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Makna Etis dan Estetis pada Tari Tradisional Aceh, Betawi, Bali, Kalimantan, Sulawesi, dan Papua Wiradharma, Gunawan; Sediyaningsih , Sri; Prasetyo, Mario Aditya
PERSPEKTIF Vol. 13 No. 2 (2024): PERSPEKTIF April
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/perspektif.v13i2.11180

Abstract

Discussions about ethical and aesthetic meaning in art, especially traditional dance will always be an interesting study to discuss amidst technological developments and globalization. This research aims to examine and describe the ethical, ethical, and aesthetic values of traditional Indonesian dance consisting of the regions of Aceh, Java, Kalimantan, Bali, Sulawesi, and Papua. The problem discussed in this research is what is the ethical and aesthetic meaning of traditional dance in Indonesia? This type of research is qualitative using a descriptive-analytical approach. The use of this qualitative method can provide more comprehensive knowledge results because it emphasizes process and meaning. Data collection in this research was carried out by interviews with dance maestros, cultural figures, choreographers, and dance academics. This research can provide a comprehensive understanding of the diversity of Indonesian traditional dance to expand the scope of knowledge of arts and culture. The results of this research show that traditional dances from the six selected regions have similarities in terms of geography, themes, and clothing. In general, the birth of traditional dance in these six regions was created from two regions, namely the coast and the mountains. Three big themes are usually raised in traditional dance, namely ritual, war, and entertainment. Clothing in the six selected regions has different characteristics. This difference has of course been regulated by the traditions and customs of the people who believe in it so that it becomes an ethic and aesthetic in a dance performance.
Pembelajaran Berbasis Pendidikan Multikultural pada Sekolah Indonesia Luar Negeri di Malaysia dan Singapura Nurmanita, Tiara Sevi; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Anam, Khaerul; Suparti, Suparti
JOEAI (Journal of Education and Instruction) Vol. 8 No. 5 (2025): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v8i5.16345

Abstract

The purpose of this study is to analyze the teaching and learning process at Indonesian Schools (SILN), focusing on the challenges faced in preserving Indonesian cultural heritage amidst the social, cultural, and linguistic diversity of students from diverse backgrounds. The research method used here is qualitative, based on a case study approach, and employs thematic analysis to analyze the collected data. The research team conducted in-depth interviews with school administrators, faculty, and students from Indonesian Schools in Kota Kinabalu (SIKK), Kuala Lumpur (SIKL), and Singapore (SIS) to gather information about the curriculum and pedagogy at SILN. Education at Indonesian schools abroad must be integrated with the teaching of Indonesian culture and the learning of the Indonesian language, which directly contributes to the formation of national character. The study findings are anticipated to provide theoretical contributions to the development of multicultural education and Indonesian language teaching abroad, as well as practical benefits for SILN administrators and teachers in developing more effective and inclusive teaching methods, thereby enabling education at SILN to optimally maintain and introduce Indonesian culture to students living abroad.   Keywords: Global Diversity, Multicultural Education, Teaching and Learning Process, Indonesian Schools Abroad
Desain Sistem Aplikasi Pelaporan Pelanggaran di Destinasi Pariwisata Prioritas Indonesia Berbasis Prinsip Keberlanjutan Adamy, Zulham; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Igiriza, Miftahunnisa’; Anam, Khaerul
PERSPEKTIF Vol. 15 No. 1 (2026): PERSPEKTIF January
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/perspektif.v15i1.15757

