Claim Missing Document
Check
Articles

Found 22 Documents
Search

Nilai Artistik Dan Makna Filosofi Motif Batik Tradisional Madana Batik Gallery Imogiri Yogyakarta Ramadani, Siti Mutiara; Barriyah, Insanul Qisti; Rachdantia, Dheasari
CILPA Vol 9 No 2 (2024): July
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/cilpa.v9i2.17761

Abstract

Abstrak   Batik adalah salah satu budaya yang diakui dunia sejak tanggal 2 Oktober 2009, UNESCO menetapkan bahwa batik Indonesia sebagai mahakarya warisan budaya Indonesia. Di Giriloyo, Imogiri, Yogyakarta terdapat beberapa industri batik, salah satunya Madana Batik Gallery. Tujuan dalam penelitian ini adalah: (1) Mendeskripsikan letak nilai artistik motif batik tradisional karya Madana Batik Gallery. (2) Mendeskripsikan macam-macam motif batik trandisional karya Madana Batik Gallery beserta makna filosofinya. Dalam penelitian ini menggunakan metode penelitian deskriptif kualitatif. Subjek penelitian ini adalah motif batik karya Madana Batik Gallery, Imogiri, Yogyakarta. Sedangkan objek penelitian ini adalah nilai artistik dan makna filosofi yang terdapat pada motif batik tradisional karya Madana Gallery. Dari hasil penelitian ini dapat disimpulkan (1) Motif batik tradisional karya Madana Batik Gallery tergolong batik klasik yang memiliki makna filosofi yang mendalam bagi kehidupan. (2) Nilai artistik dalam motif batik tradisional karya Madana Batik Gallery terletak pada penyusunan motifnya dan juga terletak pada warna nya. (3) Orang zaman dahulu menciptakan sebuah motif bukan hanya untuk dilihat keindahannya saja, akan tetapi mereka juga mencari dan menyusun makna yang memiliki keterkaitan dengan kehidupan. (4) Pemahaman terhadap nilai artistik dan makna filosofi motif batik tradisional sangat penting bagi seluruh masyarakat Indonesia. Abstract                     Batik is a culture that is recognized worldwide. Since 2 October 2009, UNESCO designated Indonesian batik as a masterpiece of Indonesian cultural heritage. In Giriloyo, Imogiri, Yogyakarta, there are several batik industries, one of which is Madana Batik Gallery. The objectives of this research are: (1) To describe the artistic value of traditional batik motifs created by Madana Batik Gallery. (2) Describe the various traditional batik motifs created by Madana Batik Gallery along with their philosophical meaning. This research uses a qualitative descriptive research method. The subject of this research is batik motifs by Madana Batik Gallery, Imogiri, Yogyakarta. Data collection went through the stages of observation, interviews, documentation and literature study. The data analysis technique in this research uses data reduction, data presentation and drawing conclusions or verification. From the results of this research it can be concluded  (1) The traditional batik motifs created by Madana Batik Gallery are classified as classic batik which have a deep philosophical meaning for life (2) The artistic value in the traditional batik motifs created by Madana Batik Gallery lies in the arrangement of the motifs which contain the principles of fine art and it also lies in the color (3) Ancient people created motifs not only to see their beauty, but they also sought and compiled meaning that was related to life. (4) Understanding the artistic value and philosophical meaning of traditional batik motifs for is very important the Indonesian people.
Factors affecting online purchase intention of handcraft products: moderation of lifestyle Triyono, Triyono; Susanto, Moh. Rusnoto; Barriyah, Insanul Qisti; Sofyan, Yayan; Saehu, Muh. Syaiful
IQTISHADUNA: Jurnal Ilmiah Ekonomi Kita Vol 14 No 1 (2025): IQTISHADUNA: Jurnal Ilmiah Ekonomi Kita - June
Publisher : LPPM ISNJ Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46367/iqtishaduna.v14i1.2446

