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DEVELOPMENT OF A WEB-BASED POINT OF SALE (POS) SYSTEM APPLICATION FOR MRS. SULASMI'S GROCERY STORE Bian Dwi Pamungkas; Hendra Adi Saputra; Fahrur Rozi; Abdul Haris Indrakusuma
JoEICT (Jurnal of Education And ICT) Vol 7, No 2 (2023)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v7i2.4491

Abstract

    Mrs. Sulasmi grocery store is a grocery store that shells various types of goods. Mrs. Sulasmi grocery store has been established since 1998, and for almost 25 years or running the business, the store has not utilizied a supporting system for inventory recording and financial reporting. Due to the absence of such a system, store owners often face various fifficulties as monitoring inventory, calculating profit, lack of supervision over the security of good, and sometimes forgetting about product prices. ack of supervision over the security of goods, and sometimes forgetting about product prices. This research aims to develop a web-based point-of-sale (POS) system application that is suitable to assist Mrs. Sulasmi, the owner of the grocery store, in overcoming these challenges. The research methodology used is Research and Development (RnD) with a prototype development model consisting of 7 stages: (1) gathering requirements, (2) creating a prototype, (3) evaluating the prototype, (4) coding the system, (5) system testing, (6) system evaluation, and (7) system utilization. The assessment results from expert evaluators indicate that the developed product has achieved a very suitable criteria with a percentage of 100% for compatibility aspect and 100% for functional suitability aspect. Meanwhile, the field trial results indicate that the developed product has achieved a very satisfactory criteria with a score of 96.67. Based on the research findings, it can be concluded that the web-based point-of-sale system application for Mrs. Sulasmi grocery store is highly suitable for use.                                                                                                 Keywords: Web, Point of Sale, Grocery store
THE EFFECT OF PROJECT-BASED LEARNING MODEL ON STUDENT LEARNING OUTCOMES IN PRODUCTIVE SUBJECTS CLASS XII TKJ AT SMK NEGERI 1 REJOTANGAN Andhika Bagas Surya; Bian Dwi Pamungkas; Farid Sukmana
JoEICT (Jurnal of Education And ICT) Vol 8, No 1 (2024)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v8i1.5978

Abstract

This research is motivated by the low learning outcomes of students in class XII of SMKN 1 Rejotangan. The purpose of this study was to determine the effect of the use of PJBL learning model on the learning outcomes of XII grade students of SMK Negeri 1 Rejotangan. The research design used a quantitative approach with a research design of Quasi Experiment Nonequivalent Pretest-Posttest Control Group Design. The experimental class was taught using a project-based learning model and the control class used a conventional learning model, namely using a lecture learning model. The learning outcome test obtained shows that the average value of the experimental group is 72.56 and the average value of the control group is 58.84. Based on the hypothesis test, the sig value equal 0.000 at a significant level of alpha equal 0.05. This means that the sig value is less 0.05, which means that the sig value is outside the H0 acceptance area. So it can be concluded that there is an effect of the application of the PJBL learning model on the learning outcomes of XII grade students of the TKJ Department of SMK Negeri 1 Rejotangan
PENGARUH LINGKUNGAN TEMAN SEBAYA DAN MOTIVASI BELAJAR TERHADAP KEMAMPUAN BELAJAR SISWA PADA MATA PELAJARAN PRODUKTIF KELAS X DI SMK NU TULUNGAGUNG Yandria Elmasari; Vertika Panggayuh; Bian Dwi Pamungkas; Melly Yunita Prastika
JoEICT (Jurnal of Education And ICT) Vol 6, No 2 (2022)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v6i2.9284

