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All Journal INFORMASI Jurnal Pendidikan dan Pengajaran Humanus: Jurnal ilmiah Ilmu-ilmu Humaniora Historia: Jurnal Pendidik dan Peneliti Sejarah Jurnal Pendidikan Indonesia Lingua Cultura Penggunaan Media Sains Flipbook dalam Pembelajaran IPA di Sekolah Dasar ANDHARUPA International Journal of Science and Applied Science: Conference Series MUDRA Jurnal Seni Budaya Lekesan: Interdisciplinary Journal of Asia Pacific Arts Panggung PAEDAGOGIA Al Qalam: Jurnal Ilmiah Keagamaan dan Kemasyarakatan Journal of Education Technology Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Capture : Jurnal Seni Media Rekam Dewa Ruci : Jurnal Pengkajian dan Penciptaan Seni JTP - Jurnal Teknologi Pendidikan Demandia : Jurnal Desain Komunikasi Visual, Manajemen Desain, dan Periklanan Bahasa: Jurnal Keilmuan Pendidikan Bahasa dan Sastra Indonesia Jurnal Pendidikan Sejarah Indonesia Budapest International Research and Critics Institute-Journal (BIRCI-Journal): Humanities and Social Sciences Jurnal Manajemen Pendidikan dan Ilmu Sosial (JMPIS) Jurnal Strategi Desain dan Inovasi Sosial JOURNAL SCIENTIFIC OF MANDALIKA (JSM) These proceedings represent the work of researchers participating in The International Conference on Elementary Education (ICEE) which is being hosted by the Elementary Education Study Programme School of Postgraduate Studies, Universitas Pendidikan JURNAL ILMIAH GLOBAL EDUCATION Jurnal Abdi Masyarakat Indonesia Jurnal Komunikasi Islam Frasa: English Education and Literature Journal Paradigma: Jurnal Kajian Budaya ICONESTH Journal of Applied Economics in Developing Countries Journal of Maritime Policy Science Panggung International Conference On Social Science Education Proceeding
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ANALISIS PENGARUH CITY BRANDING GUNUNGKIDUL HANDAYANI TERHADAP PENINGKATAN KUNJUNGAN WISATAWAN DI KABUPATEN GUNUNGKIDUL ( STUDI KASUS BAPPEDA DAN DINAS PARIWISATA) Zuefa Choirunnisa; Deny Tri Ardianto; Rahmanu Widayat
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 4 No 01 (2019): Vol 04, No 01 (Maret 2019) demandia - Jurnal Desain Komunikasi Visual, Manajemen
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v4i01.1969

Abstract

GUNUNGKIDUL HANDAYANI merupakan tagline dari city branding yang diprogramkan kabupaten Gunung Kidul sejak tiga tahun terakhir. Meski sudah dikenal banyak orang, pemerintah merasa capaian atas program ini belum sesuai harapan. Karena pada kenyataannya sebagian besar masyarakat Gunung Kidul tidak memahami konsep city branding yang dijalankan oleh pemerintah kabupaten mereka sendiri belum dirasa maksimal. Menggunakan pendekatan kualitatif dan kuantitatif, dengan metode wawancara mendalam dan penyebaran kuesioner, penelitian ini bеrtujuаn untuk menganalisis pengaruh City branding Kabupaten Gunungkidul pada kunjungan wisatawan Kabupaten Gunungkidul. Tеori citybranding dan teori persepsi akan mengungkap seberapa jauh pemahaman masyarakat asli gunung Gunung Kidul terkait elemen-elemen yang ada dalam city branding di kabupaten mereka sendiri.
The Development of Digital Flipbook Media Based on the 5 Hours Battle of Kalianda upon High School History Materials Bahtiar Afwan; Nunuk Suryani; Deny Tri Ardianto
Budapest International Research and Critics Institute (BIRCI-Journal): Humanities and Social Sciences Vol 3, No 2 (2020): Budapest International Research and Critics Institute May
Publisher : Budapest International Research and Critics University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/birci.v3i2.930

