Skripsi
EVALUASI KEGUNAAN APLIKASI VIRTUAL REALITY UNTUK PELATIHAN PEKERJA GERAI MINUMAN MENGGUNAKAN COGNITIVE WALKTHROUGH
Indonesia’s rapidly expanding beverage industry demands efficient training methods for workers who must prepare drinks accurately under pressure. Traditional training often faces high costs, limited resources, and reliance on instructors, making it less accessible. This study introduces a Virtual Reality (VR) simulation developed with Unity to provide an immersive, cost-effective training alternative. The simulation replicates a busy café environment, enabling users to practice drink preparation and order management in realistic scenarios. Usability was evaluated using the Cognitive Walkthrough method, focusing on task completion, error detection, and user feedback. Results show that the VR system enhances participants’ ability to manage orders and maintain accuracy under stress, while offering interactive and repeatable practice without material waste. Although limited in task variety, the simulation demonstrates strong potential as an innovative tool for workforce training. This research highlights VR’s role in experiential learning and contributes to the development of immersive training applications
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