Abstract

Pendidikan merupakan kebutuhan sepanjang masa (long life education), yang mana merupakan suatu tumpuan harapan untuk meningkatkan kualitas sumber daya manusia secara keseluruhan. Hal ini dilakukan untuk bisa menjawab tantangan perkembangan zaman. Oleh sebab itu, dunia pendidikan dimasa yang akan datang diharapkan bisa lebih dekat dengan realitas dan permasalahan hidup sehari-hari, sehingga dapat ikut berperan aktif dalam memusnahkan problem sosial yang saat ini dihadapi oleh sebagian besar masyarakat. Sehubungan dengan permasalahan tersebut peneliti membuat penelitian tentang Pengaruh Lingkungan Teman Sebaya dan Motivasi Belajar terhadap Kemampuan Belajar Siswa Kelas X di SMK NU Tulungagung. Penelitian ini bertujuan untuk megetahui ada atau tidaknya Pengaruh Lingkungan Teman Sebaya dan Motivasi Belajar terhadap Kemampuan Belajar Siswa Kelas X di SMK NU Tulungagung.Penelitian ini merupakan penelitian kausal komparatif, di mana penelitian ini bermaksud untuk mengetahui pengaruh Lingkungan Teman Sebaya dan Motivasi Belajar Terhadap Kemampuan Belajar. Penelitian ini merupakan penelitian ex-post facto dimana penelitian ini meneliti tentang variabel yang kejadiannya sudah terjadi. Analisis data yang digunakan yaitu analisis regresi linier sederhana dan analisis regresi berganda. Hasil dari penelitian ini menunjukkan bahwa (1) dari nilai signifikansi 0,001 0,05 ada pengaruh lingkungan teman sebaya terhadap kemampuan belajar dengan H01 ditolak dan Ha1 diterima. (2) dari nilai signifikansi 0,008 0,05 ada pengaruh motivasi belajar  terhadap kemampuan belajar dengan H01 ditolak dan Ha1 diterima. (3) dari nilai signifikansi 0,000 0,05 ada pengaruh lingkungan teman sebaya dan motivasi belajar  terhadap kemampuan belajar dengan H01 ditolak dan Ha1 diterima..
DEVELOPMENT OF A WEB-BASED INVENTORY INFORMATION SYSTEM FOR A UNIVERSITY ROBOTICS LABORATORY: AN AGILE DEVELOPMENT APPROACH WITH ISO 25010 EVALUATION Bian Dwi Pamungkas; Muhammad Alifi Ferdiansyah; Abdul Haris Indrakusuma; Vertika Panggayuh
JoEICT (Jurnal of Education And ICT) Vol 8, No 2 (2024)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v8i2.9280

Abstract

Effective management of laboratory assets is a critical operational challenge in higher education institutions, particularly in engineering and robotics facilities where equipment is diverse, high-value, and subject to frequent use. Manual inventory practices remain prevalent in many university laboratories, leading to data inaccuracies, untracked loans, and difficulty in accountability. This study presents the development and evaluation of a web-based inventory information system for the Robotics Laboratory of Universitas Bhinneka PGRI. The system was developed using the Agile Development methodology, encompassing six iterative phases: Planning, Implementation, Testing, Documentation, Deployment, and Maintenance. The technology stack consisted of PHP with the Laravel 9 framework for the backend and Bootstrap 5 for the frontend, supported by a MySQL relational database. The system supports three role-based user levels — Administrator, Manager/Staff, and Member — and incorporates features for real-time item registration, loan management, return tracking, transaction approval workflows, and exportable reporting. System quality was evaluated using the ISO/IEC 25010 standard, specifically the Functional Suitability and Compatibility quality characteristics. Expert validation yielded scores of 99.16% and 100% for Functional Suitability and Compatibility, respectively, both classified as 'Very Feasible.' Usability was assessed using the System Usability Scale (SUS) with small-group (n=10, SUS=94.16) and large-group (n=30, SUS=93.50) tests, both falling within the 'Excellent' category. The findings demonstrate that the developed system substantially addresses the limitations of manual inventory management in robotics laboratory environments and provides a replicable model for similar institutional contexts.
PENGEMBANGAN GAME EDUKASI BERBASIS MOBILE DALAM PEMBELAJARAN MATEMATIKA MATERI PECAHAN SEDERHANA UNTUK SD NEGERI 01 NGRANCE Abdul Haris Indrakusuma; Vertika Panggayuh; Bian Dwi Pamungkas; Irianinza Risquila Nikma
JoEICT (Jurnal of Education And ICT) Vol 7, No 2 (2023)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v7i2.9281