Abstract

The purpose of this study is to develop a digital flipbook learning media by integrating the local history material of ‘The 5 Hours Battle of Kalianda’ in one of the high schools in Kalianda City. This study uses research and development (R&D) as the research methods. The stages of the research include: the stages of analysis, design, development, implementation, and evaluation. The subjects in this study consisted of two material and two media experts as validator, 40 eleventh-graders students, and a history teacher. The results of the study showed that the Flipbook digital media based on ‘The 5 Hours Battle of Kalianda’ had proven to be valid and feasible according to the material and media expert assessments, while the results of small group trials, limited group trials, and extensive trials indicated digital Flipbook learning media based on ‘The 5 Hours Battle of Kalianda’ was proven to be effective and suited with the needs analysis.
Film Tari; Sebuah Hibridasi Seni Tari, Teknologi Sinema, dan Media Baru Deny Tri Ardianto; Bedjo Riyanto
Mudra Jurnal Seni Budaya Vol 35 No 1 (2020): Februari
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/mudra.v35i1.856

Abstract

Film tari telah memiliki sejarah panjang seiring kelahiran film di dunia. Namun demikian kehadirannya tidak serta merta disadari oleh masyarakat dunia. Film tari berkembang dalam sepi di tengah riuhnya film-film popular yang merajai bioskop-bioskop komersial. Kini film tari seakan ingin menampilkan eksistensinya melalui pemutaran dan diskusi di beberapa event festival film tari, pemutaran di kampus-kampus, serta komunitas kesenian. Semakin banyak ruang-ruang pemutaran turut menggiatkan para pembuat film dan koreografer untuk semakin produktif memproduksi film tari. Ditunjang perkembangan teknologi sinema yang secara nominal semakin terjangkau masyarakat, produksi dan distribusi film tari semakin meningkat. Hal tersebut yang menjadi salah satu penanda bangkitnya film tari di dunia. Namun bagaimanakah perkembangan film tari di Indonesia? Potensi film tari berkembang di Indonesia sangat terbuka lebar, karena Indonesia kaya akan tari tradisional yang siap untuk dieksplorasi berhibridasi dengan film/video. Menggunakan pendekatan kualitatif deskriptif, kajian dari tulisan ini diharapkan bisa memberikan wawasan bagaimana perkembangan seni tari dan seni film berkolaborasi dengan beragam dukungan teknologi sinema dan media baru berkembang di Indonesia.
TOTEMISME PADA OBJEK IREZUMI DALAM SERI GIM YAKUZA: TATO SEBAGAI BEBAN PSIKOLOGIS Harahap, Aqiilah Bilqiis Salsabiil; Susanto, Dwi; Mibtadin, Mibtadin; Ardianto, Deny Tri
Paradigma: Jurnal Kajian Budaya Vol. 13, No. 1
Publisher : UI Scholars Hub

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Totemism is a belief in an animal or plant’s guiding spirit that is linked to a person’s character and destiny. Totemism manifests itself in tattoos as body decoration and symbols of hope, such as Yakuza tattoos (irezumi). This research aims to reveal the representation and meaning of totemistic irezumi worn by three Yakuza characters (Kazuma Kiryuu, Akira Nishikiyama, and Goro Majima) in two Yakuza-themed game series: Yakuza 0 (2015) and Yakuza Kiwami 1 (2016). These games provided the primary data in the form of images and conversations. Ricoeur’s hermeneutic theory was applied to examine the data, along with qualitative descriptive and interpretative methods. Analysis revealed differences between the meaning of tattoos shown in the Yakuza games and those existing in the real world. Kiryuu’s dragon tattoo represents the burden of responsibility; Nishiki’s koi tattoo represents the burden of being a great individual; and Majima’s tattoo represents an emotional burden. Thus, the entities shown in those irezumi can be said to represent psychological burden and influence their bearers’ as personal totems.
Nirmana Motion Graphic Video: Innovation in Learning Design Principles and Elements Deny Tri Ardianto; Arif Ranu Wicaksono; Sayid Mataram; RahmanuWidayat
Mudra Jurnal Seni Budaya Vol 39 No 1 (2024)
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/mudra.v39i1.2586

