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FACTORS DRIVING THE USE OF SOCIAL MEDIA IN BUYING FASHION READY TO WEAR Resi Sepsilia Elvera; Jerusalem, Mohammad Adam; Himmah, Laila Nurul; Mahanani, Chytra; Nurlita, Asri Andarini
Practice of Fashion and Textile Education Journal Vol. 4 No. 1 (2024): Practice of Fashion and Textile Education Journal
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/pftej.v4i1.43064

Abstract

This research aims to see the driving factors for the use of social media in buying Ready To Wear clothing. The research population is Yogyakarta State University Fashion Management students who buy Ready To wear clothes. Samples were taken from participants who bought Ready To Wear clothing through social media. Data were collected using questionnaires and observations. The collected data were analyzed descriptively quantitatively using the Exploratory Factor Analysis (EFA) approach. The results showed that the level of use of social social media by students showed 3 factors, with a cumulative result of 76.201. This means that the variable use of social media has a significant level in purchasing ready to wear clothing, the factor is 76.20%. In the Ready To Wear Clothing Purchase Interest variable has a significant level in the purchase of ready to wear clothing, the factor is 76.20%
PELATIHAN ARTIFICIAL INTELLIGENCE UNTUK DETEKSI MOTIF BATIK BAGI GURU SMKN 3 MAGELANG Himmah, Laila Nurul; Muslikhin, Muslikhin; Suharyadi , Aris
Abdi Seni Vol. 16 No. 1 (2025)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/abdiseni.v16i1.6403

Abstract

ABSTRACT This community service was carried out at SMK Negeri 3 Magelang with the aim of growing teachers' interest in implementing artificial intelligence (AI) in the educational field of fashion design and multimedia. This training provides additional skills in simple programming oriented towards AI-based batik motif detection. The benefit of this activity is that teachers' perceptions of the development of AI are getting better, especially in the field of vocational education. The activity program provided is batik motif detection training using MATLAB software up to coding. This service activity program was carried out in the form of mentoring and training for 20 beneficiaries. The training was held in 2 meetings, starting with providing insight and demonstration of AI concept knowledge material and MATLAB software-based programming for batik motif detection, followed by practice by the participants. The method applied in this training activity is through lecture, demonstration and discussion methods. The results achieved in this activity were that the teacher participants at SMKN 3 Magelang gained insight and additional skills in the field of AI, especially in MATLAB software for detecting batik motifs.
Pembuatan Pelindung Gadget Berbahan Perca untuk Meningkatkan Kreativitas yang Bernilai Ekonomis Bagi Remaja Panti Asuhan Al-Muthi’in Mahanani, Chytra; Jerusalem, Moh. Adam; Himmah, Laila Nurul; Elvera, Resi Sepsilia
Abdi Seni Vol. 14 No. 1 (2023)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/abdiseni.v14i1.4482

Abstract

In the era of the coronavirus pandemic, people are required to reduce outdoor activities, which affects the economy. One of the efforts to recover economic conditions is by providing skills training and knowledge about creative industries that can be used as capital to increase income. The environment around Al-Muthi'in Orphanage has many resources that can be raised to be developed in the form of creative industries, one of which is the waste of patchwork produced by small fashion industries in Yogyakarta. Creativity and innovation of the students of Al-Muthi'in orphanage need to be developed to capture the opportunities around it. The purpose of training is to increase the creativity of handicrafts of economic value, provide knowledge and insight into the entrepreneurial spirit of the youth of Al-Muthi'in Orphanage so that it can be worth selling, and open home industry opportunities for teenagers Al-Muthi'in Orphanage as an effort to improve the welfare of the family. The target of this activity is the youth of Al-Muthiin Orphanage in Maguwo village, Wonocatur Banguntapan Bantul. The methods used are lectures, demonstrations, training, and practice. The results of the manufacture of gadget-protecting products made of patchwork show that participants understand and are enthusiastic about the manufacture of such products. Through this training, the orphanage youth have the skills to improve the quality of human resources that they can develop to open businesses while creating jobs.
Pelatihan Pembuatan Desain Busana Secara Digital Bagi Peserta Didik SMK Tata Busana di Yogyakarta Himmah, Laila Nurul; Mahanani, Chytra; Elvera, Resi Sepsilia
Abdi Seni Vol. 14 No. 1 (2023)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/abdiseni.v14i1.4493

