This research is related to the effort to design a more representative learning system to improve the learning result of digital fashion design, through the development of interactive multimedia based on motion graphic. This research is aimed to know the effect of interactive multimedia application based on motion graphic to increase the mastery of the concept and skill of the students to making fashion designing in digital format. The research method used is quasi experiment with research design of Nonequivalent Control Group Design. The lectures are conducted in two different classes, namely class A as the Experimental Class and class B as the Control Class. From the calculation result after interpreted using Normalize Gain, there is an increase of higher learning result in student with interactive learning based on motion graphic, compared with student achievement on conventional learning. In this research, interactive multimedia learning based on motion graphic is effective toward the improvement of student learning in concept mastering indicator and on the aspect of making fashion design in digital format.
Abstract. The learning process is believed will reach optimal results if facilitated by diversity of learning's device from aspects of the approach, method, media or it's evaluation system, in individually, groups, or as well as classical. One of the learning's Device can be developed in an attempt to improve the results of the study is Computer Based Learning (CBL). CBL was developed aim to help students to understand the concepts of the learning material which presented interactively by the system and able to provide information and learning process better. This research is closely related to efforts to improve the quality of Fashion design in digital format learning, with specific targets to generate interactive multimedia-based animation as effective media and learning resources for fashion design learning. Applications that are generated may be an option for delivering learning material as well as to engender interest in learning as well as understanding with students against the subject matter so that it can improve the learning achievements of students. The instruments used to collect data is a test sheet of mastering the concept which developed on the basis of indicators understanding the concept of fashion design, the material elements and principles of fashion design as well as application on making fashion design. As for the skills test is done through test performance to making fashion design in digital format. The results of testing against the mastery of concepts and skills of fashion designing in digital formatted shows that experimental group obtained significantly higher qualifications compared to the control group. That means that the use of interactive multimedia-based animation, effective to increased mastery of concepts and skills on making fashion design in digital format.
Seni Pop Art atau Populer Art merupakan seni populer aliran seni dipengaruhi fenomena sosial maupun budaya yang berkembang di masyarakat. Kehadiran seni Pop Art pada tahun 1960-an di Amerika dan Inggris, budaya pada zaman itu mengaitkan unsur gaya/style yang diusungnya. Gaya Pop Art divisualisasikan pada bentuk karya dimanfaatkan oleh dunia industri khususnya desainer grafis Indonesia diwujudkan pada pakaian menargetkan anak muda sebagai calon konsumen, terlepas dari trend pengunaan teknik, material serta bentuk yang jadi sasaran produksi dalam dunia industri di Indonesia. Sumber ide pada penciptaan karya seni Pop Art menjadi suatu hal yang menarik menggunakan teknik digital print. Keunggulan teknik digital print adalah dapat menghasilkan hasil yang telah dibuat, komposisi warna menghasilkan visual hidup. Dalam penelitian ini mengembangkan teknik digital print dengan menggunakan karya seni Pop Art.
This study aims to design and create a virtual chemical textile laboratory model as an effort to improve students' understanding of learning Textile Chemistry, especially on the subject of making cellulose-based regenerative textile fibers that have a high level of abstraction and complexity. Theoretical learning in the form of verbal symbols, empirically is not representative enough to explain the concept of the system that is needed, so that the possibility is not affordable (likely to inaccessible) by students which effected to the lessen of learning experiences. These conditions have implications for the lack of student understanding of these processes which is indicated by the acquisition of low learning outcomes. The specific target of this research is to produce a virtual laboratory device as a simulation medium for learning textile chemistry on the subject of making effective cellulose-based regenerative fibers. Furthermore, the model developed is validated to get input from experts related to the technology used, design and process content in the developed model. The validation results show that this model is suitable for use in the study of textile chemistry and can be used to improve students' understanding of the material for making cellulose-based regenerative textile fibers. In the limited trials that have been carried out, there are some features, image choices, and some simulations that need to be refined to avoid students' misinterpretations of the planned chemical process concept. Students involved in the trials are more motivated to continue learning related concepts that have been learned. In subsequent studies this model will be tested on a broader scale to measure its effect on the mastery of concepts and its ability to improve learning outcomes in textile chemistry courses, on the material for making cellulose-based regenerative fibers.
