Articles
Picture Book Visualisasi Multikulturalisme Untuk Anak Usia 7-9 Tahun
Qualia: Jurnal Ilmiah Edukasi Seni Rupa dan Budaya Visual Vol 1 No 1 (2021): April
Publisher : Program Studi Pendidikan Seni Rupa FBS UNJ
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DOI: 10.21009/qualia.11.6
Penciptaan karya seni rupa ini berfokus pada penanaman multikultural melalui picture book yang bertemakan kesatuan dalam keberagaman. Tujuan penelitian ini yaitu sebagai komunikator bagi anak-anak akan pentingnya memiliki sikap toleransi di tengah realita multikultural negara Indonesia. Penelitian ini berlandaskan teori multikultural yang mencakup ras, suku bangsa, agama, konflik dan solusi multikultural, ilustrasi, elemen artistik, elemen desain, dan teori perkembangan anak tahap skematik (7-9 tahun). Anak pada tahap tersebut telah memiliki kesadaran dan empati yang mulai berkembang terhadap lingkungannya, sehingga cocok untuk diberi pengetahuan terhadap toleransi keberagaman budaya. Metode pengumpulan data yang digunakan adalah metode kualitatif. Pengumpulan data dilakukan dengan observasi tren produk sejenis, melakukan studi teori, mengumpulkan referensi gaya ilustrasi dan karakter. Berbagai eksplorasi dilakukan antara lain eksplorasi karakter utama, karakter pendukung, layout, serta cover (sampul). Setelah proses tersebut dilanjutkan dengan membuat storyboard, membuat sketsa, dan pemberian line-art dengan teknik manual. Pewarnaan hingga tahap penyusunan layout dilakukan dengan teknik digital. Eksplorasi keunikan dan keberagaman bangsa Indonesia tersebut dapat mengembangkan kompetensi berkarya. Pendidikan multikultural disampaikan melalui picture book berupa cerita dan ilustrasi yang menarik. Karya picture book berupa dua buku seri dengan judul Melukis Persahabatan dan Liem Tidak Sendiri diharapkan dapat memberi makna persahabatan dan toleransi di lingkungan anak.
Penerapan Desain Tekstil Pada Perlengkapan Tempat Tidur Bertemakan Identitas Diri Remaja
Qualia: Jurnal Ilmiah Edukasi Seni Rupa dan Budaya Visual Vol 1 No 1 (2021): April
Publisher : Program Studi Pendidikan Seni Rupa FBS UNJ
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DOI: 10.21009/qualia.11.7
The community's need for decoration in order to beautify a room becomes very important, especially among adolescents in the current generation, namely generation Z. The creation of this work aims to apply the design of textile design products in the form of a set of bedding equipment as a visualization medium for the identity of the Z generation of adolescents. This study uses a qualitative case study research approach. Data collection is done by means of observation, documentation, and questionnaires. The analysis used in the conclusions of this study is the SWOT analysis. The conclusion of the research based on the SWOT analysis can be used as a consideration in determining the sales strategy of textile design products. From the results of a strength research questionnaire in the work that the artist makes, namely illustrating contemporary motifs and using materials that are comfortable and not easily tangled, it creates opportunities for artists' work to be able to compete in the creative industry. The disadvantages of the product that the artist makes are the use of motifs that are too crowded, and the use of synthetic materials that are less environmentally friendly and are flammable. This is a threat because the use of busy motives will slightly interfere with the user's view when going to sleep.
Web Series Dalam Format Film Pendek Tentang Dampak Kecanduan Game Online Terhadap Perilaku Remaja Sebagai Media Kampanye Sosial
Qualia: Jurnal Ilmiah Edukasi Seni Rupa dan Budaya Visual Vol 1 No 1 (2021): April
Publisher : Program Studi Pendidikan Seni Rupa FBS UNJ
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DOI: 10.21009/qualia.11.8
Web Series is one of the shows found on YouTube and other social media. The concept of a Web Series is similar to a television show, but the duration of the broadcast is shorter, around 5-15 minutes. Not inferior to feature films, the Web Series also has many fans because it is easy to access, only uses gadgets and an internet connection, therefore, Web series can be one of the media for social campaigns, one of which is a campaign about the impact of online game addiction on adolescent behavior.. This work is a Web Series that tells about some students who are addicted to playing online games. This changes their behavior, and forms a personality to be indifferent, say rude, disrespectful to parents, lazy to study and so on. Of course, this Web Series has a message stored in it so that the purpose of campaigning in a Web Series is accomplished.
