Matahari Bhakti Nendya
Informatika, Universitas Kristen Duta Wacana

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Rancang Bangun Aplikasi Point of Sale pada Kedai Kopi Elemen Kopi Berbasis Web Steven Sanjaya Putra; Rosa Delima; Matahari Bhakti Nendya
Jurnal Terapan Teknologi Informasi Vol 7 No 1 (2023): Jurnal Terapan Teknologi Informasi
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/jutei.2023.71.218

Abstract

The rapid development of the times has caused all aspects of life to always involve technology. With the rapid development of technology, of course it has positive and negative impacts. The positive impact that can be felt is that technology increases the effectiveness and efficiency of humans at work. One example is Point of Sale technology that can help humans in buying and selling transactions from both the customer and business owner sides.This web-based POS application is a computer software designed using the RAD method to help the owner of Elemen Kopi to record transactions, record stock items such as inventory and ingredients, employee management, make sales reports automatically and in real time. The problem faced was that before the existence of this POS application, Kedai Kopi Elemen Kopi still used a manual bookkeeping system that took a long time to record and was not computerized. This causes a high error rate that may occur. The purpose of designing this application is to provide an easy-used POS application to Kedai Kopi Elemen Kopi owners in recording accounting for both buying and selling transactions, expenditure and entry of goods. With this application, it is hoped that it can help record accounting and manage employees.
Evaluasi Usability Virtual Classroom Multi-user Menggunakan Metode GUESS Secondio Prawiro; I Kadek Dendy Senapartha; Matahari Bhakti Nendya
Jurnal Terapan Teknologi Informasi Vol 10 No 1 (2026): Jurnal Terapan Teknologi Informasi
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/jutei.2026.101.450

Abstract

This study aims to evaluate the usability and effectiveness of a Virtual Reality (VR)-based Multi-User Virtual Classroom as an alternative medium for learning Newton's Laws. The system facilitates real-time 3D object manipulation and multi-user interaction. The evaluation involved 31 high school students divided into three testing platforms: VR, Desktop (PC), and Mobile. Usability was measured using the Game User Experience Satisfaction Scale (GUESS), while learning effectiveness was assessed using Pre-Test/Post-Test methods and comparative platform analysis. Descriptive analysis based on user perception surveys indicates that the VR platform yielded the highest effectiveness trend, with an average approval score of 83.3% calculated across conceptual understanding, interaction quality, and practice quality aspects. In contrast, the Desktop platform scored 60%, and the Mobile platform scored the lowest at 50% due to control limitations and lack of immersion. Furthermore, Pre-Test and Post-Test data confirmed a significant improvement in conceptual understanding and correction of misconceptions. It is concluded that the VR-based Virtual Classroom is the most effective solution for overcoming interaction limitations in online learning compared to non-immersive platforms.