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Garment Quality of Biodegrable "Lydia Zois" as an Application of Neo-Eco and Sustainable Fashion Putri, Syifa Nurhaliza; Wahyuningsih, Sri Endah
Journal of Creativity Student Vol. 9 No. 1 (2026)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jcs.v9i1.41800

Abstract

The global fashion industry currently faces serious challenges due to massive textile waste and greenwashing practices. In response, “Lydia Zois” clothing emerges with a Neo-Eco concept that integrates biodegradable materials and inspiration from bamboo weaving architecture. This study aims to analyze the quality of Lydia Zois clothing based on the evaluation of expert and trained panelists across six indicators: design, fit, aesthetics, sewing techniques, garment performance, and special product features. The research method employed is a quantitative descriptive approach. Data were collected through feasibility tests involving 5 expert panelists and 20 trained panelist using an assessment sheet with two clear response options: ‘Yes’ and ‘No’. the data were analyzed using percentage descriptive analysis. The results indicated that the overall average quality of Lydia Zois clothing is 95 % categorized as “Highly Suitable.” The highest scores reached 97% in the indicators of fit, garment performance, and special product features. The study concludes that Lydia Zois successfully integrates modern aesthetics with sustainability principles through innovative bamboo weaving details. However, aspects such as pressing techniques and lining efficiency remain key evaluation points for enhancing the quality of ready to wear garments in the future.
Ibis Paint X Module Development to Improve Students' Competency in Digitally Designing Daily Wear Fashion Designs for the Gen Z Era Susanti, Analia; Yeri Sutopo; Wahyuningsih, Sri Endah; Supraptono, Eko
Journal of Vocational and Career Education Vol. 11 No. 1 (2026): July 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jvce.v11i1.38923

Abstract

Development digital technology has become imperative in the world of industry and education, demands adaptation curriculum School Intermediate Vocational (SMK) to be able to produce source Power human beings who have competence in accordance the needs of the world of work, especially in fashion design field. Learning conventional which tends to theoretical need innovation with utilise technology digital -based for create a more effective learning process active, creative, and relevant with style life of Gen Z. Therefore that, research This focus on four objectives main: (1) Produce module-based Ibis Paint X application with draft mood board for design fashion digital ready-to-wear; (2) Analyze level eligibility module; (3) Analyze level practicality module in context of learning model Problem-Based Learning (PBJL); and (4) Analyzing effectiveness module in increase ability increase competence student in manufacturing design fashion daily wear era gen z digitally. Study This use approach Research and Development (R&D) with adopting the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). Subject study is vocational school students in the subject lesson design fashion. Data analysis includes feasibility tests, practicality tests, and effectiveness tests. use N-Gain Score and statistical test t-Test N-Gain Score. N-Gain is related with increase competence student in manufacturing design fashion Daily wear in the Gen Z era digitally. Reliability test results to evaluation eligibility modules by experts’ material get mark of 0.898. Validation results expert show that developed modules is in the very appropriate category, confirms suitability content and construction module in a way academic. Practicality test in PBJL implementation shows very practical category. More further, the results of the effectiveness test prove that Ibis Paint X module is very effective in increase competence student in manufacturing design fashion daily wear era gen z digitally. This is supported by the acquisition N-Gain value of 81% (category effective) and the results of the t-test show Sig. value (2-tailed) of 0.000 < 0.001, which is far smaller from level significance of 0.05. This result confirms existence improvement competence student in manufacturing design fashion daily wear era gen z digitally significant after use module
Development of Interactive E-Module Based on CLO3D for Kebaya Kutubaru Modifications as a Preparation for Garment Creation Fatih, Annisa Sholikhatul; Wahyuningsih, Sri Endah
Journal of Vocational and Career Education Vol. 11 No. 1 (2026): July 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jvce.v11i1.41291

