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BERMAIN PERSEPSI DAN TANDA Adam Wahida
SURYA SENI Vol 4, No 2: September 2008
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/pasca.v4i2.86

Abstract

Playing with Perception and Sign. The art creation aims at making art works based on the spirit of playing with perception and sign, criticizing mass  culture phenomena and giving new alternative in the creative process of making visual arts. The author uses the approach of lateral thinking method, brainstorming and playing in making the art work. The creating stages include exploration, improvisation and forming. The exploration is conducted to directly gather the information of mass culture in both printed or electronic media. The improvisation is made to find out various possible ideas and concepts found in the exploration stage, while the forming stage is conducted to materialize the concept into theplanned art work. The spirit of playing in the creating process of the art work can bring mental enlightenment and joyful and pleasing atmosphere. The playing with perception and sign can help construct idea and open freedom space that results in variousalternative manifestations not bound by conventional and standard norms.Playing with perception and sign enables free selection of cultural signs in order to construct the perception building. The resulting work is two-dimension painting with realistic painting technique. The painting represents the perception of thephenomena and the sign of the mass culture, while its subject matter may be classifi ed into some categories such as fashion trend phenomena, idol, communication technology, consumerism, and education as the symbol of prestige andappearance dominance. Keywords: playing, perception, sign, and mass culture
Terapi Seni di Masa Pandemi Corona Virus Disease-19 (Covid-19) Yuri Christiani; Mulyanto Mulyanto; Adam Wahida
PANGGUNG Vol 31, No 1 (2021): Eksistensi Seni Budaya di Masa Pandemi
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (339.225 KB) | DOI: 10.26742/panggung.v31i1.1537

Abstract

Coronavirus Disease 2019 (Covid-19) adalah penyakit menular yang disebabkan oleh sindrom pernapasan, menyerang secara global dengan kecepatan yang terus bertambah. Mahasiswa merasakan dampak dari virus ini tidak hanya menyerang fisik, namun juga menjadi stressor hingga menjadi kecemasan, yang dapat menyebabkan tekanan dan mempengaruhi kondisi fisik serta psikisnya. Penelitian ini bertujuan untuk mendeskripsikan penerapan terapi seni untuk menurunkan tingkat kecemasan. Menggunakan metode kualitatif dan kuantitatif untuk mendeskripsikan serta menganalisis penurunan tingkat kecemasan dengan terapi seni. Subjek penelitian adalah dua mahasiswa yang menjalani kehidupan dan perkuliahan di masa pandemi. Sampel diperoleh penelitian menggunakan teknik purposive sampling. Intervensi seni sebagai terapi dilaksanakan sebanyak empat tahap dengan mengunakan dua tema. Dalam penelitian ini, membuktikan bawa adanya penurunan tingkat kecemasan pada mahasiswa dengan ditunjukan adanya berbedaan tingkat kecemasan sesudah stimulus. Penerapan terapi seni dikatakan berhasil juga dirangsang oleh timbulnya kesadaran pada mahasiswa untuk dapat mengekspresikan pikiran positif.Kata Kunci: Terapi seni, Kecemasan, Pandemi Covid-19.
Daur Ulang Sampah Plastik Untuk Pengembangan Produk Souvenir Khusus Kota Surakarta Adam Wahida; Figur Rahman Fuad
Mudra Jurnal Seni Budaya Vol 37 No 3 (2022)
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/mudra.v37i3.1805