Media Pembelajaran Seks Untuk Remaja
Qualia: Jurnal Ilmiah Edukasi Seni Rupa dan Budaya Visual Vol 1 No 1 (2021): April
Publisher : Program Studi Pendidikan Seni Rupa FBS UNJ
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DOI: 10.21009/qualia.11.9
This research was based on social unrest that occurred among adolescents. Many deviations occur around where we live such as sexual deviations. Lifestyle of adolescents today who have the mindset of free life. The author makes this interactive work to help learn teens and parents to make it easier to educate their children at home with an attractive appearance so it is not boring. So it can be useful for adolescents as well as making them aware of sexual deviations. Material about sex education for adolescents is available in the 2013 Middle School Class 2 Middle School Curriculum on Sociology and Biology as well as the Education Unit Level Curriculum (KTSP) on Integrated Social Sciences (IPS) subjects. Based on studies of similar product trends there has not been found any interactive media of sex education material for teenagers. Therefore the focus of the work in this thesis is to create interactive media that have educational value, namely the development of adolescents, biologically, socially, and sexually transmitted diseases. The technique applied is flash-based digital computerization with realist illustration style. The interactive media user segment is aimed at students so that the material becomes easier to understand and increases the ability to think up to the High Order Thinking Skills (HOTS) stage, which is creating according to Bloom's Taxonomy theory.
Ciri Khas Pandeglang dalam Karya Seni Patung
Qualia: Jurnal Ilmiah Edukasi Seni Rupa dan Budaya Visual Vol 1 No 2 (2021): Oktober
Publisher : Program Studi Pendidikan Seni Rupa FBS UNJ
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DOI: 10.21009/qualia.12.1
The creation of visual art works in the form of sculptures, this work is an expression of the artist in capturing all things related and is a characteristic of the Pandeglang area, Banten Province. Then the characteristics of the Pandeglang area combine the artists by relying on personal styles so that they become new forms and are transformed into sculptures made from paper pulp, the purpose of this amalgamation is so that the works of the artists' sculptures can be accepted and appreciated by the Pandeglang people. The rhino statue in the Pandeglang area is a source of inspiration for artists in making this sculpture, because the existence of these rhino statues is a benchmark for artists to make a sculpture that can be appreciated and even accepted by the Pandeglang community, the artist concludes the acceptance of rhino statues in Pandeglang. present because the object is a characteristic and icon of the Pandeglang area because the one- horned rhino is an endemic animal that can only be found in Pandeglang Regency.
Idealisme Mahasiswa Generasi Milenial dalam Karya Komik
Qualia: Jurnal Ilmiah Edukasi Seni Rupa dan Budaya Visual Vol 1 No 2 (2021): Oktober
Publisher : Program Studi Pendidikan Seni Rupa FBS UNJ
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DOI: 10.21009/qualia.12.2
The creator of a work of art with the title Idealism 'Millennial Generation Students in comics' was created as an effort to revive interest in the socio-political idealism of millennial students. Then create a socio-political themed comic with a combination of manga illustration style and Walt Disney cartoon digital painting. Comics are inspired by empirical experiences while active in the BEM FBS (2016-2017) and BEM UNJ (2017-2018) organizations. The socio-cultural conditions of the capitalistic commercial industry form students who display a relaxed, hedonistic, indifferent lifestyle, and position themselves more as part of a consumer society rather than being part of a civil society movement. Empirical experiences and socio-political books that have been read have become inspirations in making stories. Visual comics combines elements of manga and digital painting style coloring of Walt Disney cartoons. Comic works are printed and then presented in serial form, opened in 2 A5-sized volumes.
Film Live Action dengan Sentuhan 3 Dimensi
Qualia: Jurnal Ilmiah Edukasi Seni Rupa dan Budaya Visual Vol 1 No 2 (2021): Oktober
Publisher : Program Studi Pendidikan Seni Rupa FBS UNJ
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DOI: 10.21009/qualia.12.4
This study aims to create a work of explorative recording media art that can be enjoyed in a different way, namely 3-dimensional audio-visual. It is hoped that films can be enjoyed not only as entertainment but as an educational medium so that the message can be conveyed properly. The film itself tells the story of a teenager sitting in the 2nd grade of high school looking for his Passion. The inspiration in creating stories is an empirical experience as well as some correspondents who were interviewed, namely high school students, and several experts in the fields of psychology, art and film. Jannet Attwood said that passion is a passion for maximizing work, because there is interest and investment there, a sign that if someone has a passion for a particular field of knowledge or work is that he wants to spend his time on it, and there are achievements in it. Artwork in the form of a side-by-side virtual reality-based short 3-dimensional film regarding the passion for science for 15-17 year olds is an exploratory video, which is an amalgamation of fictional drama genre film recording media with advanced or linear plot and 3- dimensional media Virtual Reality Side by. Side, the video is classified as a short film because it has a duration of less than 60 minutes. Media to enjoy works can be accessed through digital video sharing platforms, YouTube. Videos can be watched using Virtual Reality glasses or without glasses.
