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Pelatihan Produksi Film “Merangkai Cerita dalam Sinema” untuk Siswa-siswi SMA/K se-Bali Ayu Pamungkas, Epriliana Fitri; Darma Yasa, Ngakan Putu; Novitasari, Dwi; Chrisna Putra, I Made Denny
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 5, No 3 (2025): Abdira, Juli
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v5i3.714

Abstract

The film industry is currently growing rapidly, largely due to the support of advnced technology. However, creating a film involves multiple stages to produce a product that meets the desired target. The current generation is higly creative in producing engaging content, such as documentaries, vlogs about daily activities, and product advertisements. Therefore, this generation requires guidance to maintain consistency in producing quality works. The purpose of this community service is to provide assistance to high school students in film design. The training method involves organizing a workshop. The training covers film theory, the stages of film design, and target audience analysis, followed by hands-on practice. The expected outcome is a film produced by each participant, which will be showcased through a competition and uploaded on Youtube. The training’s outcome demonstrates that participants can appluy film-making techniques, as evident from their active participation in the competition and uploads on Youtube.
Pelatihan Desain dan Sosial Media Marketing Produk Agricultural SMK Negeri 1 Petang Darma Yasa, Ngakan Putu; Jayanegara, I Nyoman; Fajaraditya Setiawan, I Nyoman Anom; Putra Yasa, I Wayan Adi; Trisemarawima, I Nyoman Yoga
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 5, No 3 (2025): Abdira, Juli
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v5i3.661

Abstract

Becoming a young entrepreneur is also implemented by one of the State Vocational Schools in Petang District, Badung Regency, Bali. State Vocational High School 1 Petang has one major in Agricultural Product Processing, namely producing products that are ready to be sold, such as cakes and various types of drinks. The student's production has been sold only within the school environment. Lack of knowledge of technology, namely marketing products via the internet, is an obstacle. This is caused by a lack of resources who understand the use of technology such as creating designs, packaging products and marketing them. To overcome this problem, design and social media marketing training was carried out to market the product. The method applied in this training is direct mentoring for five days in the classrooms of SMK Negeri 1 Petang. The material provided is making promotional designs and video reels that are uploaded on social media. The results of this training show that the students were very enthusiastic in taking part in the training and succeeded in designing content for promotion purposes on social media.
Pelatihan Mewarnai Ilustrasi Wayang sebagai Upaya untuk Mengenalkan Kearifan Lokal kepada Anak Sekolah Dasar di Madrasah Al Miftah, Denpasar, Bali Novitasari, Dwi; Darma Yasa, Ngakan Putu; Ratnaningrum, Luh Putu Rara Ayu; Alufillaily, Wildan; Paramartha, I Gusti Ngurah Made Gita
Jurnal Abdi Masyarakat Indonesia Vol 5 No 4 (2025): JAMSI - Juli 2025
Publisher : CV Firmos

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54082/jamsi.1956

Abstract

Setiap daerah di Indonesia memiliki kearifan lokal masing-masing. Kearifan lokal adalah suatu prinsip dan cara yang dianut oleh masyarakat lokal untuk berinteraksi dengan lingkungannya serta diwariskan secara turun temurun. Kearifan lokal bisa berbentuk bahasa, benda, kegiatan dan wayang. Wayang adalah salah satu bentuk kearifan lokal yang sangat banyak mengandung nilai-nilai kehidupan dalam bermasyarakat. Namun saat ini, wayang semakin tidak populer karena dampak globalisasi yang terus berkembang pesat. Maka, perlu pemahaman terkait budaya lokal dengan cara-cara yang sederhana mulai dari sekolah dasar. Salah satu kegiatannya adalah mewarnai ilustrasi wayang dengan tidak langsung sudah mengenalkan budaya lokal Nusantara. Tujuan pengabdian ini adalah untuk memberikan pemahaman terhadap budaya lokal Nusantara, salah satunya wayang. Metode yang diterapkan dalam pengabdian ini adalah praktek secara langsung mewarnai ilustrasi tokoh-tokoh wayang di dalam ruangan kelas. Metode pengumpulan data dilaksanakan dengan observasi, wawancara, dokumentasi dan kepustakaan. Luaran pengabdian ini adalah wayang dari kertas karton yang sudah diwarnai. Hasilnya, peserta mengikuti dengan antusias sehingga terwujud wayang yang sudah diwarnai. Kegiatan ini menunjukkan efektivitas pendekatan praktis dalam pendidikan seni dan budaya, dan direkomendasikan untuk direplikasi di sekolah-sekolah dasar lain guna menanamkan nilai-nilai budaya lokal sejak dini.
Visualisasi Karakter Dan Desain Background Dua Dimensi Sebagai Aset Game Edukasi Darma Yasa, Ngakan Putu; Novitasari, Dwi
Visualita Jurnal Online Desain Komunikasi Visual Vol 13 No 2 (2025): April 2025
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v13i2.15761

Abstract

ABSTRACT: Currently, game applications are very popular with children and adults. Development of technology can help developers to create games with various genres, topic, storylines and design appearances. The design appearance in the game is the first asset that users will see, so skills are needed to design it to make it more attractive. The display design is the background for the game and the design of the main character or characters in the game. The appearance of the background and character design can provide an attraction for the game chosen by the user. The aim of this research is to design character, property and background designs for educational game assets. The data collection methods used are documentation, observation and literature as well as design using the design thinking method to produce two-dimensional vector-based background and character designs. Observations were made by observing several games which would be used as references in designing background and character designs. This research produces a cartoon design for an adventurous boy character and a two-dimensional background design that can be directly implemented into the game design process.
UPACARA MAPRANI DI DESA SEMPIDI UNTUK MENJAGA TRADISI DAN BUDAYA BALI Sari Dewi, Gusti Ayu Putu Paramita; Darma Yasa, Ngakan Putu
Widya Genitri : Jurnal Ilmiah Pendidikan, Agama dan Kebudayaan Hindu Vol 16 No 1 (2025): Widya Genitri: Jurnal Ilmiah Pendidikan, Agama dan Kebudayaan Hindu
Publisher : STAH Dharma Sentana Sulawesi Tengah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36417/widyagenitri.v16i1.819

Abstract

In Bali, religion and tradition are inseparable. The island’s diverse regions each have their own distinct customs, making cultural diversity the lifeblood of Balinese society. Balinese culture is rich in traditions of mutual cooperation, passed down from ancestors. The island’s unique culture, stunning natural scenery, and warm hospitality make it a compelling destination for tourists. One notable tradition abserved during religious ceremonies at temples in Bali is Maprani. This activity is specifically conducted during the Pujawali ceremony at the Kahyangan Tiga Temple in Sempidi Village. The Maprani tradition is believed to foster tolerance among people and showcase the strength and resilience of Balinese women. During the ceremony, participants walk in orderly procession towards the temple, skillfully carrying gebogan on their heads. This study examines the Maprani tradition in Sempidi Village within the context of globalization. Using an observational approach, the research involves direct visits to witness and document the Maprani tradition. This study draws on relevant literatur to support theories related to tradition. Addtionally, in-depth interviews with key figures from Sempidi Village provide valuable insights into the Maprani tradition. The research results is an analysis of Maprani’s continued practice as a means of preserving Balinese tradition and cultural heritage. The Maprani is conducted every six mounths and is able to make a positive contribution to Bali tourism by offering authentic cultural experiences.