Abstract

Purpose – This study aims to analyze the influence of digital marketing, brand image, and product variety on online purchase intentions of handicraft products moderated by lifestyle. Method – This study uses a quantitative method and a causally associative approach. Customers who made purchases of handcraft products in PT. Indo Risakti was the population in this study. The research sample comprised 155 respondents, measured using the Hair et al. approach and the purposive sampling technique. The survey method is used in data collection by providing online questionnaires to respondents to fill out. The data analysis technique used partial least squares-structural equality modeling (PLS-SEM) with SmartPLS as a statistical tool. Findings – The research findings show that brand image and lifestyle positively affect the interest in buying handicraft products online. In contrast, digital marketing and product variants do not affect the interest in buying handicraft products online. Lifestyle can strengthen the influence of digital marketing, brand image, and product variations on the interest in buying handicraft products online. Implications – Theoretically, this research has implications for enriching scientific literature on consumer behavior in online shopping, especially for handicraft products. Practically, it can guide business actors to develop more effective marketing strategies. Market segmentation based on lifestyle can help businesses target more appropriate and relevant consumers.
Pengaruh Model Pembelajaran Problem Based Learning terhadap Kemampuan Berpikir Kritis Matematis Siswa Sekolah Dasar di Era Globalisasi Hidayati, Isnaini Retnaning; Wijayanto, Zainur; Barriyah, Insanul Qisti
Jurnal Basicedu Vol. 9 No. 4 (2025): August
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v9i4.10529

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh model pembelajaran Problem Based Learning (PBL) terhadap kemampuan berpikir kritis matematis siswa sekolah dasar di era globalisasi. Permasalahan yang melatarbelakangi penelitian penelitian ini merupakan masih terdapat variasi pada kemampuan berpikir kritis matematis siswa, sehingga mengalami kesulitan dalam menerapkan pemeikiran kritis untuk memecahkan masalah dan metode pembelajaran yang masih konvesional dapat menyebabkan kebosanan. Metode studi yang diterapkan yakni Narrative Literature Review melalui langkah melakukan analisis terhadap 13 artikel jurnal yang relevan dengan rentang waktu publikasi antara tahun 2020-2025. Sumber data diperoleh dari Google Scholar dan Harzing’s Publish or Perish (PoP). Hasil studi secara konsisten menjabarkan model pembelajaran PBL sangat efektif untuk mengembangkan dan meningkatkan kemampuan berpikir kritis matematis siswa sekolah dasar. Model PBL tidak hanya berkontribusi terhdap peningkatan keterampilan secara kognitif Tingkat tinggi dan kemampuan pemecahan masalah, tetapi juga dapat diintegrasikan dnegan teknologi modern yang digunakan untuk memperkaya pengalaman belajar. Model PBL juga terbukti menjadi strategi pembelajaran yang relevan dan penting dalam mempersiapkan siswa menghadapi tantangan di era industry 5.0
Pengaruh Model Pembelajaran Problem Based Learning terhadap Kemampuan Berpikir Kritis Matematis Siswa Sekolah Dasar di Era Globalisasi Hidayati, Isnaini Retnaning; Wijayanto, Zainur; Barriyah, Insanul Qisti
Jurnal Basicedu Vol. 9 No. 4 (2025): August
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v9i4.10529

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh model pembelajaran Problem Based Learning (PBL) terhadap kemampuan berpikir kritis matematis siswa sekolah dasar di era globalisasi. Permasalahan yang melatarbelakangi penelitian penelitian ini merupakan masih terdapat variasi pada kemampuan berpikir kritis matematis siswa, sehingga mengalami kesulitan dalam menerapkan pemeikiran kritis untuk memecahkan masalah dan metode pembelajaran yang masih konvesional dapat menyebabkan kebosanan. Metode studi yang diterapkan yakni Narrative Literature Review melalui langkah melakukan analisis terhadap 13 artikel jurnal yang relevan dengan rentang waktu publikasi antara tahun 2020-2025. Sumber data diperoleh dari Google Scholar dan Harzing’s Publish or Perish (PoP). Hasil studi secara konsisten menjabarkan model pembelajaran PBL sangat efektif untuk mengembangkan dan meningkatkan kemampuan berpikir kritis matematis siswa sekolah dasar. Model PBL tidak hanya berkontribusi terhdap peningkatan keterampilan secara kognitif Tingkat tinggi dan kemampuan pemecahan masalah, tetapi juga dapat diintegrasikan dnegan teknologi modern yang digunakan untuk memperkaya pengalaman belajar. Model PBL juga terbukti menjadi strategi pembelajaran yang relevan dan penting dalam mempersiapkan siswa menghadapi tantangan di era industry 5.0
Penguatan Keterampilan 6C Terintegrasi Ajaran Tamansiswa Tri N pada Proyek Diorama Bentang Alam Wahyuningtyas, Elfridha Joise; Zulfiati, Heri Maria; Nisa, Ana Fitrotun; Barriyah, Insanul Qisti
JURNAL MANAJEMEN PENDIDIKAN DAN ILMU SOSIAL Vol. 6 No. 5 (2025): Jurnal Manajemen Pendidikan dan Ilmu Sosial (Agustus-September 2025)
Publisher : Dinasti Review

