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Karakteristik Media Video Pembelajaran Desain Kostum Anita Volintia Dewi; Afif Ghurub Bestari; Kapti Asiatun; Sri Widarwati; Sugiyem Sugiyem
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3300

Abstract

Learning video media has an important role to contain information or instructional messages and can be used in the learning process. In addition, video media can also increase the enthusiasm and enthusiasm of students in participating in the learning process. Costume Design competency learning in the Fashion Design Education Study Program still uses the lecture method and direct demonstrations, so video media is needed to help students explore creativity. Research on the characteristics of Costume Design Learning Video media uses the R&D approach 4 development models of Alessi & Trollip (2001), consisting of 3 stages. namely planning, design, and development. Based on the results of the research and discussion, it can be concluded that the development of the characteristics of the learning video for the Costume Design course goes through 3 stages. The planning stage is to ensure that everything is needed in the project, including: defining the breadth of coverage, identifying students, developing boundaries, producing planning documents, producing manuals, determining and gathering resources, conducting brainstorming, and seeking student approval. Design includes developing ideas, conducting task and concept analysis, preparing prototypes, creating flowcharts and story boards, preparing scripts, downloading Ibis Paint supporting software. The development stage includes: preparing text, preparing graphics, producing audio and video, assembling materials using supporting software.
Project-based Collaborative Learning for Making Tie-dye to Improve the Skills of Vocational High School Students Widihastuti, Widihastuti; Istanti, Hanifah Nur; Putri, Gina Eka; Dewi, Anita Volintia; Fitrihana, Noor; Kamis, Arasinah
TEKNOBUGA: Jurnal Teknologi Busana dan Boga Vol 11, No 2 (2023)
Publisher : Jurusan Pendidikan Kesejahteraan Keluarga, Fakultas Teknik, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/teknobuga.v11i2.43540

Abstract

Developing the world of creative industries requires humane and creative human resources (HR). Educational institutions have a strategic role in developing creative human resources through learning that facilitates students to be active, wise, and collaborative. Therefore, it is necessary to implement project-based collaborative learning in learning activities, especially learning competencies related to the creative industry; one is about dyeing cloth with the popular tie-dye technique. This study was conducted at SMK N 1 Pengasih in the Fashion Design expertise program, using a project-based collaborative learning direct learning approach. The steps are; need assessment, learning preparation, tool and material preparation, learning implementation, and evaluation. The learning activity was declared successful because the number of targets present reached 100% with an activity level of 90%. The level of participation or activity in the learning process is grouped in the high category, namely 80%. This activity has a good impact and benefits students if the score is 80%. The evaluation design for increasing knowledge and skills was determined by the service team, as seen from the results of the tie-dye shirt product, with a score of 80% in the "good" category.
Pengaruh pengalaman pendidikan kewirausahaan pendidikan kewirausahan dan keterampilan kejuruan terhadap motivasi berwirausaha siswa Anita Volintia Dewi; Endang Mulyatiningsih
Jurnal Pendidikan Vokasi Vol. 3 No. 2 (2013)
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (511.193 KB) | DOI: 10.21831/jpv.v3i2.1599

Abstract

Penelitian ini bertujuan untuk mengkaji pengaruh pengalaman pendidikan kewirausahaan di sekolah, keluarga dan masyarakat serta keterampilan kejuruan terhadap motivasi berwirausaha siswa. Penelitian ini merupakan penelitian ex-post facto. Populasi penelitian adalah 110 siswa SMK kelas 3 yang terdiri dari 19 siswa SMK N 1 Gantiwarno, 71 siswa SMK N 3 Klaten, enam siswa SMK Tunas Cawas dan 14 siswa SMK Bina Patria Bangsa. Pengalaman pendidikan kewirausahaan di sekolah, keluarga, masyarakat dan keterampilan kejuruan secara bersama-sama memiliki hubungan terhadap motivasi berwirausaha. Nilai hubungan tersebut adalah 0,460 (kategori sedang). Sedangkan kontribusi secara bersama-sama adalah 21,2%. Dari keempat faktor tersebut, pengaruh keterampilan kejuruan lebih besar kontribusinya terhadap motivasi berwirausaha siswa. THE EFFECT OF ENTREPRENEURSHIP EDUCATION EXPERIENCES AND VOCATIONAL SKILLS ON THE ENTREPRENEURSHIP MOTIVATION OF FASHION MAJORING STUDENTSAbstractThis study aimed to examine the effect of entrepreneurial education experience in schools, families, communities and vocational skills on students' entrepreneurship motivation. This study is an expost facto research. The population was 110 year three vocational students comprising 19 students of SMK N 1 Gantiwarno, 71 students of SMK N 3 Klaten, six students of SMK Tunas Cawas and 14 students of SMK Bina Patria Bangsa. The entrepreneurship education experience in schools, families, communities and vocational skills together have correlation with entrepreneurship motivation . The correlation coefficient is 0.460 (medium category). While a contribution together is 21,2%. Of all factors, the effect of vocational skills has more contribution to the students' entrepreneurship motivation.
Pelatihan Desain Busana Digital Berbasis AI: Evaluasi Kompetensi Guru SMK Tata Busana Yogyakarta Sugiyem, Sugiyem; Bestari, Afif Ghurub; Asiatun, Kapti; Dewi, Anita Volintia
Cendekia : Jurnal Pengabdian Masyarakat Vol 8 No 2 (2026): Desember
Publisher : LPPM UNIVERSITAS ISLAM KADIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32503/cendekia.v8i2.9309

Abstract

Guru tata busana di Sekolah Menengah Kejuruan (SMK) semakin dituntut untuk memiliki kompetensi desain digital berbasis kecerdasan buatan (AI), namun pelatihan yang mengintegrasikan sketsa manual, digitalisasi, dan AI generatif masih terbatas di Indonesia. Program pengabdian ini melatih sepuluh guru SMK Tata Busana se-Yogyakarta melalui tiga pertemuan terstruktur yang mencakup analisis brief desain, sketsa manual, digitalisasi, dan visualisasi berbasis AI menggunakan aplikasi Look AI, hingga menghasilkan portofolio desain. Metode pelatihan berupa demonstrasi dan praktik terbimbing, dengan setiap peserta mengisi Lembar Kerja Peserta (LKP) yang mendokumentasikan proses desainnya secara lengkap. Hasil kerja peserta dinilai menggunakan rubrik lima aspek, yaitu kesesuaian dengan brief, kreativitas desain, kualitas sketsa, kualitas prompt Look AI, dan kualitas visual & presentasi, dengan skala 1-4. Rata-rata skor peserta berkisar antara 2,8 hingga 3,8, yang menunjukkan tingkat kompetensi yang cukup baik, dengan capaian tertinggi pada peserta yang menyusun brief paling rinci, sejalan dengan kualitas prompt AI yang lebih baik. Peserta juga melaporkan peningkatan kemampuan pemecahan masalah melalui revisi prompt secara iteratif. Hasil pengabdian menunjukkan bahwa guru mencapai tingkat kompetensi yang cukup baik dalam desain busana digital berbasis AI setelah mengikuti pelatihan tersebut.