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Development of GEBI: “game edukasi berbasis IoTs” for fashion students at vocational senior high school Nasrillah, Yusrin; Yavie, Evania; Aini, Nurul; Krisnanda, Thiessa; Asfia, Yunita; Ubaidah, Siti
Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Vol 11, No 1 (2025): Jurnal EDUCATIO: Jurnal Pendidikan Indonesia
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1202525717

Abstract

Research sought create and authenticate educational game GEBI (Game Edukasi Berbasis IoTs) targeted numeracy literacy enhancement in Pattern Making for Grade 10 students at SMKN 7 Malang studying Fashion Design and Production as part Phase E of Merdeka Curriculum. The game development followed the ADDIE model with validation as primary focus. The educational game GEBI developed through Liveworksheet platform which includes features such as login access, level-based contextual questions, multiple-choice tasks, instant feedback and progress tracking. This approach used constructivist pedagogy to develop essential numeracy skills including unit conversion and measurement interpretation to enable effective problem-solving for basic pattern drafting. Validation included participation from 30 students alongside two educational media experts and two subject matter experts. Questionnaire with 4-points Likert scale evaluated visual design together with pedagogy, content accuracy, examined interactivity and usability. Researchers applied quantitative analysis through percentage-based feasibility measures which required scores of 61% or higher. The feasibility study revealed GEBI's high feasibility after achieving total score of 93% which included 88% from media experts and 98% subject matter experts. The brief academic calendar created a limited development time which presented a major challenge. This research advances digital learning innovations in vocational education and recommends further studies evaluating success.
Pengembangan platform e-learning FASHIONPRENEUR berbasis project-based learning untuk meningkatkan minat dan kompetensi siswa SMK busana dalam berwirausaha Krisnanda, Thiessa; Yafie, Evania; Aini, Nurul; Asfia, Yunita; Nasrillah, Yusrin
Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Vol 11, No 1 (2025): Jurnal EDUCATIO: Jurnal Pendidikan Indonesia
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1202525729

Abstract

Minat kewirausahaan siswa di bidang fashion pada pendidikan vokasi masih tergolong rendah, sementara keterampilan digital menjadi kebutuhan mendesak dalam dunia usaha modern. Penelitian ini bertujuan untuk mengembangkan dan menguji efektivitas FASHPRENEUR, sebuah platform e-learning interaktif yang dirancang untuk meningkatkan minat kewirausahaan siswa di bidang fashion. Penelitian ini merupakan studi Research and Development (R&D) dengan menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Platform ini memuat fitur pembelajaran mandiri, simulasi bisnis fashion, serta kuis interaktif yang mendukung pemahaman konsep kewirausahaan secara praktis. Penelitian dilaksanakan di SMK Negeri 7 Malang dengan subjek berupa siswa program keahlian Desain dan Produksi Busana. Instrumen penelitian mencakup angket minat kewirausahaan, wawancara, validasi ahli, serta uji efektivitas dengan pendekatan kuantitatif. Hasil validasi menunjukkan bahwa platform FASHPRENEUR dinilai layak oleh ahli materi (85%) dan ahli media (88%). Implementasi selama empat minggu menunjukkan peningkatan signifikan skor minat kewirausahaan dari pra- ke pasca-penggunaan, dengan nilai effect size besar (d = 1,58). Sistem dinilai sangat baik oleh pengguna, dengan skor System Usability Scale (SUS) sebesar 82,5, serta 91% siswa menyatakan bersedia merekomendasikannya. Temuan ini menunjukkan bahwa FASHPRENEUR efektif dalam meningkatkan minat kewirausahaan digital di bidang fashion serta dapat diadopsi sebagai model pembelajaran vokasi berbasis teknologi. Keterbatasan penelitian ini terletak pada lingkup sampel dan durasi intervensi, yang membuka peluang bagi replikasi dan pengembangan lebih lanjut di program keahlian sejenis di SMK lain. Studi ini memberikan kontribusi praktis terhadap integrasi teknologi pembelajaran dalam pendidikan kewirausahaan vokasi serta memperkuat literatur tentang inovasi digital dalam penguatan karakter kewirausahaan siswa.
Development of Learning Video Media on Pattern Transfer Techniques to Fabric (TEKA) for Pattern-making Making Subjects Asfia, Yunita; Yafie, Evania; Aini, Nurul; Krisnanda, Thiessa; Nasrillah, Yusrin
Edunesia : Jurnal Ilmiah Pendidikan Vol. 6 No. 3 (2025)
Publisher : research, training and philanthropy institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v6i3.1280