Abstract

This training activity aims to provide knowledge and skills in making digital fashion designs as a continuation of the process of making manual fashion designs for students of SMK Fashion Yogyakarta. The target of the activity is the third-year students of SMK (vocational high school) of the Fashion Expertise Program in Yogyakarta. The lecturers doing off-campus project activities related to fashion design provide training on making fashion designs digitally with the CLO 3D application. In the form of training, the speaker not only delivers material or theory but also conducts training directly to students. This activity is divided into three stages: the preparation stage, the implementation stage, and the evaluation stage. The methods used in this training activity are lectures to convey fashion design theory, demonstration methods to provide examples of the process of making fashion designs digitally, and the practice of making fashion designs using the CLO 3D application carried out by students accompanied by a presenters team. The activity results are (1) Implementing practical activities to make fashion designs with digital techniques attended by three classes, XII Busana 1, 2, and 3, consisting of 90 students. (2) Students are trained in making fashion designs with digital techniques using the CLO 3D application. Based on the evaluation of digitally making fashion designs, participants' attendance during the training reached 96%. While based on student practice results, 62% of student design result is categorized as 'good,' while 38% means fairly good. 
Pengaruh pembelajaran berbantuan media berbasis komputer terhadap kompetensi siswa membuat pola di SMKN 6 Yogyakarta Himmah, Laila Nurul; Triyono, Moch. Bruri
Jurnal Pendidikan Vokasi Vol. 4 No. 2 (2014): Juni
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (775.776 KB) | DOI: 10.21831/jpv.v4i2.2549

Abstract

Penelitian ini bertujuan untuk mengetahui perbedaan pencapaian kompetensi siswa membuat pola menggunakan pembelajaran berbantuan media adobe flash dan media power point berdasarkan kemampuan belajarnya pada mata diklat membuat pola. Penelitian ini merupakan penelitian quasi eksperimen dengan variabel terikat kompetensi siswa, variabel bebas media berbasis komputer, dan variabel moderator kemampuan siswa. Dua kelas sebagai subyek penelitian dengan 22 siswa pada masing-masing kelas, sehingga jumlah keseluruhan 44 siswa. Instrumen yang digunakan berupa lembar penilaian unjuk kerja dan soal post test. Data dianalisis dengan menggunakan uji Anova jalur ganda dan uji lanjut Tukeys. Hasil penelitian menunjukkan bahwa (1) terdapat perbedaan pencapaian kompetensi siswa membuat pola yang menggunakan pembelajaran berbantuan media adobe flash dan media power point, (2) terdapat perbedaan pencapaian kompetensi siswa pada kelompok tinggi, (3) tidak terdapat perbedaan pencapaian kompetensi siswa pada kelompok rendah, dan (4) terjadi interaksi antara penggunaan media berbasis komputer dan kelompok kemampuan siswa terhadap kompetensi siswa membuat pola. THE EFFECT OF LEARNING THROUGH COMPUTER-BASED MEDIA ON THE COMPETENCY IN PATTERN MAKING STUDENTS OF SMKN 6 YOGYAKARTAAbstractThis study aimed to investigate difference in the attainment of the student competency in pattern making that using learning strategies Adobe Flash media and Power Point media based on the learning capability of the pattern making. This was a quasi-experimental study involving student's competency as the dependent variable, computer-based media as a independent variable, and student's capability as the moderator variable. Two class as research subjects with 22 students in each class, so that the total was 44 students. The instruments were a performance assessment sheet and a post-test. The data were analyzed by means two-way ANOVA and Tukey's post-hoc test. The results of study show that (1) there was a difference in the attainment of the students competency in pattern making that using learning strategies Adobe Flash media and Power Point media, (2) there was a difference in the attainment of the students competency in the upper group learning, (3) there was no difference in the attainment of the students competency in the lower group learning, and (4) there was an interaction of the use of computer-based media and the student learning capability group on the students competency in pattern making.
Exploring Vocational Fashion Design Programs Through Creative Industry Practices: An Enterpreneurship Perspective Mahanani, Chytra; Jerusalem, Moh. Adam; Himmah, Laila Nurul; Elvera, Resi Sepsilia; Inayah, Desy Tri
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (254.989 KB) | DOI: 10.36418/syntax-literate.v8i4.11567

Abstract

Changes in the taste of consumer fashion and the development of creative industry technologies have seized wide-ranging opportunities and challenges for the fashion business. Vocational education is based on entrepreneurship that plays a vital role in encouraging innovation steps, the development of skills, and special competencies to form an entrepreneurial mentality, skills and competencies applied in the business world. This research describes a perspective from a point of view of vocational fashion design education in the creative industries business that provides an increasingly prominent picture in the development of the business world. This type of qualitative research used a phenomenological approach in conducting a study of fashion design in the practice of vocational education and creative industries to shape the spirit of entrepreneurship. This research was regarded as an effective data collection involving students of the fashion design department at Universitas Negeri Yogyakarta, Yogyakarta, Indonesia and semi-structured interviews to gather opinions from three main groups of industry professionals, namely fashion designers, creative industries, and specialists. The data was collected from different events, participants’ data, field findings, literacies, coding processes, analysis and representation, criteria for trust and authenticity, and researchers’ reflections within several perspectives. Ultimately, the project methodology was used to create a digital platform, which was proposed as a solution to the research problems. The research findings show several views on how the vocational fashion design education seeks to prepare skills, creativity, competencies, and a number of learners' skills in creative industry practices that provide some opportunities to shape entrepreneurial mentality. The fashion design in the vocational education measures the quality and independent human resources. Other findings prove that promoting the vocational fashion design education paves the way for students to realize their passion and pursue an entrepreneurial success.