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Nessa Wulan Rosdiana; Roni Faslah; Rayi Dwipanilih

Saturnus: Jurnal Teknologi dan Sistem Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This research was conducted with the aim of developing an automation system for recording warehouse inventory based on Google Sheets to improve the effectiveness and efficiency of the stocktaking process at the Cresta Management warehouse. This research was based on problems in the semi-manual process that used logbooks and separate files for each group of goods, which caused problems such as data duplication, limited data access, lack of data transparency, and lengthy recapitulation process. This research used the Research and Development method using the ADDIE model (Analyze, Design, Develop, Implement, and Evaluate). Data were collected through observastion, interviews, questionnaires, and documentation. The result of this development is a system consisting of a login page, goods transcation recording, warehouse dashboard, stock reports, stock cards, and PDF report exports. This study also produced evaluation scores regarding the system’s feasibilty: 93,3% from the first media expert, 80% from the second media expert, 73,3% from the material expert, and 91,75% from users through User Acceptance Testing. These evaluation results indicate that the system is feasible for use and implementation in supporting warehouse operations, as it provides real time data updates, improves the efficiency of goods reporting, and enhances warehouse transactions.

Bethanya Br Sipahutar; Sarah Ramadani; Anggraini Thesisia Saragih; Khairul Azmi Siagian

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2026 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to develop a storytelling-based learning media in the form of a YouTube video to support students’ understanding of narrative text based on their learning needs. This study employed a Research and Development (R&D) design using the ADDIE model, focusing on the stages of analysis and development. The data were collected through a questionnaire as part of the needs analysis to identify students’ responses toward listening and repetition activities, as well as the difficulties they face in understanding narrative texts. The results show that students generally respond positively to listening and repetition. However, they still experience difficulties in understanding the storyline and vocabulary. The findings also indicate that students need learning support in the form of audio, visual elements, and vocabulary assistance. Based on these findings, a learning product was developed in the form of a YouTube-based digital storytelling video entitled “Learn Narrative Text Through Fun Storytelling (Listen, Repeat & Retell)”. The video integrates storytelling, repetition, vocabulary explanation, and speaking practice to support students’ comprehension. Due to time limitations, this study was limited to the development of a prototype and has not yet included expert validation. Therefore, future research is recommended to conduct validation to evaluate the feasibility and effectiveness of the developed product.

Edward Johannes Tumanggor; Angel May Donna Br Sembiring; Zahwa Nabila Andriza Nst; Anggraini Thesisia Saragih; Khairul Azmi Siagian

Publikasi Para ahli Bahasa dan Sastra Inggris 2026 Asosiasi Periset Bahasa Sastra Indonesia

Many senior high school students face significant difficulties in generating ideas, organizing thoughts, and selecting appropriate vocabulary when writing descriptive texts. Traditional teaching methods often limit creativity, making the integration of visual media crucial. Therefore, this study aims to develop creative poster-based learning module for teaching descriptive writing. A Research and Development (R&D) design was employed, adapting the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. However, due to time constraints, this research is strictly limited to the Analysis (Needs Analysis) and the initial Development (Prototype Development) stages. The participants for the needs analysis consisted of 22 senior high school students in Indonesia, selected through purposive sampling. Data were collected using an online needs analysis questionnaire. The findings indicate a strong student preference for visual support, which informed the design and creation of a poster-based learning module prototype intended to help students visualize concepts. The implications suggest that while the prototype aligns with student needs, further research is required to validate and test the product.