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jmpis.v6i5.5081

Abstract

Pembelajaran IPAS merupakan tantangan bagi guru. Banyak siswa mengalami kesulitan belajar IPAS yang disebabkan oleh beberapa faktor yakni minat belajar IPAS yang rendah, pemahaman materi yang lama, keterbatasan sumber belajar serta kurang variasi guru dalam mengajarkan IPAS. Penelitian ini bertujuan untuk mendeskripsikan penguatan keterampilan 6C (critical thinking, collaboration, creativity, communication, character dan citizenship) yang terintegrasi dengan ajaran luhur Tamansiswa Tri N. Penelitian ini merupakan penelitian kualitatif desktiptif untuk menggali penguatan keterampilan 6C yang diintegrasikan dengan ajaran Tamansiswa Tri N dalam proyek pembuatan diorama bentang alam. Teknik pengumpulan data dalam penelitian ini meliputi wawancara, observasi dan dokumentasi. Uji keabsahan data dilakukan dengan triangulasi sumber dan metodologis. Teknik analisis data meliputi kondensasi data, penyajian data dan penarikan kesimpulan. Hasil dari penelitian ini adalah 1) Perencanaan meliputi penyusunan modul ajar, persiapan alat dan bahan dalam pembelajaran, dan pembentukan kelompok berdasarkan kebutuhan belajar siswa, 2) Implementasi meliputi kegiatan awal pembelajaran, inti dan penutup, 3) Evaluasi mencakup keterampilan critical thinking, collaboration, creativity, communication, character dan citizenship pada projek pembuatan diorama bentang alam. Ajaran Tamansiswa Tri N terintegrasi dalam penguatan kreativitas yang meliputi kegiatan Niteni, Nirokake dan Nambahi. Penguatan keterampilan 6C terintegrasi ajaran Tamansiswa Tri N dapat terlaksana melalui projek pembuatan diorama bentang alam.
Peningkatan interaksi sosial dan hasil belajar melalui media permainan ular tangga di sekolah dasar Solichah, Ulfatu; Barriyah, Insanul Qisti; Nisa, Ana Fitrotun
SOSIOHUMANIORA: Jurnal Ilmiah Ilmu Sosial dan Humaniora Vol 11 No 2 (2025): August 2025
Publisher : LP2M Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/sosio.v11i2.19989

Abstract

Language proficiency in Indonesian comprises four core skills: listening, reading, speaking, and writing. These foundational skills are essential across all educational levels, from elementary to tertiary education. One effort to enhance the success of Indonesian language learning is through the application of effective, creative, active, and enjoyable instructional innovations. Proverbs, which convey figurative meanings, are often difficult for students to understand and interpret. This study aims to examine the effectiveness of using an educational Snakes and Ladders game to improve sixth-grade primary students’ learning outcomes in understanding proverbs. A descriptive qualitative method with purposive sampling was employed. The participants consisted of 48 sixth-grade students from two primary schools in Temanggung Regency. The results indicated that the Snakes and Ladders game significantly increased students’ motivation and academic achievement in learning proverbs. The use of the game provided a more engaging, varied, and participatory learning experience. Integrating this instructional medium into proverb instruction is expected to contribute positively to the quality of education and student learning outcomes.
INKUBATOR KREATIF DESIMINASI AUGMENTED REALITY DOLANAN ANAK BERBASIS BUDAYA NUSANTARA Praheto, Biya Ebi; Barriyah, Insanul Qisti; Sari, Dyan Indah Purnama; Andini, Dinar Westri
Jurnal Berdaya Mandiri Vol. 6 No. 2 (2024): JURNAL BERDAYA MANDIRI (JBM)
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/jbm.v6i2.4275

Abstract

The LUKU community is a group of children located in Sarekan Hamlet RT 05, Plembutan, Canden, Jetis, Bantul. Luku itself stands for Put All and Read a 15-minute Book. The children collected in this community are in the age range from early childhood to junior high school. LUKU was formed on the basis of reasons during the COVID-19 pandemic and the home learning policy made children often focused on gadgets and lacked developmental stimulation according to their stage of development. Even though it is the age of these children that the stimulation of creativity is needed. The needs analysis in the LUKU community is that there is a need for developmental stimulation that hones creativity and is also connected to technology (because these children generally have gadgets, but have not been developed optimally according to children's creativity). Therefore, a service program was carried out to stimulate the creativity of the children of the Luku Community through traditional augmented reality-based games. Some of the stages that have been running include socialization, self-learning, and mentoring. The children and parents of the luku community participated in this activity very enthusiastically and always actively participated. Keywords: Creative Incubator, Traditional Games, Augmented Reality
Pengembangan E-Worksheet Berbasis Tri-Ko dan PjBL untuk Penguatan Karakter Global Siswa Ermiyawati, Riris; Zulfiati, Heri Maria; Barriyah, Insanul Qisti
Media Manajemen Pendidikan Vol 8 No 1 (2025): Juni 2025
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/mmp.v8i1.19640

