This research is related to the effort to design a more representative learning system to improve the learning result of digital fashion design, through the development of interactive multimedia based on motion graphic. This research is aimed to know the effect of interactive multimedia application based on motion graphic to increase the mastery of the concept and skill of the students to making fashion designing in digital format. The research method used is quasi experiment with research design of Nonequivalent Control Group Design. The lectures are conducted in two different classes, namely class A as the Experimental Class and class B as the Control Class. From the calculation result after interpreted using Normalize Gain, there is an increase of higher learning result in student with interactive learning based on motion graphic, compared with student achievement on conventional learning. In this research, interactive multimedia learning based on motion graphic is effective toward the improvement of student learning in concept mastering indicator and on the aspect of making fashion design in digital format.
Abstract. The learning process is believed will reach optimal results if facilitated by diversity of learning's device from aspects of the approach, method, media or it's evaluation system, in individually, groups, or as well as classical. One of the learning's Device can be developed in an attempt to improve the results of the study is Computer Based Learning (CBL). CBL was developed aim to help students to understand the concepts of the learning material which presented interactively by the system and able to provide information and learning process better. This research is closely related to efforts to improve the quality of Fashion design in digital format learning, with specific targets to generate interactive multimedia-based animation as effective media and learning resources for fashion design learning. Applications that are generated may be an option for delivering learning material as well as to engender interest in learning as well as understanding with students against the subject matter so that it can improve the learning achievements of students. The instruments used to collect data is a test sheet of mastering the concept which developed on the basis of indicators understanding the concept of fashion design, the material elements and principles of fashion design as well as application on making fashion design. As for the skills test is done through test performance to making fashion design in digital format. The results of testing against the mastery of concepts and skills of fashion designing in digital formatted shows that experimental group obtained significantly higher qualifications compared to the control group. That means that the use of interactive multimedia-based animation, effective to increased mastery of concepts and skills on making fashion design in digital format.
This study aims to design and create a virtual chemical textile laboratory model as an effort to improve students' understanding of learning Textile Chemistry, especially on the subject of making cellulose-based regenerative textile fibers that have a high level of abstraction and complexity. Theoretical learning in the form of verbal symbols, empirically is not representative enough to explain the concept of the system that is needed, so that the possibility is not affordable (likely to inaccessible) by students which effected to the lessen of learning experiences. These conditions have implications for the lack of student understanding of these processes which is indicated by the acquisition of low learning outcomes. The specific target of this research is to produce a virtual laboratory device as a simulation medium for learning textile chemistry on the subject of making effective cellulose-based regenerative fibers. Furthermore, the model developed is validated to get input from experts related to the technology used, design and process content in the developed model. The validation results show that this model is suitable for use in the study of textile chemistry and can be used to improve students' understanding of the material for making cellulose-based regenerative textile fibers. In the limited trials that have been carried out, there are some features, image choices, and some simulations that need to be refined to avoid students' misinterpretations of the planned chemical process concept. Students involved in the trials are more motivated to continue learning related concepts that have been learned. In subsequent studies this model will be tested on a broader scale to measure its effect on the mastery of concepts and its ability to improve learning outcomes in textile chemistry courses, on the material for making cellulose-based regenerative fibers.
Seni Pop Art atau Populer Art merupakan seni populer aliran seni dipengaruhi fenomena sosial maupun budaya yang berkembang di masyarakat. Kehadiran seni Pop Art pada tahun 1960-an di Amerika dan Inggris, budaya pada zaman itu mengaitkan unsur gaya/style yang diusungnya. Gaya Pop Art divisualisasikan pada bentuk karya dimanfaatkan oleh dunia industri khususnya desainer grafis Indonesia diwujudkan pada pakaian menargetkan anak muda sebagai calon konsumen, terlepas dari trend pengunaan teknik, material serta bentuk yang jadi sasaran produksi dalam dunia industri di Indonesia. Sumber ide pada penciptaan karya seni Pop Art menjadi suatu hal yang menarik menggunakan teknik digital print. Keunggulan teknik digital print adalah dapat menghasilkan hasil yang telah dibuat, komposisi warna menghasilkan visual hidup. Dalam penelitian ini mengembangkan teknik digital print dengan menggunakan karya seni Pop Art.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.