Mery Octavia Sari; Roni Faslah; Nadya Fadillah Fidhyallah

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to develop and assess the feasibility of Microsoft Access-based learning media as a digital archive tool. Using a Research and Development (R&D) approach, the study follows the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The participants included one media expert, one material expert, one language expert, and 33 class X MPLB students at SMK Negeri 49 Jakarta. Data collection was conducted through observations, interviews, and questionnaires rated on a Likert scale, evaluated by experts and students. The findings show that: 1) The Microsoft Access-based media, developed for the MPLB basics subject, can be run on laptops or computers; 2) The media suitability received an 81.3% rating ("Very Appropriate"), material suitability 89.3% ("Very Appropriate"), and language suitability 100% ("Very Appropriate"). In the trials, individual testing with three students yielded 89.6% ("Very Eligible"), small group testing with 10 students received 75.7% ("Decent"), and field testing with 20 students reached 86.8% ("Very Eligible"). 3) The product is deemed highly suitable by experts, with strong support from small group and field trials, confirming its effectiveness as a learning tool.

Musthofawiyah Musthofawiyah; Tanti Kurnia Sari

International Journal of Education and Literature 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to develop a pop-up book learning medium with the theme “Einkaufen” (Shopping) as a German language instructional medium for Grade XI students at SMA Negeri 3 Binjai. The background of this study is the low level of students’ understanding of the learning materials and their lack of learning motivation due to the use of monotonous conventional media. This research employs a Research and Development (R&D) approach using the ADDIE development model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The results of the implementation stage indicate that 98.3% of students agreed that the pop-up book is effective for use in German language learning, and 96.7% stated that the material content is easy to understand. The pop-up book consists of six pages containing learning materials and exercises that focus on reading, writing, and speaking skills. Validation by material and media experts yielded a score of 90, categorized as very good. These findings demonstrate that the developed pop-up book medium is not only visually engaging but also capable of enhancing students’ motivation and comprehension in an integrative German language learning process. This medium can serve as an effective alternative for improving the quality of foreign language learning at the secondary school level.

Ristik Arini Auliya'Sari; Arissona Dia Indah Sari; Afakhrul Masub Bakhtiar

Jurnal Pendidikan Dirgantara 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to develop Student Worksheets (LKPD) incorporating the traditional serok kuali game on multiplication material for third-grade students at SDN Deket Wetan Lamongan and to determine their validity, effectiveness, and practicality. The research method employed was Research and Development (R&D) using the ADDIE model, which consists of the analysis, design, development, implementation, and evaluation stages. The research subjects included two expert validators, namely a media expert and a subject-matter expert, as well as 15 third-grade students at SDN Deket Wetan Lamongan. Data were collected using expert validation questionnaires, conceptual understanding tests (pretest and posttest), and student response questionnaires. The results showed that the developed LKPD demonstrated a very high level of validity, with a score of 97.5% from the media expert and 95.55% from the subject-matter expert. The effectiveness test indicated an improvement in students’ learning outcomes, with an N-Gain score of 0.803 (80.3%), which falls into the effective category. In addition, students’ responses to the use of the LKPD reached a percentage of 95.6%, categorized as very good. Based on these findings, it can be concluded that the LKPD incorporating the traditional serok kuali game is feasible, effective, and practical for use as instructional material to enhance third-grade elementary school students’ understanding of multiplication concepts.

Vika Zida Akmaliah; Andika Setyo Budi Lestari; Miftahul Khoiri

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The purpose of this study is to develop a mathematics e-module based on the tourism potential of Pasuruan City material of flat-sided solid shapes. This research is motivated by the use of teaching materials by teachers is still manual, not in digital form that integrates local tourism potential. The type of research is R&D (Research and Development) with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The results of the study show that the mathematics e-module based on the tourism potential of Pasuruan City material of flat-sided solid shapes has gone through a model development process. The validation results show that the percentage of experts with an average of 93.6% is in the very valid category. The application of the mathematics e-module received a positive response with a percentage of 88.5% on a small scale and on a large scale showing 89.2% in the very practical category. The posttest showed a percentage on a small scale of 83%, while on a large scale it reached 80% which is categorized as effective. Conclusion, the development of a mathematics e-module based on the tourism potential of Pasuruan City material of flat-sided solid shapes is declared valid, practical and effective.