Abstract

The utilization of three-dimensional fashion design technology in vocational learning at vocational high schools is still suboptimal, particularly in providing structured digital learning materials that support independent practical learning. This condition affects the mastery of digital fashion design skills among students. This study aims to develop an interactive e-module based on digital fashion design applications for the topic of Preparation for Kebaya Kutubaru Modification and to assess its feasibility, practicality, and effectiveness as a learning medium. This research employs the Research and Development (R&D) method using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consist of 18 students from the 11th grade of Fashion Design Expertise Program at SMK Ibu Kartini Semarang. Data collection techniques include expert assessments, user response questionnaires, and pre- and post-performance tests. The results of the study indicate that the developed e-module is categorized as very feasible and highly practical for use in learning. Furthermore, the analysis shows an improvement in the skills of the students after using the e-module, with the N-Gain value categorized as moderate. Therefore, the developed interactive e-module is deemed effective as a learning medium to support the enhancement of digital fashion design skills among SMK students.
Pentingnya Kebutuhan Jasmani Dan Rohani Untuk Anak Dalam Rangka Mewujudkan Keluarga Sejahtera Wahyuningsih, Sri Endah; Maghfiroh, Anik; Ananda, Niken Ayu Saputri; Oktavina, Salma
Generasi: Jurnal Pendidikan Anak Usia Dini Vol. 1 No. 2 (2023): Generasi: Jurnal Pendidikan Anak Usia Dini
Publisher : Sekolah Tinggi Agama Islam Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59784/generasi.v1i1.31

Abstract

Keluarga adalah unit terkecil dalam masyarakat yang memainkan peran penting dalam pembentukan dan perkembangan kepribadian anak. Artikel ini menjelaskan pentingnya memenuhi kebutuhan fisik dan emosional anak untuk membangun keluarga yang sejahtera. Kebutuhan fisik anak meliputi aspek kesehatan fisik seperti nutrisi seimbang, aktivitas fisik yang cukup, dan istirahat yang memadai. Di sisi lain, kebutuhan spiritual anak juga mencakup pendidikan agama dan moral yang baik. Ketika anak-anak sehat secara fisik dan memiliki nilai-nilai yang kuat, mereka memiliki fondasi yang kuat untuk menghadapi tantangan dan membuat keputusan yang tepat. Pendidikan berkualitas, akses ke fasilitas kesehatan, dan dukungan sosial yang memadai adalah beberapa faktor yang berkontribusi dalam membangun keluarga yang sejahtera. Untuk membangun keluarga yang sejahtera, penting bagi orang tua untuk selalu memprioritaskan kebutuhan fisik dan emosional anak. Jika orang tua cukup memperhatikan kedua aspek ini, mereka akan mampu membangun keluarga yang sejahtera.
Development of The Rifa'iyah Batik E-module Based on Local Wisdom for Increase Ability Cognitive Student in Batik Learning Marlangen, Retno; Kusumastuti, Adhi; Sutopo, Yeri; Wahyuningsih, Sri Endah
Jurnal Penelitian Pendidikan Vol. 42 No. 2 (2025): October 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v42i2.38904

Abstract

Batik learning at SMKN 1 Warungasem is using general materials. The learning are not focusing on integrating local riches of Batang Regency such as Rifa'iyah batik and not using interactive media in the learning process. It resulted in students lack of understanding on Rifa'iyah batik, impacted in late regeneration of Rifa'iyah batik workers. This study aims to develop a Rifa'iyah batik e-module based on local wisdom to improve students' cognitive abilities. The method used is the Research and Development (R&D) ADDIE model through the stages of analysis, design, development, implementation, and evaluation. The product was validated by 3 media experts and 3 material experts; the effectiveness was tested through pre-tests and post-tests on the control class and the experimental class of 70 students. The results showed that the e-module was declared feasible by media experts with an average score of 3.99 and very feasible by material experts with a score of 4.46. The effectiveness test showed an N Gain score of 76% in the experimental class, higher than the control class, and the independent t- test showed a significant difference in learning outcomes after treatment. It can be concluded that the Rifa'iyah batik e-module is valid, feasible, and effective for improving students' cognitive abilities in batik learning.
Feasibility Test Of A Gamification-Based Fashion Adventure Board Game As A Learning Media For Basic Fashion Design Fitrianita, Desi; Wahyuningsih, Sri Endah
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 2 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i2.1998

