Augmented Reality dalam Pembelajaran Tata Busana

Kajian Literatur tentang Visualisasi Materi Pembelajaran, Hasil Belajar, dan Kompetensi Praktik

Authors

  • Qothrun Nada Ma'ruf Batubara Universitas Negeri Medan
  • Novialdi Ashari Universitas Negeri Medan

DOI:

https://doi.org/10.55606/jurripen.v5i2.10025

Keywords:

Augmented Reality, Fashion Education, Learning Outcomes, Material Visualization, Practical Competencies

Abstract

Fashion education requires media capable of visualizing abstract, procedural, and skill-based materials. This study analyzes the use of Augmented Reality (AR) in fashion education, focusing on material visualization, learning outcomes, and practical competencies. A systematic literature review was conducted on publications from 2020–2026 retrieved from Google Scholar, Scopus, ScienceDirect, ERIC, SpringerLink, and Garuda. Data were analyzed through content analysis and thematic synthesis. The results show that AR is implemented through e-books, smartphone applications, and flash cards integrating QR codes, three-dimensional objects, audio, quizzes, and 360-degree rotation. These features support learners’ understanding of garment components, pattern construction, and practical procedures while promoting independent learning. AR-based media generally demonstrate positive tendencies toward motivation, conceptual understanding, learning outcomes, and practical competencies. However, implementation is influenced by device compatibility, internet access, teachers’ digital literacy, media quality, and institutional support. AR can connect theoretical understanding with practical skills when designed according to learning objectives, curriculum requirements, and technological readiness.

Downloads

Download data is not yet available.

References

Anggraini, Y., Bahri, H., Widarma, A., Damanik, U. A., & Dewi, E. R. (2025). Enhancing teacher and student competence through CAD-based digital pattern making training to support fashion. Jurnal Pengabdian kepada Masyarakat, 2(2).

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa

Dermawan, Damanik, U. A., Santi, T. D., & Bali, W. (2026). Implementasi virtual fitting berbasis pola digital untuk mendukung pembelajaran tata busana berkelanjutan di SMK. Pendas: Jurnal Ilmiah Pendidikan Dasar, 11(2), 203–211.

Ertaş, S. (2015). Architecture education and fashion design: “Fashion–Reject Studio” in International Architecture Students Meeting. Procedia—Social and Behavioral Sciences, 182, 149–154. https://doi.org/10.1016/j.sbspro.2015.04.750

Fazel, H., & Sayaf, A. (2025). Social media integration in marketing education: A way forward to improve engagement and learning outcomes. Computers in Human Behavior Reports, 17, 100595. https://doi.org/10.1016/j.chbr.2025.100595

Franco-González, I. T., Lappalainen, N., & Bednarik, R. (2024). Tracking 3D motion of instruments in microsurgery: A comparative study of stereoscopic marker-based versus deep learning method for objective analysis of surgical skills. Informatics in Medicine Unlocked, 51, 101593. https://doi.org/10.1016/j.imu.2024.101593

Greenamyre, T. (2025). Lessons from the Tim Greenamyre model. Neurobiology of Disease, 213, 106995. https://doi.org/10.1016/j.nbd.2025.106995

Marcel, J. (2023). Augmented reality Android based: Education of modern and traditional instruments. Procedia Computer Science, 216, 266–273. https://doi.org/10.1016/j.procs.2022.12.136

Marseli, P., Adriani, Nelmira, W., & Hutasuhut, N. I. (2025). Pengembangan media pembelajaran visual macam-macam lengan busana melalui flash card berbasis Assemblr Edu untuk siswa SMK Fase E di SMK Negeri 4 Sijunjung. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(3), 250–269.

Masudin, I., Palupi, D., & Billy, D. (2023). Analysis of financial technology user acceptance using the Unified Theory of Acceptance and Use of Technology method. Procedia Computer Science, 227, 563–572. https://doi.org/10.1016/j.procs.2023.10.559

Melania, R. A. S., & Yuniati, M. (2025). Pengembangan media pembelajaran berbasis augmented reality untuk kompetensi dasar pembuatan pola blus kelas X DPB di SMK Negeri 2 Jombang. Jurnal Socia Akademika, 11(2), 234–240.

Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., Chou, R., Glanville, J., Grimshaw, J. M., Hróbjartsson, A., Lalu, M. M., Li, T., Loder, E. W., Mayo-Wilson, E., McDonald, S., … Moher, D. (2021). The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. BMJ, 372, Article n71. https://doi.org/10.1136/bmj.n71

Pickard, N., Howard, D., Nagaraja, V. H., & Kenney, L. (2025). Recommendations for tracking the residual forearm in people with trans-radial limb difference using marker-based motion capture. Medical Engineering & Physics, 146, 104441. https://doi.org/10.1016/j.medengphy.2025.104441

Pratama, M., Yanfi, Y., & Nusantara, P. D. (2023). WizardOfMath: A top-down puzzle game with RPG elements to hone the player’s arithmetic skills. Procedia Computer Science, 216, 338–345. https://doi.org/10.1016/j.procs.2022.12.144

Rahmi, Tarigan, W. B. U., Munthe, H. A., & Sinulingga, L. M. (2026). Desain ragam hias Batak dalam konteks seni dan desain kontemporer: Studi literatur. Educatoria: Jurnal Ilmiah Ilmu Pendidikan, 6(1), 60–70. https://doi.org/10.36312/educatoria.v6i1.921

Raven, J., Witter, S., Paola, M., Regmi, S., Hawkins, K., Osborne, A., Hagazi, M., Kyu, K., & Yamout, R. (2026). Supporting a resilient health workforce: Lessons from health systems experiencing shocks. SSM—Health Systems, 7, 100257. https://doi.org/10.1016/j.ssmhs.2026.100257

Rohmah, L., & Russanti, I. (2021). Studi literatur: Efektivitas penggunaan virtual reality pada mahasiswa fashion design. e-Journal, 10(2), 168–175.

Sandro, R., Tussadiah, A., Mahriza, R., Pridina, N., & Nurul, L. (2014). Study of wind, tidal wave and current potential in Sunda Strait as an alternative energy. Energy Procedia, 47, 242–249. https://doi.org/10.1016/j.egypro.2014.01.220

Simanjuntak, D. U., Siregar, A. P. B., Sari, D. N., Sitorus, E. A., Purba, E. S., & Situmorang, W. G. B. (2026). E-book berbasis augmented reality (AR) untuk pembelajaran menggambar pola kemeja pria di Program Studi Pendidikan Tata Busana. Pendas: Jurnal Ilmiah Pendidikan Dasar, 11(2), 181–190.

Sinaga, R. B., Ketaren, S. B. M., Hasibuan, N. R., Farihah, & Purnamasari, U. D. (2026). Efektivitas pemanfaatan media pembelajaran digital dalam meningkatkan kompetensi praktik siswa pada pendidikan tata busana: Kajian literatur. Didaktik: Jurnal Ilmiah FKIP Universitas Mandiri, 12(2), 240–251.

Suandi, Wibowo, S. A., & Auliasari, K. (2020). Pengenalan tools keselamatan kerja menggunakan augmented reality berbasis Android. JATI: Jurnal Mahasiswa Teknik Informatika, 4(1), 93–101.

Utama, J. D., Nelmira, W., Puspaneli, & Hadiastuti. (2026). Pengembangan e-jobsheet berbasis FlipHTML5 pada materi pembuatan kerah kemeja untuk siswa tata busana. EduTech: Jurnal Teknologi Pendidikan, 25(2), 798–808. https://doi.org/10.17509/e.v25i2.99884

Utami, R. A., Nelmira, W., Chairani, V. S., & Utami, R. (2025). Research trend of learning media in fashion education in Indonesia. Indonesian Journal of Educational Research and Review, 8(2), 341–352. https://doi.org/10.23887/ijerr.v8i2.90942

Wati, W. R., Sariyatun, & Sudiyanto. (2024). Advancing fashion design education: Evaluating the eligibility of video tutorial media for basic pattern content in vocational high school. Journal of Educational Research and Evaluation, 8(3), 452–461. https://doi.org/10.23887/jere.v8i3.76069

Downloads

Published

2026-07-31

How to Cite

Qothrun Nada Ma’ruf Batubara, & Novialdi Ashari. (2026). Augmented Reality dalam Pembelajaran Tata Busana : Kajian Literatur tentang Visualisasi Materi Pembelajaran, Hasil Belajar, dan Kompetensi Praktik. JURNAL RISET RUMPUN ILMU PENDIDIKAN, 5(2), 212–222. https://doi.org/10.55606/jurripen.v5i2.10025

Similar Articles

<< < 13 14 15 16 17 18 19 20 21 22 > >> 

You may also start an advanced similarity search for this article.