Abstract

The use of technology in education has become increasingly important in facilitating effective learning. However, the lack of diversity and innovation in using technology to develop learning materials poses new challenges for educators. In response, this research aims to develop and test the feasibility of a motion graphic video called Nirmana, which includes learning materials on design elements and principles. The research and development (R&D) process applied the ADDIE model to develop the motion graphic video media. The media testing involved 101 design major students. The data collection used questionnaires, observations, interviews, and documentation, which were analyzed using qualitative and quantitative methods. The result of this research is a Nirmana motion graphic video with learning materials about the elements and principles of design. The media was field-tested based on student assessment using the mean results per aspect. The assessment criteria included clarity of information and instructions, media attractiveness, usability and accessibility of media, and material arrangement and use of illustrations. The results showed that the Nirmana motion graphic video media received good to excellent scores on all of these assessment criteria. Specifically, the clarity of information and instructions received a good score of 78.7%, the media attractiveness received an excellent score of 81.7%, the usability and accessibility of media received an excellent score of 89.6%, and the material arrangement and use of illustrations received an excellent score of 85.8%. These results indicate that the developed Nirmana motion graphic video media is suitable for use as a design learning media. Furthermore, this research suggests that using technology to develop relevant and innovative learning materials can positively impact student attitudes and interest in learning design.
A Technology-Based Learning Needs Analysis to Improve Higher Order Thinking Skills (HOTS) of Elementary School Students Aulia Fitri Istiana; Sri Yamtinah; Deny Tri Ardianto
International Conference on Elementary Education Vol. 5 No. 1 (2023): Proceeding The 5th International Conference in Elementary Education
Publisher : Elementary Education Study Program School of Postgraduate Studies Universitas Pendidikan Indonesia in collaboration with UPI PRESS

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Abstract

The rapid of science and technology requires development in the education being able to adapt to the changes. During the industrial revolution 4.0, education was directed at developing 21st century competencies that is consisted of four skills that students must possess and also referred to as 4C Skills. 4C Skills competencies include critical thinking (critical thinking), communication (communication), teamwork (collaboration), and creativity (creative). Students at the elementary school level are taught higher order thinking skills from a younger age. Higher order thinking skills include critical, logical, introspective, metacognitive, and creative thinking. Students not only learn to memorize and understand lessons, but through HOTS competencies are also expected to be able to analyze, evaluate, and create at a deeper level. HOTS is a complex learning and requires logic, reasoning, analysis, judgment, discovery, problem solving, and decision making. Elementary school students' HOTS can be increased by utilizing various learning media, for instance learning videos, e-books, and websites. By using a more interesting learning approach, educational media is intended to attract students' attention and encourage their involvement in the learning process.
Challenges of Training Institutions in Accelerating The Availability of Graphic Design Online Classes for Trainees Umaro, Mada; Triana Rejekiningsih; Deny Tri Ardianto
Journal of Education Technology Vol. 6 No. 4 (2022): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i4.48041

Abstract

The digital era is currently affecting activities in the world of training. This study investigates the challenges training institutions face in accelerating the availability of online classes for today's trainees. This research uses a descriptive qualitative approach. A total of 126 participants came from graphic design training participants. Then, the data collected in this study was by distributing a 4-scale questionnaire, pretest-posttest assessment, and using a Likert Scale observation sheet with five scales (0-4). The results showed that the participants had a reasonable opinion of the availability of online classes at training institutions on the aspects of mastery of the material by the instructor, the accuracy of the presentation, the relevance of the training content, and its suitability for the needs of the training participants. The significance value based on age range, gender, and graduate status is 0.863, 0.094, and 0.107. The results of the pretest-posttest assessment also increased when using online classes. Positive results also impact training participants in understanding graphic design material as a whole with the availability of online courses at training institutions. The presence of this online class has had many positive influences in all aspects but still needs improvement because there are challenges that need to be resolved by the Training Institute. The faster the availability of online classes at the Training Institute, the quicker the fulfillment of training needs.
Gambar Imajinasi Anak-Anak sebagai Aset dalam Pengembangan Animasi Edukasi Laksana, Deddy Award Widya; Widodo, Andreas Slamet; Ardianto, Deny Tri
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 9 No. 04 (2023): December 2023
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v9i4.9452