Abstract

This study aims to develop and test the feasibility of a gamification-based Fashion Adventure board game for the Basic Fashion Design subject in the 2025/2026 academic year, targeting 10th-grade students at SMK Bina Nusantara Ungaran. This study employed a Research and Development (R&D) method with the ADDIE development model, which includes analysis, design, development, Implementation, and evaluation stages. The implementation and evaluation stages were not fully implemented because the research focused on testing the media's feasibility during the development stage. The research subjects consisted of media experts, material experts, and 10th-grade students, who served as respondents in the limited trial. Data collection techniques used validation questionnaires from media experts and material experts, as well as student response questionnaires. Data were analyzed using descriptive quantitative techniques by calculating the percentage of feasibility and user response. The results showed that the Fashion Adventure board game was categorized as very feasible based on the assessments of media experts and material experts. Furthermore, student responses were categorized as very good, indicating that the media was considered engaging, easy to use, and helpful in helping students understand the style and look of material in fashion design. Therefore, the Fashion Adventure board game is suitable for use as a learning support medium during the development stage. Keywords: board games, gamification, learning media, fashion design, SMK
Feasibility Of Augmented Reality-Based E-Modules On Seam Material To Increase Vocational Students' Interest In Learning Muzdalifah, Alfina; Wahyuningsih, Sri Endah
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 2 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i2.1999

Abstract

In the context of vocational education, learning emphasizes the mastery of practical skills that align with workforce demands. In the Basic Sewing Techniques subject, particularly the subtopic of seam types, students still face difficulties in understanding seam characteristics and their proper application when learning relies mainly on textbooks and conventional teaching methods. This condition shows that there is a need for new and engaging learning tools that can make educational content easier to understand. This study aims to create an e-module that uses Augmented Reality (AR) to assist in learning the Basic Sewing Techniques subject on seam types and to analyze its feasibility as a learning medium for vocational high school students. The study used a Research and Development (R&D) method based on the ADDIE model, which has five steps: analyzing, designing, building, putting into action, and assessing. Information was gathered through interviews, observing lessons, reviewing expert feedback forms, and collecting student opinions. These data came from subject matter experts, media specialists, teachers, and students who are part of the Fashion Design program. The results indicate that the developed AR-based e-module is categorized as very feasible, with validation scores of 94.84% from subject matter experts and 97.37% from media experts. Practicality testing shows that the e-module is highly practical, achieving a score of 96.95%. Furthermore, students' learning interest is classified as high, with improvement scores of 0.71 based on student questionnaires and 0.80 based on teacher observations. Keywords: E-module, Augmented Reality, Basic Sewing Techniques, Vocational School Students
Implementation of Project Based Learning Based on the Independent Curriculum in Preparation Learning for Fashion Making at Vocational Schools Prasetyaningtyas, Wulansari; Wahyuningsih, Sri Endah; Asih, Dwi Putri; Witanti, Luluk; Mardliyah, Bilqis Lailatul; Suwignyo, Anindya Rahma
Jurnal Penelitian Pendidikan Vol. 43 No. 1 (2026): April 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v43i1.42281

Abstract

The implementation of the Independent Curriculum in Vocational High Schools (SMK) requires learning that is contextual and relevant to the characteristics of vocational education. Project Based Learning (PjBL) is recommended, but its implementation in vocational learning still faces various challenges. This study aims to describe the implementation of Project Based Learning based on the Independent Curriculum and an indication of its impact on students' competence in learning Phase F Fashion Making Preparation at SMK. This study uses a mixed methods approach with a sequential exploratory design involving 37 teachers and 120 students from three vocational schools in Semarang City. Data were collected through questionnaires, observations, interviews, as well as pre-test and post-test tests and analyzed descriptively. The results of the study show that the implementation of PjBL is still partial with variations in readiness between schools. Key challenges include limited practice facilities, authentic assessments, and learning time. The implementation of PjBL shows indications of improving student competence, as shown by an increase in knowledge scores from 62.4 to 81.7 and skill achievements in the good and excellent categories.
Development of Interactive Learning Media Using Genially to Improve Cognitive Ability in Batik Design Learning Rizqiyah, Agita Ainur; Wahyuningsih, Sri Endah; Anis, Samsudin
Jurnal Penelitian Pendidikan Vol. 43 No. 1 (2026): April 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v43i1.42609