Abstract

Amid growing demands for transparency and public participation in tourism governance, public reporting technology is still rarely positioned as a strategic instrument for citizen participation in sustainable tourism destinations. This study aims to analyze the needs and design a complaint reporting system for violations in Indonesia's priority tourism destinations by integrating sustainability principles and RAD approach. Using in-depth interviews with tourism experts and application developers, questionnaires, and field observations in super-priority destinations. The results show that the limitations of manual complaint systems not only hamper the effectiveness of follow-up violations but also weaken the participation of tourists as actors in destination governance. The main findings indicate that a responsive, secure, and transparent digital reporting system has the potential to strengthen the practice of co-production of public services and increase the accountability of tourism destination management. The scientific contribution of this research lies in the expansion of the RAD model's application in the context of participatory technology in the tourism sector, while enriching the e-governance discourse by positioning complaint applications as a medium for tourists and destination managers. This research emphasizes that public reporting technology is strategic instrument in building participatory, ethical, and sustainable tourism destination governance.
Adopsi, Implementasi, dan Integrasi Teknologi dalam Tridarma Perguruan Tinggi untuk Smart Campus Koesanto, Stefani Made Ayu Artharini; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Fauzi, Luthfi Faishal
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16113

Abstract

The transformation towards a smart campus is no longer an option, but an urgent necessity for universities in Indonesia to survive and excel in the digital age. The implementation of technology in the three pillars of higher education is key to improving efficiency, educational quality, and global competitiveness. This study aims to examine the adoption, implementation, and integration of technology in the implementation of the three pillars in Indonesian universities using a qualitative approach. The results of the study show the formation of a digital learning ecosystem model consisting of the following main components: strong technological infrastructure (campus internet and Wi-Fi); hardware and software, such as LMS; competent human resources through continuous training; and active student involvement in digital learning. Other components that support this ecosystem include digital content, data-based evaluation, institutional policies such as green technology, system interoperability, and digital communication tools. The main challenges in implementation are uneven digital literacy, funding constraints, and resistance to change. However, through regular training strategies, policy strengthening, and inclusive change management, smart campuses in Indonesia have the potential to become a key strategy for creating adaptive, innovative, and globally competitive higher education.
Toward a Smart Campus: A Qualitative Study of the Digital Learning Ecosystem Model in Indonesian Higher Education Koesanto, Stefani Made Ayu Artharini; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Rubyasih, Arina; Rusyana, Enang; Ningrum, Karina Pramita
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 12 No. 1 (2026): March
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v12i1.19810

Abstract

This study aims to describe the implementation of innovative campuses in Indonesia based on a digital learning ecosystem model, while also analyzing how universities leverage technology to foster institutional innovation and support the development of a Smart Campus framework. This research employed a descriptive qualitative approach by conducting interviews with lecturers and students from several universities in Indonesia, including Makassar State University, Pontianak State Polytechnic, IPB University, Gadjah Mada University, Budi Luhur University, and Multimedia Nusantara University. Data were collected through semi-structured in-depth interviews using an interview protocol that focused on technology utilization, system integration, digital literacy, and organizational readiness. The data were analyzed using thematic analysis to identify recurring patterns in the implementation of Smart Campus initiatives. The findings reveal that the implementation of Smart Campus in Indonesian universities remains partial and fragmented due to limited system integration, unequal technological infrastructure, and varying levels of digital readiness among academic staff. These findings indicate that developing a sustainable Digital Learning Ecosystem requires not only the provision of technological infrastructure but also strong institutional alignment, continuous digital literacy development, and the design of integrated digital platforms.
Innovation of Virtual Reality Learning Media in Increasing Vocational High School Students’ Learning Motivation in Building Management Layout Material Hasim, Rahman; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Anam, Khaerul
Paedagoria : Jurnal Kajian, Penelitian dan Pengembangan Kependidikan Vol 17, No 2 (2026): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/paedagoria.v17i2.36746