Isrowiyah Isrowiyah; Ika Putra Viratama

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Science learning in elementary schools, especially regarding the material on changes in the state of matter, requires media that can present concepts in a concrete and interesting way so So that it is easy for students to understand. This research aims to develop a science learning medium about changes in the states of matter through BrainPOP animated videos equipped with interactive questions for fourth-grade elementary school students, and to evaluate the level of feasibility and studentThis research focuses on students’ feedback toward the developed learning media. It adopts a The research and development (R&D) methodology based on the ADDIE model includes steps such as needs analysis, instructional design, product development, implementation, and evaluation. The students involved in the research were in fourth grade  elementary school students, fourth-grade teachers, and validators from material experts and media experts. The process of data collection involved multiple methods such as direct observation, in-depth interviews, and the distribution of questionnaires obtained were analyzed using quantitative and qualitative descriptive techniques. The results of the study indicate that the developed learning media is classified as very feasible based on validation provided by material experts and media experts. In addition, the results of limited trials indicate that students gave a very positive response to the use of these learning media. Therefore, science learning media based on BrainPOP animated videos and interactive questions can be considered a feasible alternative to increase the interest and understanding of fourth-grade elementary school students.

Faris Afif Nababan

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study focuses on the development of an interactive learning media for introducing OpenGL in the Computer Graphics course. The research approach used is Research and Development (R&D) with the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The final product of this study is an interactive learning application that covers basic OpenGL material, simple programming exercises, evaluation quizzes, and other supporting information. The trial results show positive feedback from students. Based on the questionnaire analysis, the aspects of appearance, content, interactivity, and benefits received an average score of 85% in the "very good" category. Additionally, the effectiveness of this media is evident in the improvement of student learning outcomes, with the average score increasing from 64 to 82 after using the media, and the passing rate rising from 56% to 88%. Overall, this OpenGL-based interactive learning media proves to be effective in enhancing students' understanding and can serve as an alternative or complement in the Computer Graphics course learning process.

Marsya Nanda Dian Agustina; Miza Rahmatika Aini; Hesty Puspitasari

International Journal of Educational Development 2026 Asosiasi Periset Bahasa Sastra Indonesia

The study titled “Designing a Web-Based E-Module for Empowering Tenth-Grade Students’ Writing Skills in Descriptive Text” aims to develop a digital learning medium to improve students’ descriptive writing abilities. The research applies a Design and Development (D&D) approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation, supported by a descriptive quantitative method. The study addresses limitations of traditional, teacher-centered instruction that relies heavily on printed materials by integrating technology into the learning process. The research begins with an analysis of existing teaching practices and learning resources for descriptive text writing. Based on this analysis, a web-based e-module is designed to provide a more interactive and engaging learning experience. The module includes structured materials such as definitions, purposes, text structures, language features, examples, and practice exercises. The e-module is then implemented in a tenth-grade classroom setting, followed by an evaluation of its effectiveness using quantitative data. The results indicate that the web-based e-module effectively improves students’ descriptive writing skills. Interactive features, including multimedia content, self-paced activities, and immediate feedback, enhance students’ motivation and active participation. Teachers and students report positive perceptions regarding the practicality, accessibility, and usefulness of the e-module. Pre-test and post-test results also show a clear improvement in students’ writing performance. Overall, the study concludes that web-based e-modules are a promising instructional medium for enhancing writing skills and supporting student-centered, technology-integrated English language learning.