Abstract

Learning batik motif design at Vocational High Schools requires learning media that can facilitate conceptual understanding visually and interactively in accordance with students’ characteristics. However, the use of interactive learning media that supports the​ improvement of students’cognitive abilities at SMKN 3 Pekalongan is still limited. This study aims to develop interactive learning media using Genially and to analyze its effectiveness in improving students’ cognitive abilities in traditional and contemporary batik elements at SMKN 3 Pekalongan. This study employed a Research and Development (R&D) method using the ADDIE model. The research subjects consisted of 61 eleventh-grade KKBT students, who were divided into an experimental class and a control class to examine the effectiveness of the developed learning media. The efectiveness test showed an increase in the learning outcomes in the experimental class from 74.45 to 89.55, with N-gain value 0.657 (moderate category), while the control class obtained an N-gain of 0.21 (low category). The Independent Sample Test results indicated a significant difference in learning outcomes between the experimental class and the control class. Therefore, the Genially-based interactive learning media is declared feasible, practical, and effective for use in learning.
Feasibility Test and Student Response to Interactive E-Modules on Recreational Fashion Design at Vocational High Schools Mawaddah, Rizky Dinda Aulya; Wahyuningsih, Sri Endah
Journal of Creativity Student Vol. 9 No. 1 (2026)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jcs.v9i1.44676