Abstract

This study aims to describe the development of souvenir products characteristic of the city of Surakarta using recycled plastic waste materials to support the Eco-Cultural City movement. Through this movement, the local government of Surakarta involves community participation to make Surakarta a cultural city with environmental insight that is creative economically, socially, and culturally. The programs that have been implemented include mobilizing the community by establishing a Waste Bank. Public awareness and participation in managing waste are integrated with the development of creative industries that are environmentally sound through the creative and innovative use of waste recycling into souvenir products typical of the city of Surakarta. This study uses development research methods with the following steps: 1) data collection, 2) initial product development, 3) initial product testing, and 4) major product improvement. The results of this study were: 1) identified the types of waste used as materials for making souvenir products, 2) the creation of various souvenir products with the basic idea of Canthik Rajamala form using recycled plastic waste materials. The conclusions of this study are: 1) plastic waste has great potential to be managed as materials for making souvenir products. 2) the resulting souvenir products have the characteristics of the city of Surakarta. Thus, the results of this study are expected to have an impact, including 1) growing public awareness in protecting the natural environment and local culture, 2) developing creative industries with character and environmental insight, 3) increasing the image of a cultural city that is creative and environmentally friendly.
Terapi Seni di Masa Pandemi Corona Virus Disease-19 (Covid-19) Yuri Christiani; Mulyanto Mulyanto; Adam Wahida
PANGGUNG Vol 31 No 1 (2021): Eksistensi Seni Budaya di Masa Pandemi
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26742/panggung.v31i1.1537

Abstract

Coronavirus Disease 2019 (Covid-19) adalah penyakit menular yang disebabkan oleh sindrom pernapasan, menyerang secara global dengan kecepatan yang terus bertambah. Mahasiswa merasakan dampak dari virus ini tidak hanya menyerang fisik, namun juga menjadi stressor hingga menjadi kecemasan, yang dapat menyebabkan tekanan dan mempengaruhi kondisi fisik serta psikisnya. Penelitian ini bertujuan untuk mendeskripsikan penerapan terapi seni untuk menurunkan tingkat kecemasan. Menggunakan metode kualitatif dan kuantitatif untuk mendeskripsikan serta menganalisis penurunan tingkat kecemasan dengan terapi seni. Subjek penelitian adalah dua mahasiswa yang menjalani kehidupan dan perkuliahan di masa pandemi. Sampel diperoleh penelitian menggunakan teknik purposive sampling. Intervensi seni sebagai terapi dilaksanakan sebanyak empat tahap dengan mengunakan dua tema. Dalam penelitian ini, membuktikan bawa adanya penurunan tingkat kecemasan pada mahasiswa dengan ditunjukan adanya berbedaan tingkat kecemasan sesudah stimulus. Penerapan terapi seni dikatakan berhasil juga dirangsang oleh timbulnya kesadaran pada mahasiswa untuk dapat mengekspresikan pikiran positif.Kata Kunci: Terapi seni, Kecemasan, Pandemi Covid-19.
Sistem Manajemen Sanggar Lukis Anak Jenthik Kencana Pengging, Banyudono, Boyolali Henrikus Pandu Jati Laksana; Adam Wahida; Figur Rahman Fuad
Magelaran: Jurnal Pendidikan Seni Vol. 7 No. 2 (2024): Magelaran: Jurnal Pendidikan Seni
Publisher : Prodi Pendidikan Sendratasik FKIP UMTAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35568/magelaran.v7i2.5303

Abstract

Penelitian ini bertujuan untuk meneliti sistem manajemen di Sanggar Lukis Anak Jenthik Kencana Pengging Banyudono Boyolali. Metode yang digunakan adalah pendekatan kualitatif dengan strategi studi kasus tunggal terpancang yang melibatkan wawancara semi terstruktur, observasi partisipasi pasif, serta analisis dokumen dan arsip. Penelitian dilaksanakan selama tiga bulan, dari Oktober hingga Desember 2022, di lokasi sanggar. Hasil penelitian menunjukkan bahwa sistem manajemen sanggar berjalan cukup baik dengan faktor pendukung seperti pengambilan keputusan yang efisien dan relasi dengan sekolah lain yang mempermudah promosi. Namun, terdapat juga beberapa faktor penghambat seperti kalender akademik sekolah formal yang menurunkan kehadiran peserta didik dan cuaca buruk yang menghambat kegiatan luar ruangan. Kesimpulan dari penelitian ini adalah sistem manajemen yang diterapkan di sanggar telah mampu mencapai tujuan utamanya, meskipun masih memerlukan perbaikan di beberapa aspek untuk mengatasi hambatan yang ada.
Perancangan Corporate Identity melalui Media Komunikasi Visual pada Distributor Sumber Jaya Toys Store Meta Saharani; Adam Wahida; Margana
Jurnal Desain Komunikasi Visual Asia Vol 9 No 1 (2025): Jeskovsia 9.1
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v9i1.1041