Abstract

The character of global diversity is essential for students, as today's world is interconnected without borders. The aim of this study is to determine the content quality of the e-worksheet, its visual design quality, its practicality, and its effectiveness in enhancing students’ global diversity character. This is an R&D study using the ADDIE model. The expert validation test involved three experts specializing in content, media, and practice. The effectiveness test subjects were 18 fourth-grade students from SD N Banjarharjo and SD N Kalibawang. The expert validation results showed that the content quality scored 97% (very appropriate category), and the visual quality scored 91% (very appropriate category). The practicality test resulted in a score of 92%, indicating it is very practical. Meanwhile, the effectiveness test using a paired sample t-test showed an increase in the average score from 1.84 in the pretest to 2.90 in the posttest, with a significance value of 0.000 (< 0.05), indicating a significant difference. Therefore, the product is effective in improving students’ global diversity character.
Implementasi Pendekatan Culturally Responsive Teaching Berbasis Tri-N untuk Menumbuhkan Kreativitas Siswa Trisnawati, Desi; Zulfiati, Heri Maria; Barriyah, Insanul Qisti; Wibawa, Sutrisna
Publikasi Pendidikan Vol 15, No 2 (2025)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/publikan.v15i2.72143

Abstract

Penelitian ini bertujuan untuk mendeskripsikan penggunaan Pendekatan Pengajaran Responsif Budaya Berbasis Tri-N dan hasilnya dalam meningkatkan kreativitas siswa. Metodologi kualitatif deskriptif dengan pendekatan lapangan digunakan. Teknik pengumpulan data dilakukan melalui observasi, wawancara, dan dokumentasi. Teknik analisis data meliputi reduksi data, penyajian data, dan pengambilan kesimpulan. Temuan penelitian ini menunjukkan bahwa pendekatan Culturally Responsive Teaching Berbasis Tri-N melalui tahap Niteni, Nirokake, dan Nambahi dapat dapat diimplementasikan secara efektif pada mata pelajaran Seni Budaya yang terintegrasi dengan Ilmu Pengetahuan Sosial (IPS) dan Pendidikan Pancasila. Selanjutnya hasil yang didapatkan yakni siswa dapat menumbuhkan kreativitas siswa pada komponen yang menghasilkan konsep unik, karya dan aktivitas asli, serta fleksibilitas mental dalam mengejar pendekatan yang berbeda terhadap suatu isu.
Pengaruh Permainan Cak n Cek Bangtar terhadap Hasil Belajar Siswa SD Cahyaningtyas, Dwi; Wijayanto, Zainnur; Barriyah, Insanul Qisti
YASIN Vol 5 No 4 (2025): AGUSTUS
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v5i4.6183

Abstract

Mathematics learning is often perceived as abstract and disconnected from students’ daily lives, which contributes to low interest and motivation to learn. This study aims to examine the effect of the traditional educational game Cak n Cek Bangtar on elementary school students’ mathematics learning outcomes in the topic of plane figures. The research employed a pre-experimental design with a one-group pretest-posttest model. The subjects were nine fourth-grade students at SD Negeri Gondangan, Jogonalan Subdistrict, Klaten. The instrument used was a learning outcome test, and the data were analyzed using normality testing, N-Gain analysis, and a paired sample t-test. The results show a significant improvement in learning outcomes following the implementation of the game. The average pretest score of 58.2 increased to 81.4 in the posttest. N-Gain analysis indicated a gain of 0.65, categorized as moderate. The t-test yielded a significance value of 0.000 (< 0.05), indicating a significant difference between pretest and posttest scores. These findings demonstrate that the traditional game Cak n Cek Bangtar is effective as a contextual approach to mathematics learning, particularly in the topic of plane figures. The study concludes that integrating educational games rooted in Tamansiswa values can improve learning outcomes while creating an enjoyable and meaningful learning atmosphere. This research contributes to the development of innovative and relevant instructional strategies in primary education.