua fungsi utama bekerja dengan baik dan dapat mendukung proses identifikasi dengan lebih mudah dan efisien. Pengujian penerimaan pengguna juga menunjukkan respon yang sangat positif, dengan 86,4% responden menyatakan “Sangat Setuju” terhadap kemudahan penggunaan dan manfaat aplikasi. Secara keseluruhan, aplikasi ini dinilai layak dan efektif sebagai solusi pendukung keputusan dalam pengelolaan tanaman dan deteksi dini hama dan penyakit, serta berpotensi mendukung penerapan pertanian presisi.
A Web-Based Hotel Management System with Midtrans Payment Integration and Email Notification Features M. Galvin Prihardi Putra; Irwan; Bradika Almandin Wisesa
KHARISMA Tech Vol 21 No 2 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i2.677

Abstract

This study aims to design and develop a web-based Hotel Management System as part of the digitalization of operational processes at Hotel Letco In, which previously relied on manual procedures. The manual workflow caused several issues, including limited access to room availability, a high risk of data entry errors, and inefficiencies in reservation and reporting processes. The developed system includes modules for user registration and authentication, online room booking, room and facility management, payment integration using Midtrans, and automated email notifications through SMTP. In addition, the system provides a PDF-based transaction receipt feature to support administrative documentation. Functional testing using the Black Box method showed that all features operated according to requirements and supported more efficient hotel operations. Overall, the system improves reservation efficiency, enhances data accuracy, and provides a faster and more structured service experience for both users and hotel administrators.
Internet of Things-Based Chinning Up and Pull Up Monitoring System intan ayu; Tasya Ananda; Riki Afriansyah; Ocsirendi
KHARISMA Tech Vol 21 No 2 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i2.688

Abstract

This study was conducted to design and develop an automated counting system for Chinning Up and Pull Up exercises based on the Internet of Things, aimed at improving the accuracy and efficiency of physical fitness assessment. The proposed system integrates a SHARP GP2Y0A21 infrared sensor to detect movement repetitions and an electromyography sensor to measure biceps and triceps activity. All captured data are processed by an ESP32 microcontroller and transmitted directly to Firebase Realtime Database, then displayed through a web interface developed using Laravel. The system supports three user roles—admin, supervisor, and athlete—each responsible for account management, training monitoring, and access to performance records. Testing procedures were carried out using Blackbox Testing and User Acceptance Test to evaluate measurement accuracy and usability. The results indicate that the system can identify repetitions with an accuracy of 96.8% and measure muscle activity with an accuracy of 94.5%. Training data are presented in real time and stored as monitoring records. Based on these findings, the system is considered effective in providing an objective, measurable, and integrated evaluation mechanism for exercise performance