Abstract

This research was motivated by the limited availability of interactive teaching materials for Fashion Design and Production courses in vocational schools, particularly for recreational fashion design, which requires a high level of visual and procedural understanding. The purpose of this study was to develop and test the feasibility of an interactive e-module based on Heyzine Flipbook and to determine students' responses to it. The research method used was Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The research subjects involved three subject matter experts, three media experts, and 34 11th grade Fashion Design students at SMK Negeri 6 Semarang. The results showed that the e-module was highly feasible based on subject matter expert validation with a percentage of 91.67% and media expert validation of 96.05%. The practicality test using a student response instrument showed an average achievement of 83.71% with a very positive criterion. The research findings indicate that the integration of interactive features in e-modules is able to visualize complex material in a concrete manner, thereby increasing student learning independence. The conclusion of this study is that HeyzineFlipbook-based e-modules are feasible and effective for use as an innovation in digital learning media to support the independent curriculum in vocational education.
Co-Authors A., Annisa Anugrah Abdur Rokhim Actika, Actika Ade Novi Nurul Ihsani Adhi Kusumastuti AHMAD FADOLI Ahmad Khalimaya Nugroho Ahmad Muntolib Ailina Rahmanita Fauzi Ainul Hukma, Nabila Fitria Aji Sudarmaji Alfian Faulia Numairi Amaranggana, Ayoedya Amatullah, Dhewi Shofura Aminah, Barokatus Ananda, Niken Ayu Saputri Andhika Damascena, Muhammad Reza Andi Zulfa Majida Andri Winjaya Laksana, Andri Winjaya Anggraeni, Nelly Setyowati Anis Mashdurohatun Anny Rosiana Masithoh Aprianto, Rezmi Angga Aprilia Puteri Ningtarich Apriliana, Luthfiyah Apriyansyah, Chandra As&#039;adi M. Al-ma&#039;ruf Asep Supiyanto, Asep Asih, Dwi Putri Astuti, Dea atika Atika Atika Ayudianisa, Nadhifa Luthfihasna Azzimar Shidqy Pramushinta, Azzimar Shidqy Bambang Purwogandi Dito Ari Legowo Bambang Tri Bawono Bambang Tri Bawono Bayu Dewanto Benseghir, Mourad Cemban Galuh Sambodo Chusna Tsani, Romadhona Danar Setyo Wibowo Darwys, Muhammad Tomy Naufal Delta Apriyani, Delta Denny Saputra Dewani, F.Sekar Hayu Dewi, Anggita Fortuna Diah Wulandari Diding Rahmat Dwi Edy Purnomo Dwi Widjanarko Eko Soponyono Eko Supraptono Erna Budiarti Fatih, Annisa Sholikhatul Fitrianita, Desi Galuh Tiara Rini Gunarto Gunarto Guntur, Muhammad Yusrif Hamdani Marsiawan Handayani, Sri Hanuring Ayu Haris Wahyu Sunarno Hatnolo Ardi Hendra Dedi Kriswanto, Hendra Dedi Hengki Irawan Herdiningrum, Rinda Resi Herwin Sulistyowati, SH,MH Hutajulu, Andreas Fransiskus Hutajulu, Maria Margaeta I Dewa Made Sarwa Mandala Iin Kamila Iin Khaeriyatun Ni&#039;mah Indah Lestari Insan Al Ha Za Zuna Darma Illahi Ira Alia Maerani Irawan Arief Firmansyah Irda Nur Khumaeroh Irmayanti Irmayanti, Irmayanti Isfandayani M.Si. Jawade Hafidz Junaidi Junaidi Kartikasari, Ice Kosasih, Yeny Lailatul Kurniyawati Lailatul Nur Hasanah Lambang, Raden Bimo Dwi Lubna Al Jufri M. Sholeh Sholeh Maghfiroh, Anik Mardliyah, Bilqis Lailatul Maria Krisnawati Maria Marghareta Titiek Pudji Angesti Rahayu Marlangen, Retno Mawaddah, Rizky Dinda Aulya Merna Buton Miftahul Janah Mohammad Barkah Arrohim Muh Fakhrihun N Muh Fakhrihun N., Muh Fakhrihun Muhammad Khambali Muhammad Rifky Aji Fauzi Muhdlor, Muhdlor Mulyono, Novendra Fajar Mulyono Murahati, Retno Tri Murwatiningsih Murwatiningsih, Murwatiningsih Murwatiningsih, Murwatiningsih Musdalifah Musdalifah Musdalifah Musdalifah Mutiara, Alma Muzdalifah, Alfina Na:am, Muh Fakhrihun Nafiatunnisa, Aisyah Na’am, Muh Fakhrihun Ning, Wulidah Nita Priyanti Nur Cahyo Ari Prasetyo NUR KHOLIFAH Nur Qudus Nur Shabrina, Nur Nurmasitah, Sita Nurul Ihsani, Ade Novi Oktavina, Salma Pandu Buono, Yohanes Krisna Perdana, Lilik Prasetyo, Teguh Purnomo Wulandari Puspita, Rahma Aditia Putri, Syifa Nurhaliza Rahmawati, Nadhifah Ramadhan, Juniawan Ramadhani, Yashinta Ratnaningsih, Griyanti Angga Resdian Wisudya Kharismawan Rico Septian Noor Rina Rachmawati Rini Kurniawati Rinna Dwi Lestari Rizqiyah, Agita Ainur Rodia Syamwil ROFIQODDURI, NAILA Roswati Dewi Roudlotus Sholikhah Ruth Riefdayantika Saeful Bahri Sakdiyah, Fitrah Samsudin Anis Saraya, Sitta Sari, Pebrina Permata Sarwanto Sarwanto Sary Rina Naruvita sary, Feren Novita Sekaring Dyah Ika Wulan Septarina Nur Handayani Setiyawan, Deni Setyo Hartanto Shofi, Amalia Sholikhatun, Sholikhatun Sifa, Sifa Situmeang, Ria Debora Sri Wahyuni Sudarmanto Sudarmanto, Sudarmanto Sururi Susanti, Analia Suwarno Suwarno Suwignyo, Anindya Rahma Tri Rahayu Budiarti Trisnani Widowati, Trisnani Trisni Herayati Turosidah, Umi Chasanah Ullya Anindita, Ullya Umar Ma&#039;ruf Urip Wahyuningsih Urip Wahyuningsih Widayati WIDOWATI widowati widowati Wijonarko, Ayuning Citra Selaras Wirastri Setyorini Witanti, Luluk Wulansari Prasetyaningtyas, Wulansari Yanuar Dwiyan Putra Yeri Sutopo Yudha Priyo Kuspratomo Yudhi Atmaja Yulia Indrawati Yundari, Yundari Yuni Tri Lestari, Yuni Tri Yustisi Yudhasmara Zulaekah, Dewi Zulfani, Mila