Abstract

This study aims to examine the effectiveness of a learning medium that has been developed since 2024, namely VROOM: Virtual Reality Room Organization and Optimization Media, in increasing vocational high school (SMK) students’ learning motivation in the subject of Building Management Layout. The method used was Research and Development (R&D) with the ADDIE development model approach, focusing on the implementation and evaluation stages. The research subjects consisted of 30 eleventh-grade SMK students majoring in Office Management who participated in learning activities using VROOM. The data collection instrument was a student learning motivation questionnaire measuring two main aspects: intrinsic and extrinsic motivation. The results showed a significant increase in students’ learning motivation after using VROOM. Intrinsic motivation increased from 2.45 to 3.28, while extrinsic motivation increased from 2.35 to 3.22. Overall, the total score rose from 2.94 to 3.79, with a significant difference (p < 0.05) and a large effect size (Cohen’s d = 1.5). These findings indicate that VROOM effectively supports experiential and interactive learning, helping students better understand spatial concepts while increasing their motivation. Therefore, VR-based learning media has strong potential to support skill-based learning in vocational education.
Pengembangan Aplikasi Mobile Learning Berbasis Augmented Reality Materi Bangun Ruang Anam, Khaerul; Wiradharma, Gunawan; Prasetyo, Mario Aditya
JOEAI (Journal of Education and Instruction) Vol. 5 No. 2 (2022): Journal of Education and Instruction (JOEAI)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v5i2.4431

Abstract

The purpose of this research is to develop and conduct a feasibility test of mobile learning applications based on augmented reality materials. The benefit of this research is knowing the steps taken in developing the application. The research method used is research and development (R&D) with a quantitative descriptive research approach with a questionnaire as a data collection technique. The stages of research and development are in accordance with the theory put forward by Borg & Gall. This study focuses on the application development section which consists of two stages. The first stage is the initial trial to create content and application views. The second stage is the feasibility of the application according to linguists, materials and media experts. The results of the study show that the overall average feasibility of this mobile learning media is 85.4% with the interpretation of "Very Good". The results of the overall assessment of the feasibility of this mobile learning language are 78.8% with the interpretation of "Good". The results of the overall average assessment of this mobile learning media material are 79.7% with the interpretation of "Good". Based on the results of the media feasibility test, it can be concluded that the resulting ABRAR mobile learning, Spatial Animation with Augmented Reality fulfills the good criteria and is suitable for use as a learning medium for geometric material. Keywords: application, augmented reality, building space, learning media, mobile learning.
Evaluasi Media Pembelajaran Augmented Reality Bangun Datar/Ruang dengan Pendekatan Etnomatematika Rumah Adat Lengkong dalam Meningkatkan Kemampuan Spasial Siswa Sekolah Dasar Anggraini, Cicilia Clara Devi; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Anam, Khaerul
JOEAI (Journal of Education and Instruction) Vol. 7 No. 2 (2024): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v7i2.12081

Abstract

Mathematics learning at the school level really needs to be linked to local culture by being incorporated into mathematics learning media to make it more contextual and interesting. This is known as the ethnomathematics approach. Previous research has produced augmented reality-based learning media applications for learning mathematics flat and spatial building materials using the cultural products of the lengkong traditional house from West Java. The product utilizes the latest technological developments that are used as learning media. This application is designed as a support in visualizing the learning of flat and space shapes materials at the elementary school (SD) level. A questionnaire was employed as the data collection procedure. Respondents of this study consisted of two parties, namely experts who were teaching staff (lecturers and teachers) and users who were PGSD students and students who used the application. The filled questionnaire measures the assessment which includes usefulness, ease of use, ease of learning, and user satisfaction. Data analysis in this research is quantitative descriptive. The learning application developed integrating augmented reality (AR) technology with an ethnomathematics approach showed significant results in improving the spatial abilities of elementary school students. AR technology allows a more real and interactive visualization of geometry objects, which is difficult to achieve through conventional learning methods. With this visualization, students can observe and interact with two- and three-dimensional building models so that their understanding of the structure and dynamics of spatial buildings increases. The ethnomathematics approach that connects mathematical concepts with local culture has made the subject matter more relevant to students' daily lives. This increases students' learning motivation as they can see firsthand the application of mathematical concepts in their cultural context.