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Educational Media Of Ancient History Through Interactive, Evocative, And Interactive Display Design For Sangiran Museum Krikilan Cluster Prasetyo Utomo, Tri; Hesti Heriwati, Sri; Laksani, Hening; Rahmat Ardi Candra Dwi Atmaja, Nur; Herry Prilosadoso, Basnendar; Nurhadi Panindias, Asmoro; Muslihah, Isnawati
International Journal of Educational Research & Social Sciences Vol. 5 No. 1 (2024): February 2024 ( Indonesia - Malaysia )
Publisher : CV. Inara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51601/ijersc.v5i1.757

Abstract

The Sangiran site is one of the most important prehistoric sites in the world, more than 50% of hominid fossils are found in this area and has extraordinary importance because it is considered a complete ecosystem laboratory consisting of geology, palaeontology, palaeobotany, and archaeology (ICOMOS, 1996). By UNESCO, the Sangiran Ancient Human Site was designated as a World Culture Heritage on 5 December 1996 in Merida (Mexico) by the World Heritage Committee with number C593, since then Sangiran has belonged to the world and has become one of three centres of ancient human evolution in addition to similar sites in Africa and China. Preservation of cultural knowledge through cultural knowledge by designing the Museum as a centre of information and cultural preservation. A museum through the exhibition system (museum display system) to convey information. The use of museum display facilities, tailored to the needs of the museum and the type of collection to be exhibited. The museum display system enables information communication. In the display system, objects are placed in displays with interpretations that can explain their meaning. The use of supporting facilities, also known as museum displays, is tailored to the needs and type of museum collection to be exhibited. To display a collection of artefacts about ancient human history, Sangran Museum Krikilan Cluster uses three presentation approaches: intellectual approach, romantic (evocative) approach, and interactive approach. The aim of this design is to determine an alternative display system in the exhibition space of the Sangiran Museum Krikilan Cluster to attract more visitors, both local and foreign.
PERANCANGAN GAME DESAIN "RETURN OF THE AJI SAKA" SEBAGAI UPAYA PELESTARIAN AKSARA JAWA Ganda Saputra, Kurniawan; Nurhadi Panindias, Asmoro
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 1 No. 2 (2020)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v1i2.3520

Abstract

This design aims to make games not only for entertainment but also as a means of education, especially for the younger generation. Therefore, this design focuses on game design by incorporating historical elements such as Javanese script. Javanese script lessons have been taught to us since we were in elementary school, but unfortunately it is almost forgotten. In this modern era, information technology is not only used in the educational aspect, but also as entertainment in cyberspace. Many people like games which have several positive benefits and impacts, such as memory skills, practicing problem-solving skills, relieving stress, and increasing happiness. As in the process of designing the game "Return of the Aji Saka" is an approach tool for learning about culture, especially Javanese script. The inclusion of Javanese script into the design of this game can cause players to absorb cultural elements in it. In designing this game an initiative was taken to make all the characters in it like in the folklore "Legend of Javanese Script" so that it can make this game easier to understand as an educational game. This design method uses a sequential approach, in which a progress is seen as water flowing through the phases of planning, gathering the necessary requirements, identifying, conceptualizing, and designing. The results of this design can be in the form of promotional media such as artbooks, exhibition booths, online advertising as top line media (Above the line) and posters, X-banners, stickers, T-shirts, mugs, pins, key chains as lower line media (Below the line). The game design is expected to increase the younger generation's sense of concern for cultural preservation, especially Javanese script. In addition, it is hoped that it can become an alternative for teenagers to learn Javanese Script culture in the digital era like today. 
Buku Eduwisata Arca Stambha Berbasis Augmented Reality Sebagai Promosi Wisata Gedung Koleksi Candi Bumiayu PALI Sumatera Selatan Sartika, Sartika; Nurhadi Panindias, Asmoro
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 4 No. 2 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v4i2.5539

