Media Pembelajaran Tata Busana Di SMK PGRI Batang

SMK PGRI Batang in the Fashion Design vocational in learning pattern making is known to have no learning media in the form of multimedia that can facilitate teachers and students in learning pattern making. Pattern making learning activities with a predetermined duration are often insufficient learning time, so they cannot accommodate all student desires which can cause pattern making learning not to run according to learning targets. So that learning aids are needed that can be used anytime and anywhere. This learning media is designed using Construct 2. The system development method used is the multimedia system development method version of Sutopo which consists of 6 stages, namely concept, design, material collection, manufacture, testing, and distribution. Testing uses the graphical user interface (GUI) method, and user acceptance test (UAT). The results of this learning media can help users as a tool in learning basic patterns, including in making patterns for skirts, jackets, tunics, pants, and children's clothing. This application can be used anywhere and anytime because the application is offline-based, in the application there are examples of pattern images that can be downloaded by watching the existing pattern making tutorial.

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Publication Details

Journal
Journal Of Informatics And Busisnes
Published
2024-08-14
DOI
https://doi.org/10.47233/jibs.v2i2.1517
Primary Topic
Educational Curriculum and Learning Methods
Type
article
Field-Weighted Citation Impact
0.00
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article

Media Pembelajaran Tata Busana Di SMK PGRI Batang

Aya Sophia
Journal Of Informatics And Busisnes
Educational Curriculum and Learning Methods
article

Media Pembelajaran Tata Busana Di SMK PGRI Batang

Aya Sophia
article en

Abstract

SMK PGRI Batang in the Fashion Design vocational in learning pattern making is known to have no learning media in the form of multimedia that can facilitate teachers and students in learning pattern making. Pattern making learning activities with a predetermined duration are often insufficient learning time, so they cannot accommodate all student desires which can cause pattern making learning not to run according to learning targets. So that learning aids are needed that can be used anytime and anywhere. This learning media is designed using Construct 2. The system development method used is the multimedia system development method version of Sutopo which consists of 6 stages, namely concept, design, material collection, manufacture, testing, and distribution. Testing uses the graphical user interface (GUI) method, and user acceptance test (UAT). The results of this learning media can help users as a tool in learning basic patterns, including in making patterns for skirts, jackets, tunics, pants, and children's clothing. This application can be used anywhere and anytime because the application is offline-based, in the application there are examples of pattern images that can be downloaded by watching the existing pattern making tutorial.

Journal Of Informatics And BusisnesVol. 2(2)
Institut Teknologi dan Bisnis Kalbe (ID)
Openalex Percentile: Top 55%
Educational Curriculum and Learning Methods
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Media Pembelajaran Tata Busana Di SMK PGRI Batang — Aya Sophia · Journal Of Informatics And Busisnes (2024) | TGRS Research Map | TGRS