Abstract

This study aims to develop and determine the feasibility of the TEKA (Technique for Transferring Patterns to Fabric) instructional video as a learning medium for the Pattern Making subject at SMK Negeri 7 Malang. The research employed a Research and Development (R&D) approach using the 4D development model (Define, Design, Develop, and Disseminate). The media was validated by subject matter experts and media experts and was tested on a limited scale involving 30 tenth-grade students from the Fashion Design and Production program at SMK Negeri 7 Malang. The validation results from subject matter experts showed an average score of 3.81, categorized as "Highly Feasible," with the material relevance aspect receiving a perfect score of 4.00. Media experts gave an average score of 3.66, with the highest rating on the operability aspect (3.71). The student trial yielded a satisfaction score of 85.7%, demonstrating that the media is suitable as an innovative tool for teaching pattern-transferring techniques onto fabric. The media effectively addressed students' difficulties in visualizing and transferring patterns from paper to fabric. Its strengths lie in the systematic presentation of material, flexible usage, and its function as both an independent learning tool and a classroom supplement. The study recommends regular content updates to align with industry developments and suggests developing similar media for other competencies. These findings emphasize the importance of technology-based media innovation in enhancing the quality of vocational education.
Development of GEBI: “game edukasi berbasis IoTs” for fashion students at vocational senior high school Nasrillah, Yusrin; Yavie, Evania; Aini, Nurul; Krisnanda, Thiessa; Asfia, Yunita; Ubaidah, Siti
Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Vol. 11 No. 1 (2025): Jurnal EDUCATIO: Jurnal Pendidikan Indonesia
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1202525717

Abstract

Research sought create and authenticate educational game GEBI (Game Edukasi Berbasis IoTs) targeted numeracy literacy enhancement in Pattern Making for Grade 10 students at SMKN 7 Malang studying Fashion Design and Production as part Phase E of Merdeka Curriculum. The game development followed the ADDIE model with validation as primary focus. The educational game GEBI developed through Liveworksheet platform which includes features such as login access, level-based contextual questions, multiple-choice tasks, instant feedback and progress tracking. This approach used constructivist pedagogy to develop essential numeracy skills including unit conversion and measurement interpretation to enable effective problem-solving for basic pattern drafting. Validation included participation from 30 students alongside two educational media experts and two subject matter experts. Questionnaire with 4-points Likert scale evaluated visual design together with pedagogy, content accuracy, examined interactivity and usability. Researchers applied quantitative analysis through percentage-based feasibility measures which required scores of 61% or higher. The feasibility study revealed GEBI's high feasibility after achieving total score of 93% which included 88% from media experts and 98% subject matter experts. The brief academic calendar created a limited development time which presented a major challenge. This research advances digital learning innovations in vocational education and recommends further studies evaluating success.
Pengembangan platform e-learning FASHIONPRENEUR berbasis project-based learning untuk meningkatkan minat dan kompetensi siswa SMK busana dalam berwirausaha Krisnanda, Thiessa; Yafie, Evania; Aini, Nurul; Asfia, Yunita; Nasrillah, Yusrin
Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Vol. 11 No. 1 (2025): Jurnal EDUCATIO: Jurnal Pendidikan Indonesia
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1202525729

Abstract

Minat kewirausahaan siswa di bidang fashion pada pendidikan vokasi masih tergolong rendah, sementara keterampilan digital menjadi kebutuhan mendesak dalam dunia usaha modern. Penelitian ini bertujuan untuk mengembangkan dan menguji efektivitas FASHPRENEUR, sebuah platform e-learning interaktif yang dirancang untuk meningkatkan minat kewirausahaan siswa di bidang fashion. Penelitian ini merupakan studi Research and Development (R&D) dengan menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Platform ini memuat fitur pembelajaran mandiri, simulasi bisnis fashion, serta kuis interaktif yang mendukung pemahaman konsep kewirausahaan secara praktis. Penelitian dilaksanakan di SMK Negeri 7 Malang dengan subjek berupa siswa program keahlian Desain dan Produksi Busana. Instrumen penelitian mencakup angket minat kewirausahaan, wawancara, validasi ahli, serta uji efektivitas dengan pendekatan kuantitatif. Hasil validasi menunjukkan bahwa platform FASHPRENEUR dinilai layak oleh ahli materi (85%) dan ahli media (88%). Implementasi selama empat minggu menunjukkan peningkatan signifikan skor minat kewirausahaan dari pra- ke pasca-penggunaan, dengan nilai effect size besar (d = 1,58). Sistem dinilai sangat baik oleh pengguna, dengan skor System Usability Scale (SUS) sebesar 82,5, serta 91% siswa menyatakan bersedia merekomendasikannya. Temuan ini menunjukkan bahwa FASHPRENEUR efektif dalam meningkatkan minat kewirausahaan digital di bidang fashion serta dapat diadopsi sebagai model pembelajaran vokasi berbasis teknologi. Keterbatasan penelitian ini terletak pada lingkup sampel dan durasi intervensi, yang membuka peluang bagi replikasi dan pengembangan lebih lanjut di program keahlian sejenis di SMK lain. Studi ini memberikan kontribusi praktis terhadap integrasi teknologi pembelajaran dalam pendidikan kewirausahaan vokasi serta memperkuat literatur tentang inovasi digital dalam penguatan karakter kewirausahaan siswa.