Picture Book Legenda Ki Rangga Gading Sebagai Media Pembelajaran Anak
Qualia: Jurnal Ilmiah Edukasi Seni Rupa dan Budaya Visual Vol 1 No 2 (2021): Oktober
Publisher : Program Studi Pendidikan Seni Rupa FBS UNJ
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DOI: 10.21009/qualia.12.3
Along with the development of the era of oral folklore fading, causing many children who do not recognize it. Therefore, the artist takes a Thesis on the Creation of Fine Art Works with the title "Picture Book of West Java Legends as Learning Media for Children (Edition: Ki Rangga Gading)". With the aim of bringing legends from the Tasikmalaya area, West Java to the wider community, creating an innovative and interactive picture book. This study uses a qualitative method. Data were collected by means of documentation, observation, and also questionnaires. Then the results of the data are analyzed. The conclusion of the research results based on the analysis of the work, the strength of the artist's work is in the illustration style with digital painting techniques, using attractive colors, by showing the expressions of the characters, showing the characteristics of Sundanese cultural characteristics. Using a pop-up page technique. This technique is dominated by illustrations or pictures with a little story text with a visual appearance that is more dimensional to make it more real by the surprises that are given on each page, commonly called "children's books". So that it can attract children's reading interest and learning media for children, to get to know Indonesian ethnicities and culture, especially West Java.
Refleksi Pengalaman Transendental dalam Seni Kontemporer
Qualia: Jurnal Ilmiah Edukasi Seni Rupa dan Budaya Visual Vol 1 No 2 (2021): Oktober
Publisher : Program Studi Pendidikan Seni Rupa FBS UNJ
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DOI: 10.21009/qualia.12.5
Transcendental is incomprehensible matter that regarded as mystical and abstract. Not all transcendental experiences can feel and experience events with astral beings. The fear of transcendental experiences is a matter of personal experience. The experience experienced is seeing, disturbed by astral beings. This final project, entitled Selamat Jalan, applies a symbolic narrative approach in presenting a new perspective on transcendental experiences by creating a creative process through journaling stories about experiences that have been experienced. With a contemporary art approach, it is implemented in installation works that present aesthetic objects with charcoal paintings. This work is a reflection for artists by sublimating through works of art the fear of transcendental experiences. This work is also a form of courage in being afraid of the comments of others who do not believe in the supernatural or astral beings. The sublimation of this work is poured into a work of installation art.
Dongeng Aceh: Pangeran Amat Mude dalam Animasi 2 Dimensi
Qualia: Jurnal Ilmiah Edukasi Seni Rupa dan Budaya Visual Vol 1 No 2 (2021): Oktober
Publisher : Program Studi Pendidikan Seni Rupa FBS UNJ
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DOI: 10.21009/qualia.12.6
Nanggroe Aceh Darussalam is one of the provinces in Indonesia, which has a rich cultural heritage. One of them is folk tales. After conducting the research, In these days the story of Aceh has slowly not recognized even by the people of Aceh itself. If we continue to ignore this case, Aceh's tale might be forgotten slowly. Regarding to that case, this 2D Animation work created by purposed to perpetuate and to increase the number of awareness current generation of our local fables. Also, the media that used in this work was based on current trends. This work visualised by 2D Animation video with the title of work called "Pangeran Amat Mude" also this work was made in 5 chapters. The tale of "Pangeran Amat Mude" is a parable tale that contains values moral values and education in it so that this work can be displayed as a media entertainment and education. "Pangeran Amat Mude" is displayed with MP4 extension specifications, 1920 x 1080 video resolution and frame rate of 29.7 frames per second. The research method used is qualitative research. Some main element of this research is interviews with group of people, observations and conducting field studies of the work similar work. The survey was conducted on a small group of Acehnese people and school children Basic with ages 7-12 years as a fundamental thing in designing this folk tales animation work.Overall. "Pangeran Amat Mude" was visualised in different way compared to existing similar work that already on internet. The story used is a new ones that have been adopted from traditional stories. Therefore, this folk tales work become more interesting with the moral and educational values contained in the story