Abstract

AbstrakImajinasi anak-anak sebagai aset berharga, dapat dioptimalkan melalui penciptaan animasi edukatif berbasis gambar. Penelitian ini mengeksplorasi transformasi gambar anak-anak menjadi animasi, dengan fokus pada perkembangan kreativitas dan pemahaman mereka. Metode penelitian menggunakan pendekatan kualitatif dengan teknik partisipatif yang meliputi sesi ideation dan aktivitas kreatif kolaboratif. Teknik ini diterapkan untuk melibatkan anak-anak secara aktif. Hasilnya Animasi 3D (Tiga Dimensi) yang dibuat tidak hanya mencerminkan imajinasi, tetapi juga menyampaikan nilai-nilai pendidikan yang kuat, terutama dalam menceritakan ulang cerita Timun Emas. Hasil penelitian ini berpotensi menjadi dasar untuk penelitian lebih lanjut mengenai peran animasi sebagai alat pendidikan dan dampaknya pada perkembangan kreativitas anak-anak. Kata Kunci: anak, animasi, edukasi, gambar, imajinasi AbstractChildren's imagination, as a valuable asset, can be optimized through the creation of image-based educational animations. This research explores the transformation of children's drawings into animation, focused on their development of creativity and understanding. Participatory methods, including ideation sessions and collaborative creative activities, are applied to actively engage children. The 3-dimensional animation result reflects either imagination and conveys strong educational values, especially in retelling the story of Timun Emas. The results of this research have the potential to be the basis for further research regarding the role of animation as an educational tool and its impact on the development of children's creativity. Keywords: animation, children, education, images, imagination
PERANCANGAN INFOGRAFIS SEJARAH MUSEUM RADYA PUSTAKA SEBAGAI MEDIA EDUKASI ANAK KELAS 5-6 SD Susanto, Agus; Riyanto, Bedjo; Ardianto, Deny Tri
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 10 No. 01 (2024): March 2024
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v10i01.9665

Abstract

AbstrakKota Surakarta memiliki banyak peninggalan bersejarah, salah satunya adalah Museum Radya Pustaka. Museum Radya Pustaka merupakan museum pertama yang didirikan oleh bangsa Indonesia. Namun, masyarakat khususnya anak-anak belum banyak yang mengetahui nilai sejarah tersebut. Mengingat pengetahuan sejarah terutama sejarah lokal sejak dini sangat penting dalam memupuk dan membentuk karakter dan jati diri anak. Maka diperlukan media edukasi yang tepat untuk memperkenalkan sejarah Museum Radya Pustaka kepada anak. Penggunaan infografis banyak dilakukan dalam menyajikan informasi dalam bentuk visual, sehingga anak dapat lebih cepat memahami informasi yang disajikan. Infografis umumnya digunakan pada media poster untuk mempermudah penggambaran informasi. Perancangan ini menggunakan metode Design thinking yang mencakup serangkaian langkah yang berfokus pada pemahaman mendalam tentang pengguna, menciptakan pemikiran yang berpusat pada manusia, dan kemudian menguji solusi yang dihasilkan secara berulang. Terdapat lima tahapan yaitu emphatize, define, ideate, prototype, testing. Hasil yang didapatkan adalah terciptanya poster infografis yang berisi sejarah Museum Radya Pustaka. Dimana informasi mengenai sejarah museum yang komplekss, disajikan dalam bentuk infografis sehingga mempermudah anak 5-6 SD dalam memahami dan mengingat informasi yang disajikan. Kata Kunci: edukasi, infografis, Museum Radya Pustaka, sejarah AbstractThe city of Surakarta possesses numerous historical relics, one of which is the Radya Pustaka Museum. Radya Pustaka Museum stands as the first museum established by the Indonesian people. However, the community, especially children, are not fully aware of the historical significance. Considering that early exposure to history, particularly local history, is crucial in fostering and shaping the character and identity of children, a suitable educational medium is necessary to introduce the history of the Radya Pustaka Museum to them. The use of infographics is commonly employed in presenting information in visual form, enabling children to comprehend the presented information more rapidly. Infographics are generally utilized in poster media to facilitate the depiction of information. This design employs the Design thinking method, encompassing a series of steps that concentrate on a profound understanding of users, creating human-centered thinking, and subsequently testing the generated solutions iteratively. There are five stages: empathize, define, ideate, prototype, and testing. The outcome is the creation of an infographic poster detailing the history of the Radya Pustaka Museum. Complex information regarding the museum's history is presented in infographic form, thereby facilitating children at 5-6 elementary school in comprehending and retaining the information provided. Keyword: Education, History, Infographics, Radya Pustaka Museum
Dari Novel ke Film: Kajian Teori Adaptasi sebagai Pendekatan dalam Penciptaan Film Deny Tri Ardianto
PANGGUNG Vol 24 No 1 (2014): Fenomena dan Estetika Seni
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26742/panggung.v24i1.101