Penelitian ini bertujuan untuk mengembangkan multimedia pembelajaran interaktif berbasis animasi untuk meningkatkan motivasi belajar mahasiswa pada pembelajaran Teknologi Desain Busana. Metode penelitian yang digunakan adalah penelitian dan pengembangan, sedangkan perangkat lunak yang digunakan adalah Adobe Flash. Penelitian ini menyimpulkan bahwa multimedia pembelajaran interaktif yang dirancang secara menarik akan membangkitkan motivasi dan rangsangan kegiatan belajar siswa, membantu siswa meningkatkan pemahaman materi pembelajaran serta menumbuhkan kreativitas belajar sehingga akan berdampak pada peningkatan kualitas pembelajaran.
Abstrak : Penelitian ini bertujuan untuk mengetahui relevansi antara kemampuan dalam pengolahan perangkat lunak Corel Draw 13, hasil desain busana berformat digital yang dihasilkannya, serta relevansi antara kedua variabel yang diteliti. Populasi dan sampel penelitian ini adalah mahasiswa Paket Manajemen Desain Mode Program Studi Pendidikan Tata Busana Jurusan PKK FPTK UPI angkatan 2005 dan 2006 sebanyak 31 orang. Metode yang digunakan adalah metode deskriptif korelasional, sedangkan pengumpulan data dilakukan dengan melakukan penilaian terhadap tugas pada mata kuliah Komputer Terapan dan tugas pembuatan desain busana berformat digital pada mata kuliah Desain Mode. Data tersebut selanjutnya diolah dengan menggunakan perhitungan/analisis statistik. Hasil penelitian menunjukkan bahwa responden cenderung memiliki kemampuan yang sangat tinggi dalam mengolah perangkat lunak Corel Draw 13, demikian pula halnya dengan kualitas tampilan desain busana berformat digital yang dihasilkannya, sebagian besar berada pada kriteria sangat tinggi. Selanjutnya melalui perhitungan terhadap koefisien determinasi (KD) pada tingkat kepercayaan 95% dan 99% diperoleh hasil sebesar 81%. Hasil penelitian tersebut menunjukkan adanya hubungan fungsional yang posistif dan signifikan antara kemampuan pengolahan perangkat lunak Corel Draw 13 dengan kualitas tampilan desain busana berformat digital yang dibuatnya. PENDAHULUANPembangunan di Indonesia pada hakekatnya adalah pembangunan manusia seutuhnya, karena kunci pembangunan adalah faktor manusia sebagai unsur paling utama yang memiliki mutu kemampuan tinggi dan mampu mensukseskan pembangunan. Dalam rangka meningkatkan kualitas sumber daya manusia, pendidikan menjadi faktor utama, karena pendidikan jelas berperan
Indonesia is known as a country with abundant wealth, including the wealth of traditional houses and flora. Traditional houses and flora are part of the natural wealth and culture of Indonesia, including a system of tools and living equipment and technology. The traditional house of Bolon is a work of cultural heritage that still exists today, as a residence for kings and has a philosophy and noble meaning contained in every corner of the building. Tien orchid (Cymbidium hartinahianium) is an endemic plant of North Sumatera,which lives in groups and was first discovered in 1976. As a source of archipelago ideas from the North Sumatera region, the traditional house of Bolon and the Tien Orchid flower can represent a symbol of the natural and cultural wealth of the people of North Sumatera, is one of the largest provinces in Indonesia. The curved design of the party dress that will be made is inspired by the shape of Bolon traditional house and Tien Orchid flower. The materials used for the curls are Ulos Sadum woven cloth, embroidery threand, pearls, and organza ribbon flowers. The method used is Project Based Learning (PBL). The result of this exploration study are aimed at preserving Indonesia’s natural and cultural wealth which is starting to become extinct and forgetten, through making a amatching and beautiful party dress. Key words: Lekapan technique, Rumah Bolon, Tien Orchid
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