Abstract

Kegiatan belajar mengajar yang dilakukan di dalam kelas belum memanfaatkan ragam media pembelajaran berbasis teknologi hanya menggunakan media yang ada seperti papan tulis, guru belum memanfaatkan media teknologi lain yang bersifat interaktif. Peserta didik memerlukan media pembelajaran yang tepat untuk mengantarkan konsep pecahan sederhana agar mudah dipahami dan di mengerti. Sehubungan dengan hal tersebut maka dapat dipandang perlu untuk mengembangkan media game berbasis mobile yang layak dalam pembelajaran matematika materi pecahan untuk SD Negeri 01 Ngrance.Penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan menggunakan model pengembangan menggunakan model ADDIE (Analyze, Desain, Development, Implementation, Evaluasi). Media game edukasi ini divalidasi oleh dosen jurusan Pendidikan Teknologi Informasi Universitas Bhinneka PGRI Tulungagung. Angket digunakan untuk mengevaluasi kualitas media, kualitas materi, dan respon siswa. Uji coba media dilakukan di SD Negeri 01 Ngrance dengan jumlah responden 13 siswa dan 1 guru.Hasil penelitian menunjukkan bahwa media game edukasi berbasis mobile yang dikembangkan dengan nama Game Edukasi Pecahan Sederhana dengan materi Pecahan Sederhana. Dan Game Edukasi Pecahan Sederhana sangat layak digunakan untuk belajar pecahan sederhana siswa kelas IV. Kualitas produk media pembelajaran ini ditentukan oleh aspek kelayakan materi dan media. Penilaian aspek kelayakan ahli media memperoleh 95,7%. Dan penilaian aspek kelayakan ahli materi memperoleh 82,5%, kedua presentase tersebut dikategorikan sebagai “sangat layak”. Untuk penilaian berdasarkan respon siswa didapat presentase 92,75% dengan presentase kelayakan “sangat layak”.
PENGEMBANGAN SISTEM TES BERBASIS WEB UNTUK MATA PELAJARAN SIMKOMDIG PADA SISWA KELAS X SMK Galih Laksana Abimanyu; Bian Dwi Pamungkas
JoEICT (Jurnal of Education And ICT) Vol 2, No 1 (2018)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v2i1.729

Abstract

Penelitian ini bertujuan untuk mengembangkan sistem tes berbasis web untuk mata pelajaran Simulasi dan Komunikasi Digital (SIMKOMDIG) yang layak digunakan di SMK Negeri 1 Rejotangan dan mengetahui hasil analisis kualitas perangkat lunak yang dikembangkan menurut aspek Functional Suitability, Portability, dan Usability berdasarkan ISO 25010. Penelitian dan pengembangan perangkat lunak menggunakan metode penelitian Research dan Development (RD) dengan mengacu pada model Waterfall. Pengembangan dilakukan dengan 5 tahapan, yaitu tahap analysis, design, implementation, testing dan maintenance. Hasil penelitian menunjukkan bahwa hasil dari ke 3 aspek ISO 25010 tersebut antara lain: (1) Functional Suitability dalam uji materi memperoleh 78,3% dan uji media 100%; (2) Portability dalam pengujian pada spesifikasi komputer dan aplikasi web browser memperoleh hasil baik atau lolos uji; (3) Usability memperoleh 77,7% . Dari hasil pengujian menunjukkan bahwa sistem tes berbasis web yang dikembangkan layak digunakan untuk penyelenggaraan tes pada mata pelajaran SIMKOMDIG.
PENGEMBANGAN MEDIA AUGMENTED REALITY UNTUK PENGENALAN KOMPONEN JARINGAN KOMPUTER PADA SISWA KELAS X TKJ SMK Tegar Senja Kurniawan; Fahrur Rozi; Bian Dwi Pamungkas
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.11435