Abstract

ABSTRACTThis paper is motivated by the success of the films adaptated from literary works (novels) in cap- tiving audiences and dominating world cinema. For this reason, it is necessary to understand how The Theory of Adaptation is used to transform literary works into visual structure of the film. Based on some adaptation model proposed by the experts, adaptation of literary work (novel) into film can carried out in two ways; first,by focusing on fidelity to the source, and second, by taking into account the contextuality-intertextuality of the source.Keywords: adaptation, transformation, contextuality-intertextuality ABSTRAKTulisan ini dilatarbelakangi oleh keberhasilan film-film hasil adaptasi dari karya sastra (novel) dalam memikat hati penonton dan menguasai pasar perfilman dunia. Oleh karena itu perlu kiranya diketahui bagaimana teori adaptasi itu digunakan dan bekerja dalam mentransformasi struktur teks naskah menjadi struktur visual film. Dari beberapa model adaptasi yang dikemukakan oleh para pakar, dapat diketahui bahwa adaptasi terhadap karya sastra (novel) menjadi film dapat dilakukan melalaui dua cara yaitu: pertama, me- nitikberatkan pada kesetiaan (fidelity) pada sumber adaptasi; dan kedua, kontekstualitas- intertekstualitas sumber adaptasi.Kata kunci: adaptasi, transformasi, kontekstualitas-intertektualitas 
Co-Authors A, Muhammad Abror Ady Salim Tantono Agus Efendi Agus Purwantoro Agus Sanjaya Hartono Ajie, Purwoko Albert Christianus Albert Christianus Albertus Ivan Wicaksono Amelia Tania Tanumihardja Amelia Tania Tanumihardja Andre Mustofa Meihan Andreas Kevin Setiono Anshori, Siroj Ibnu Hajar Al Arif Ranu Wicaksono Arif Ranu Wicaksono, Arif Ranu Arnoldus Yuvens Wijaya Arsya Aurasalwa Aulia Fitri Istiana Ayob, Norhayati Bahtiar Afwan Bambang Sulistyo Beby Kezia Beby Kezia, Beby Bedjo Riyanto Bedjo Riyanto Bhetany Chrysti Andriyani bobby hartanto Brian Nathaniel Lesiangi Brian Nathaniel Lesiangi, Brian Nathaniel Celine Jardinia Tanuwidjaja Clarence Tanto Claudya Ika Saputri Dewabrata, Leonardus Dian Purnamasari Dian Purnamasari Diana Rosari Sutanto Dini Anggraheni Djono Djono Dwi Anom Kusumo Dwi Anom Kusumo Dwi Susanto Emi Widiyanti Emka Satya Putra Emka Satya Putra Erandaru - Erandaru Erandaru Erandaru Erandaru Erandaru Erandaru Erandaru Erandaru Erandaru Erandaru Erandaru Srisanto Erandaru Srisanto Erandaru Srisanto Erandaru Srisanto Fanny Yuwono Fanny Yuwono, Fanny Fatihaturrizky, Sabrina Felicia Amanda Fransiska Angelina