Abstract

Candi Bumiayu merupakan asset sejarah yang harus diakui keberadaannya sehingga diperlukan upaya dalam memperkenalkan warisan budaya didalam kondisi era digitalisasi terdapat faktor yang mempengaruhi penurunan minat ini di antaranya yaitu kurangnya penggunaan media pembelajaran menarik serta minimnya promosi destinasi wisata bersejarah. Melalui Penggunaan teknologi Augmented Reality (AR) pada buku eduwisata karakter arca stambha menjadi solusi yang tepat untuk memberikan pengalaman interaktif dan menarik kepada pembaca. diharapkan minat dan pemahaman masyarakat terhadap peninggalan sejarah dapat meningkat. Penelitian ini menggunakan metode Multimedia Development Life Cycle (MDLC) dan menggunakan media AISAS (Attantion, Interest, Search, Action, Share) Adapun media yang menjadi strategi dalam promosi yakni Bilboard POP (point of purchase), poster, x-banner, dan instagram serta melalui merchandise.
PERANCANGAN GAME DESAIN "RETURN OF THE AJI SAKA" SEBAGAI UPAYA PELESTARIAN AKSARA JAWA Ganda Saputra, Kurniawan; Nurhadi Panindias, Asmoro
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 1 No. 2 (2020)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v1i2.3520

Abstract

This design aims to make games not only for entertainment but also as a means of education, especially for the younger generation. Therefore, this design focuses on game design by incorporating historical elements such as Javanese script. Javanese script lessons have been taught to us since we were in elementary school, but unfortunately it is almost forgotten. In this modern era, information technology is not only used in the educational aspect, but also as entertainment in cyberspace. Many people like games which have several positive benefits and impacts, such as memory skills, practicing problem-solving skills, relieving stress, and increasing happiness. As in the process of designing the game "Return of the Aji Saka" is an approach tool for learning about culture, especially Javanese script. The inclusion of Javanese script into the design of this game can cause players to absorb cultural elements in it. In designing this game an initiative was taken to make all the characters in it like in the folklore "Legend of Javanese Script" so that it can make this game easier to understand as an educational game. This design method uses a sequential approach, in which a progress is seen as water flowing through the phases of planning, gathering the necessary requirements, identifying, conceptualizing, and designing. The results of this design can be in the form of promotional media such as artbooks, exhibition booths, online advertising as top line media (Above the line) and posters, X-banners, stickers, T-shirts, mugs, pins, key chains as lower line media (Below the line). The game design is expected to increase the younger generation's sense of concern for cultural preservation, especially Javanese script. In addition, it is hoped that it can become an alternative for teenagers to learn Javanese Script culture in the digital era like today. 
Buku Eduwisata Arca Stambha Berbasis Augmented Reality Sebagai Promosi Wisata Gedung Koleksi Candi Bumiayu PALI Sumatera Selatan Sartika, Sartika; Nurhadi Panindias, Asmoro
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 4 No. 2 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v4i2.5539

Abstract

Candi Bumiayu merupakan asset sejarah yang harus diakui keberadaannya sehingga diperlukan upaya dalam memperkenalkan warisan budaya didalam kondisi era digitalisasi terdapat faktor yang mempengaruhi penurunan minat ini di antaranya yaitu kurangnya penggunaan media pembelajaran menarik serta minimnya promosi destinasi wisata bersejarah. Melalui Penggunaan teknologi Augmented Reality (AR) pada buku eduwisata karakter arca stambha menjadi solusi yang tepat untuk memberikan pengalaman interaktif dan menarik kepada pembaca. diharapkan minat dan pemahaman masyarakat terhadap peninggalan sejarah dapat meningkat. Penelitian ini menggunakan metode Multimedia Development Life Cycle (MDLC) dan menggunakan media AISAS (Attantion, Interest, Search, Action, Share) Adapun media yang menjadi strategi dalam promosi yakni Bilboard POP (point of purchase), poster, x-banner, dan instagram serta melalui merchandise.