Mega Anastasya Diska Mokoginta; Elya Nusantari; Jusna Ahmad

Jurnal Pendidikan Kimia, Fisika dan Biologi 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Biodiversity represents the condition and level of ecosystem complexity in a particular area, reflecting the presence of various living organisms and their interactions with the environment. Based on its ecological conditions, Mooat Lake in East Bolaang Mongondow Regency serves as a habitat for various plant species, one of which is moss (Bryophyta), which plays an important role in maintaining ecosystem balance. The presence of Bryophyta in this area has the potential to be utilized as a contextual learning resource in biology education. This study aims to determine the validity level of an interactive e-book based on Bryophyta research conducted at Mooat Lake, East Bolaang Mongondow Regency, as a biology learning material for tenth-grade senior high school students. This research employed a Research and Development (R&D) method using the ADDIE development model, which consists of the stages of analysis, design, development, implementation, and evaluation. The product developed in this study was an interactive e-book containing biodiversity material based on field research findings. The results showed that the material expert validation obtained a percentage of 94.2%, categorized as very valid, while the media expert validation obtained a percentage of 83.7%, also categorized as very valid. Based on these findings, it can be concluded that the interactive e-book based on moss research meets the criteria of being very valid and is suitable for use as a learning resource in biology subjects, particularly on biodiversity topics.

Aulia Sava Kamila; Indriana Dwi Saputri; Sofyan Hadi Saputra; Rani Setiawaty

Jurnal Ilmu Bahasa dan Pendidikan Guru Sekolah Dasar 2026 Asosiasi Periset Bahasa Sastra Indonesia

Indonesian language learning in elementary schools, especially on figurative language, still faces various problems, such as difficult to understand material, limited learning media, and low student interest and understanding. This is also experienced by fifth-grade students of SD 1 Mlati Lor who have difficulty recognizing types of figurative language and understanding their meaning well in context. This study aims to develop an interactive flipbook media about figurative language that highlights the local wisdom of North Sulawesi and test its feasibility and practicality for semantic learning. The method used in this study is research and development (R&D) with the ADDIE model, which consists of analysis, design, development, implementation, and evaluation. The research subjects were fifth-grade students of SD Negeri 1 Mlati Lor. Data collection was carried out through interviews, observations, validation by material and media experts, questionnaires for teachers and students, and learning outcome tests. Data were analyzed using qualitative and quantitative descriptive approaches. The results of the study indicate that the interactive flipbook media inspired by the local wisdom of North Sulawesi was considered very valid by experts. Furthermore, practicality testing demonstrated that teachers and students responded in the "very practical" category, indicating that the media was easy to use and well-received in learning. The application of local cultural elements has been shown to help students understand figurative language concepts more clearly and meaningfully. Therefore, the developed flipbook can be used as an alternative Indonesian language learning medium to improve students' semantic understanding and cultural knowledge in elementary schools.

Musaddad, Reyno Bustami Musaddad; Irawan Setyo; Anisatun Fajriah; Rani Setiawaty

Publikasi Para ahli Bahasa dan Sastra Inggris 2026 Asosiasi Periset Bahasa Sastra Indonesia

This study was based on the low ability of third-grade students at SD Negeri 2 Wonorejo to understand syntactic material, particularly the use of conjunctions, due to a lack of interactive and contextual learning media. This study aimed to develop EKUJARSI E-Flipbook learning media based on Kudus local wisdom that has been tested for feasibility and practicality to improve student understanding. The research method used was Research and Development (R&D) with the ADDIE (Analyze, Design, Development, Implementation, Evaluation) development model. The test subjects included subject matter experts, media experts, classroom teachers, and third-grade students. Data collection instruments used validation sheets and user response questionnaires. The results showed that the EKUJARSI media was highly valid for use, as evidenced by a validation percentage of 89.6% from media experts and 86.15% from subject matter experts. The practicality test also showed positive responses, with teachers giving a score of 80% and students giving a score of 85.9%, which is considered very feasible. Specific findings show that the ease of use aspect received a perfect score of 100% from students, indicating that this media is very user-friendly. It is concluded that the EKUJARSI E-Flipbook is feasible and practical to be implemented as an innovative learning media that effectively integrates local cuisine to facilitate understanding of language concepts.