Fransiska Angelina Fransiska Angelina Grace Octaviani Budihargono Habsari, SettingsSri Kusuma Habsari, Sri Kusuma Halim, Andreas Santoso Harahap, Aqiilah Bilqiis Salsabiil Henry, Welly Winata Herlambang, Rudy Wicaksono Hornay, Nandito Fernandes I Gede Septian Adi Saputra Ida Ayu Putu Sri Widnyani Ika Andayani Wijaya ilIsma, Anugrah Irfan Inocenty Loe, Yohanes B. Jefry Yosua Siswanto Jefry Yosua Siswanto Jenada Gabriella Paillin Jessica Jessica Jessica Jessica Jessica Laurentia Saksono Jesslyn Budianto Jesslyn Budianto, Jesslyn Kian Raynaldi Kiki Anggraeni Puspitasari Kiki Anggraeni Puspitasari Koirudin, Kolik Kolik Koirudin Kurniawan, Samuel Laimeheriwa, Michael Angelo Laksana, Deddy Award Widya Leni Diana Leni Diana Leo Agung S Leonardus Dewabrata Liana Atmaja Mahendra Wijaya Mailani, Nino Melkias Maria Cayadi Mataram, Sayid Mibtadin Mibtadin, Mibtadin Michael Angelo Laimeheriwa Mohammad Aziz Budiman Mohammad Aziz Budiman, Mohammad Aziz Morris Tradana Muhammad, Fahreza Aulia Narendra, Asnurul Novia Natalia Christina Setiawan Nico Pangestu Novita Dewi Satriawan Novita Dewi Satriawan Nunuk Suryani Nunuk Suryani Nurbaiti Islami Chotimah, Anisa Nurcahyanti, Desy Pambudi, Bima Pangestu, Nico Paramanandana, Satrya Patricia Pamela Pariury Paulus Benny Setiawan Paulus Benny Setyawan Paulus Kristiadi Sukmana Philipus Nicolaus Karamoy Purwantoro, Agus Putri, Febi Rahma Putu Arista Setiawan Rahmanu Widayat Rahmanu Widayat RahmanuWidayat Rhohana, Siti Ricky Chandra Rike Irnanda Utomo Rike Irnanda Utomo Roemintoyo , Roemintoyo Roemintoyo Roemintoyo Sahid Teguh Widodo Samuel Kurniawan Sariyatun Sariyatun Sariyatun Sariyatun Sariyatun Sariyatun Satyanugraha, Stephen Chandra Sayid Mataram Seiki Decuellar Setiawan, Paulus Benny Setiawan, Putu Arista Setiono, Andreas Kevin Setyawan, Herwindo Setyawan, Paulus Benny Silvia Andriani Sri Kusuma Habsari Sri Kusumo Habsari Sri Yamtinah Stefany Yonatan Stephanie Tandya Steven Mulyono Stevie Kristiadi Setiadarma Stevie Kristiadi Setiadarma, Stevie Kristiadi Subagja, Bagus Sudiyanto Sukmana, Paulus Kristiadi Sunardi Sunardi Surya Parulian Halim Surya Parulian Halim Sutimin, Leo Agung Syahputra, M. Afrillyan Dwi Titis Srimuda Pitana, Titis Srimuda Triana Rejekiningsih Triana Rejekiningsih dkk Tristanto Winner Tristanto Winner, Tristanto Umaro, Mada Victor Vicitra Njoto Viola Dinda Dwi Hapsari Welly Winata Henry Wijaya, Arnoldus Yuvens Wisesha, Amanda Putri Cahya Yohanes B. Inocenty Loe Yuda, Jotika Purnama Yunita Salim Zuefa Choirunnisa