PENGARUH MEDIA GAME ONLINE FASHION BATTLE TERHADAP PRAKTIK MENDESAIN BUSANA PESTA PADA SISWA KELAS XI DI SMK MUHAMMADIYAH BERBAH YOGYAKARTA THE EFFECT OF FASHION BATTLE GAME ONLINE ON THE STUDENT PRACTICE OF DESIGNING PARTY GOWNS IN GRADE AT VOCATIONAL HIGH SCHOOL MUHAMMADIYAH, BERBAH, YOGYAKARTA

Nita Dwi Lestari, , Indonesia
Triyanto Triyanto, M.A, , Indonesia

Abstract


Penelitian ini bertujuan untuk mengetahui : (1) Praktik mendesain busana pesta sebelum
menggunakan Media Game Online Fashion Battle, (2) Praktik mendesain busana pesta
sebelum menggunakan media Game Online Fashion Battle, (3) adanya pengaruh media
Game Online Fashion Battle terhadap praktik mendesain busana. Penelitian Eksperiment ini
merupakan penelitian dengan pendekatan Pra-Eksperimen menggunakan desain the one group
pretest-posttest. Populasi berjumlah 28, menggunakan semua populasi untuk menjadi sampel.
Validitas instrumen menggunakan validitas isi dan ahli menyatakan layak. Reliabilitas instrumen
menggunakan teknik inter-rater diperoleh hasil 100% rater sepakat. Analisis data menggunakan
analisis deskriptif & inferensial. Uji Prasyarat menggunakan uji normalitas Kolmogorov Sminov
dan uji homogenitas menggunakan uji F dan uji hipotesis menggunakan uji T-test. Hasil
penelitian menunjukkan bahwa: (1) Praktik siswa sebelum menggunakan media Game Online
yaitu 10,71% masuk kategori belum kreatif. (2) Praktik sesudah menggunakan media Game
Online yaitu 14,29% masuk kategori kreatif (3) ada pengaruh media Game Online terhadap
Praktik mendesain busana pesta siswa kelas XI SMK Muhammadiyah Berbah Yogyakarta,
Berdasarkan hasil uji t-test t-hitung > t-tabel yaitu 14.467 > 1,904 dengan signifikansi 0,000.
Kata kunci : Game Online Fashion Battle, Busana Pesta , Desain Busana

This study aimed to investigate: the practice of designing party gowns (1) before and (2)
after using the Fashion Battle Game Online media, and (3) the effect of the media on the
practice of designing gowns. This experimental research employed a pre-experimental
approach with one group pretest-posttest design. The population consisted of 28 students, and
all the members participated as the sample of the study. The instrument was validated through
content validity, and the expert stated it was appropriate. To test the instrument reliability employed
the inter-rater technique, in which the raters completely agreed (100%). The researcher analyzed the
data using descriptive and inferential analyses. The testing of assumptions included the Kolmogorov
Smirnov test for normality and F test for homogeneity, and the hypothesis testing employed the Ttest.
The findings showed that: (1) before the use of the online game media, the student practice was
included in the non-creative category (10.71%); (2) after the treatment, the practice belonged to the
creative category (14.29%), and (3) there was an effect of the online game media on the student
practice of designing party gowns in Grade XI at Vocational High School Muhammadiyah, Berbah,
Yogyakarta, indicated by t1 that was greater than t0 (14.467>1.904) with a significance of 0.000.
Keywords: Fashion Battle Game Online, Party Gowns, Fashion Design

 


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DOI: https://doi.org/10.21831/teknik%20busana.v10i2.17240

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