Abstract

Limited computer networking practice facilities in vocational schools often make it difficult for students to understand the structure, functions, and operation of network devices effectively. This condition highlights the need for learning media that can provide more concrete and interactive visualizations. One promising technology is Augmented Reality (AR), which enables the visualization of three-dimensional objects through smartphones that are easily accessible to students. This study aimed to develop an Augmented Reality-based learning media for the Basic Computer Network and Telecommunications Engineering subject for Grade X students of the Computer and Network Engineering program at SMK Sore Tulungagung and to determine the feasibility of the developed media. The study employed a Research and Development (R&D) approach using the ADDIE model. The findings indicate that the developed Augmented Reality-based learning media achieved a very high level of feasibility based on expert and user evaluations. The media provides realistic and interactive visualization of computer network devices, making learning materials easier to understand and increasing student engagement during the learning process. These findings suggest that Augmented Reality-based learning media can serve as an effective alternative for supporting the teaching of computer network device concepts in vocational education. ABSTRAK Keterbatasan sarana praktik jaringan komputer di Sekolah Menengah Kejuruan menyebabkan peserta didik kesulitan memahami bentuk, fungsi, dan cara kerja perangkat jaringan secara optimal. Kondisi tersebut menunjukkan perlunya media pembelajaran yang mampu menyajikan visualisasi objek secara lebih konkret dan interaktif. Salah satu teknologi yang berpotensi digunakan adalah Augmented Reality (AR) karena mampu menampilkan objek tiga dimensi secara virtual melalui perangkat smartphone yang mudah diakses peserta didik. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality pada mata pelajaran Dasar-Dasar Teknik Jaringan Komputer dan Telekomunikasi bagi siswa kelas X Teknik Komputer dan Jaringan (TKJ) di SMK Sore Tulungagung serta mengetahui tingkat kelayakan media yang dikembangkan. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis Augmented Reality memiliki tingkat kelayakan yang sangat tinggi berdasarkan penilaian ahli maupun pengguna. Media yang dikembangkan mampu menyajikan visualisasi perangkat jaringan komputer secara lebih nyata, interaktif, dan mudah dipahami sehingga meningkatkan keterlibatan peserta didik dalam proses pembelajaran. Temuan ini menunjukkan bahwa media pembelajaran berbasis Augmented Reality dapat menjadi alternatif pembelajaran yang efektif untuk mendukung pemahaman materi perangkat jaringan komputer pada pendidikan kejuruan.
Pengaruh Literasi Digital dan Kemampuan Berpikir Kritis Terhadap Hasil Belajar Siswa Kelas VII pada Mata Pelajaran Informatika di SMPN 3 Kedungwaru Ramadhani, Nur'Ani; Panggayuh, Vertika; Pamungkas, Bian Dwi
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.7090

Abstract

This study aims to analyze the influence of digital literacy and critical thinking skills, both partially and simultaneously, on the learning outcomes of seventh-grade students at SMP Negeri 3 Kedungwaru. The study used a quantitative approach with an ex post facto type. The study population was 193 students, with a sample of 130 students selected using proportional random sampling techniques. Data were collected through questionnaires and grade documentation, then analyzed using multiple linear regression with the help of SPSS version 25. The results showed that digital literacy had a positive and significant effect on learning outcomes (sig. = 0.000 < 0.05). Critical thinking skills also had a positive and significant effect on learning outcomes (sig. = 0.000 < 0.05). Simultaneously, digital literacy and critical thinking skills had a positive and significant effect on learning outcomes (sig. = 0.000 < 0.05). The coefficient of determination (R²) of 0.893 indicates that both variables contributed 89.3% to learning outcomes, while the remaining 10.7% was influenced by factors outside the study. This finding suggests that improving digital literacy and critical thinking skills play a significant role in improving student learning outcomes.