Harinangsi Napu; Nurain Mohammad

Inovasi Pendidikan dan Anak Usia Dini 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study discusses the development of thematic teaching materials in elementary schools to improve the quality of learning in accordance with the 2013 Curriculum. The research method used is research and development with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results show that the thematic teaching materials developed with approaches such as Project Based Learning (PjBL), Problem Based Learning (PBL), and Contextual Teaching and Learning (CTL) can enhance students' critical thinking, creativity, and social responsibility skills. The integration of local wisdom values as well as the use of digital and contextual teaching materials make learning more engaging, interactive, and meaningful. The thematic teaching materials based on these innovative learning models can help students develop 21st-century skills. Thus, the development of thematic teaching materials based on innovative models is an effective strategy for creating quality learning in elementary schools that is relevant to curriculum demands and the needs of today's learners. The use of technology and contextual approaches enriches students' learning experiences, making them more relevant and beneficial in daily life.

Ni Nyoman Sandat; Luh Made Dwi Wedayanthi

ARDHI : Jurnal Pengabdian Dalam Negri 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Literacy skills in elementary schools play a crucial role in supporting students’ academic development and overall learning success. However, observations conducted at SDN 2 Demulih revealed that many students still experience difficulties in comprehending reading materials and retelling stories coherently and systematically. This study aims to enhance students’ literacy and language skills through the implementation of the retelling technique as an instructional strategy. A descriptive research approach employing the ADDIE development model was applied, consisting of five stages: analysis, design, development, implementation, and evaluation. The program involved 21 students from grades IV–VI and utilized two audiovisual story media, namely “Independence” and “Bawang dan Kesuna.” The results indicate that the application of the retelling technique based on audiovisual media effectively improved students’ reading comprehension, learning activeness, and self-confidence in speaking activities. Students were able to reconstruct storylines accurately and express moral messages using their own words. Therefore, the retelling technique is proven to be an engaging, practical, and effective literacy learning strategy for elementary school students.

Muhammad Syabrina; Yuli Triani; Yuliana Yuliana; Raudlatul Jannah

ARDHI : Jurnal Pengabdian Dalam Negri 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

The purpose of this study is to develop teaching materials in the form of interactive textbooks on the subject of Rukun Iman (the Five Pillars of Islam) for MIS NU students in Palangkaraya City. The motive for this study is the need for more contextual and relevant teaching resources on Aqidah Akhlak (Islamic beliefs and morals) in order to optimize students' understanding. The ADDIE development model, which includes the phases of needs analysis, product design, development, implementation, and evaluation, was used in this study. Validation was carried out by subject matter experts, design experts, and educators as practitioners to ensure the suitability of the product. Based on the validation results, subject matter experts and designers consistently rated the teaching materials as “very feasible” in terms of media functionality, visual appeal, and material completeness. Improved learning outcomes through pre- and post-tests, as well as a feasibility rate of 93.02%, were demonstrated during implementation in a field test with 30 second-grade students. Moderate to significant learning gains were shown by N-Gain analysis. The findings prove the effectiveness of interactive learning books in improving students' understanding of the Five Pillars of Islam and providing alternative teaching resources that are more interesting and easier to understand. It is hoped that this publication will serve as a guide for educators in Islamic elementary schools to maximize the teaching of Aqidah Akhlak.

Arif Syofyan Hadi

World Journal of Islamic Learning and Teaching 2025 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

Moral learning in junior high schools often faces challenges in improving the understanding and application of moral values in everyday life, especially in the material of Trustworthiness and Honesty. This paper is intended to explain the design of the Problem-based learning (PBL) learning method as an innovation in moral learning of the material of Trustworthiness and Honesty in class VIII of SMP Muhammadiyah 4 Panarukan, which is expected to improve students' understanding through a more contextual, active, and applicable learning experience. The PBL method allows students to analyze real problems related to Trustworthiness and Honesty, develop solutions, and reflect on the application of these values in everyday life. This learning design method adopts two stages of the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model, namely the needs analysis stage and the learning design stage. The results of the study indicate that the need for moral learning in class VIII of junior high school includes the importance of more interactive and problem-based methods, which can bridge the gap between moral theory and its application in real life. This PBL learning design integrates case studies, group discussions, and reflection to create meaningful learning experiences related to the values of Trustworthiness and Honesty. Although this design has considered various pedagogical and contextual aspects, the method is still in the design stage and has not been directly implemented or evaluated. Therefore, further research is needed to test the effectiveness of the PBL method in the context of moral learning at SMP Muhammadiyah 4 Panarukan.