Abstract

Sumber Group has a special brand for its toy business sector, namely Sumber Jaya Toys Store and Sumber Mas Accessories to shelter its fashion accessories. Each of its business sectors has a different logo identity. The existence of two brand logos other than the company's main logo makes it difficult for some target markets to differentiate the two business sectors they are in. The design of this corporate identity is carried out to further strengthen the image of Sumber Jaya Toys Store as a brand that distributes local and imported toys. This research uses Research and Development (R&D) research methods that refer to the research stage by Sugiono, including potential and problem analysis, data collection, product design, design validation, design revision, limited-scale trials and wide-scale trials. The results of this development research are corporate identity products with a fun and playful company minimalist design style in the form of business cards, company calendars, brochures, id cards, member cards, uniforms, and content for Instagram social media.
Pelaksanaan Pembelajaran Melukis di Kelompok B1 TK Islam Az-Zahra Tahun Ajaran 2023/2024 Adam Wahida; Endang Widiyastuti; Mabruroh Firdausi An-nur
Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain Vol. 1 No. 4 (2024): Oktober : Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain
Publisher : Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/realisasi.v1i4.322

Abstract

This study aims to: (1) describe the learning process of painting for early childhood in group B1 of Az-Zahra Islamic Kindergarten in the 2023/2024 school year, and (2) analyze the form of work produced by group B1 students of Az-Zahra Islamic Kindergarten in the 2023/2024 school year. This research uses a qualitative descriptive approach with a case study method. Sources of research data include learning activities, informants (group B1 teachers and principals), and documents (observation notes, lesson plans, lesson plans, and paintings). The sampling technique was done by purposive sampling, and data collection used observation techniques, document analysis, and interviews. Data validity was tested using source triangulation, and data analysis used a flow analysis model. The results showed that: (1) the analysis of the learning process of painting in group B1 uses the development of Prosem, RPPm, and RPPh. However, learning objectives have not been clearly designed and written in RPPh even though they are in accordance with the Basic Competencies of Art. Learning media and evaluation have been done well, although the checklist instrument for painting activities has not been separated from other activities. (2) Analysis of the results of painting works is carried out based on the elements of painting, the theory of periodization of children's art development, and the typology of children's drawings. Students' works show good creativity, especially in visual elements, with the majority of children at the pre-chart or chart stage, and visual image types dominate.
Penerapan Metode Modeling dengan Media Audio Visual untuk Meningkatkan Pemahaman Rias Tari Gambyong Siswa Ilham Rahmadhani; Adam Wahida; Surono Surono
Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi Vol. 2 No. 2 (2025): Juni : Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi
Publisher : Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/imajinasi.v2i2.611

Abstract

This study aims to improve students' understanding and skills in the makeup and costume of the Gambyong Pareanom dance through the application of the modelling method assisted by audio-visual media. The research subjects were 35 students of class X SP 5 at SMK Negeri 8 Surakarta for the 2024/2025 academic year. The research was conducted in three cycles, each consisting of planning, action, observation, and reflection stages. The learning method involved the use of videos, live demonstrations, group discussions, and independent practice. The results showed significant improvement in each cycle. In the pre-action stage, only 40% of students felt helped by the method and 68% lacked self-confidence. In Cycle I, 55% felt helped and 60% began to show better understanding. In Cycle II, with more interactive media, 72% of students felt helped and 68% reached the minimum passing grade (KKM). In Cycle III, 88% of students found the method very effective, 85% achieved the KKM, and 83% showed improved confidence. These findings prove that the modelling method using audio-visual media is effective in enhancing conceptual understanding, technical skills, and student confidence. The study recommends broader application of this method in vocational school skill-based learning to create a more engaging, contextual, and relevant learning experience aligned with workforce demands and cultural preservation.