Minarti, Sri; Yulianti, Evy; Meifilindati, Intan

International Journal of Educational Sciences and Languages 2025 International Forum of Researchers and Lecturers

This research is motivated by challenges in biology learning, including the lack of digital literacy assessment in schools and the use of conventional learning methods that tend to make students bored. Impractical printed teaching materials cannot be integrated into the form of videos. This research aims to develop an e-module based on Science, Technology, Engineering, and Mathematics (STEM) to analyze the feasibility, practicality, and effectiveness of e-modules in improving students' understanding of concepts and digital literacy on human respiratory system materials. This research uses the Development Research (R&D) method with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model.  The research was carried out at SMAN 1 Malinau. The implementation stage used a non-equivalent control group  design involving 34 students in the experimental class and the control class. Data collection instruments include validation sheets for media and material experts, practicality questionnaires for teachers and students, and pretest-posttest  tests to measure concept understanding and digital literacy.  Analysis of effectiveness data using N-gain test and hypothesis test (independent sample t-test for concept understanding and Mann-Whitney for digital literacy). The results of the research based on the validation of media experts and subject matter experts show that the STEM-based e-module is declared "Excellent". The e-module is also rated "Very Practical" by biology teachers and students. The e-module was shown to be effective in improving conceptual understanding, where the average N-gain value of the experimental class (58.63; Quite Effective category) was significantly higher (p=0.017) than that of the control class (40.62).

Putri Mustika Anggraeny; Suryari Purnama

Jurnal Manajemen Kewirausahaan dan Teknologi 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

In an era of increasingly intense business competition, an organization's success heavily depends on the quality of individual performance within it. Achieving optimal performance becomes key in realizing organizational goals. In the golf industry, the role of service staff, particularly caddies, is vital as the frontline service that directly interacts with customers. This ongoing research aims to analyze the influence of performance management systems on employee performance of golf caddies at Senayan golf Club. Using a quantitative approach, this research involved 167 respondents and employed multiple regression analysis. The research results show that goal setting, performance feedback, performance assessment, and rewards have a significant positive effect on employee performance, while training has a positive but low significant effect. Meanwhile, the simultaneous influence of independent variables positively affects employee performance. The implications of this research demonstrate the importance of developing a comprehensive performance management system focusing on goal setting, feedback, performance assessment, training, and effective reward systems

Ariyana Damayanti; Yurista Nirmalasari

Jurnal Pengembangan IPTeks Seni Kuliner, Tata Rias, dan Desain Mode 2025 Akademi Kesejahteraan Sosial Ibu Kartini Semarang

Clothing is not only a primary clothing worn as body protection in everyday life, but has developed into clothing as a work of art. One of them is clothing designed for a big event with certain friends such as carnival or carnival clothing. Carnival costumes are designed to display creativity, joy, and cultural diversity. The design is often inspired by local cultural elements, such as mythology, flora, fauna, or traditional symbols. Carnival costumes are made of various materials, such as cloth, feathers, sequins, glitter, and others. This clothing is made to create a striking, beautiful, and eye-catching appearance. The author considers the historical background, mythology, architecture, and local culture related to temples in Indonesia, can produce carnival costumes that are not only visually appealing, but also rich in meaning and cultural values. The general objective of this study is to determine how the Development of Carnival Costumes with Prambanan Temple Architectural Inspiration. The method used is using the Research and Development (R&D) approach through the ADDIE development model. Each stage of ADDIE (Analysis, Design, Development, Implementation, and Evaluation) is used to systematically direct the costume creation process, from identifying needs to evaluating the final results. Determining factors such as measurements, errors, and weight of the clothing. Ergonomic design will allow carnival participants to move freely and comfortably.