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Pengembangan Model Pembelajaran melalui e-Learning Pujiyanto Pujiyanto; Mahmuddin Yunus
Ilmu Pendidikan: Jurnal Kajian Teori dan Praktik Kependidikan Vol 31, No 2 (2004)
Publisher : Universitas Negeri Malang

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

Abstract

e-Learning, a learning model through internet, can be categorized as distance education. e-Learning involves education management, information technology (i.e., internet), and education technology. Such a learning model helps lecturers, teachers, college students, and other education practitioners improve the quality of the teaching learning process, especially through the establishment of communication network, correspondence, and discussion groups. It can also build linkages with other web-based learning resources in education-related as well as other fields.
PENYUSUNAN (FITTING) DATA TITIK (POINT CLOUD) DARI PROSES PEMINDAIAN (SCANNING) 3 DIMENSI PADA PRODUK CYLINDER HEAD COVER Pujiyanto Pujiyanto; Shinta Virdhian
Jurnal Metal Indonesia Vol 36, No 2 (2014): METAL INDONESIA
Publisher : Balai Besar Logam dan Mesin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32423/jmi.2014.v36.84-89

Abstract

Mesin pemindai tiga dimensi merupakan suatu alat pemindai titik-titik pada permukaan suatu obyek benda kerja. Keluaran dari alat pemindai ini adalah data titik (point cloud) yang merupakan suatu set data titik titik dalam sistem koordinat. Data-data titik ini digunakan untuk membuat model CAD 3 dimensi. Pemodelan 3 dimensi ini dapat digunakan dalam proses manufaktur, metrologi/inspeksi, visualisasi, animasi dan lain-lain. Makalah ini bertujuan untuk menyusun data-data titik yang didapatkan dari proses pemindaian produk cylinder head cover sehingga data yang diperoleh dapat disusun mirip perwujudan produk contoh yang dipindai. Tahapan yang dilakukan adalah pemindaian 3 dimensi, perbaikan, penyusunan berkas data, analisa simpangan, dan penyatuan berkas. Dengan tahapan-tahapan itu hasil yang didapatkan diharapkan memiliki deviasi rata-rata yang optimum. Hasil analisis deviasi dari data titik-titik (point clouds) menunjukkan bahwa pemindaian berkas pada bagian permukaan luar memiliki batas deviasi rata-rata yang lebih kecil (-0.1983 ~ 0.1912) bila dibandingkan dengan pemindaian berkas pada permukaan bagian dalam dari cylinder head cover (-0.6769 ~ 0.6319).
Buku Ajar Sebagai Salah Satu Alternatif Percepatan Studi Mahasiswa Program Studi Desain Komunikasi Visual Pujiyanto Pujiyanto
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol 1, No 01 (2015): February 2015
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v1i01.953

Abstract

Penelitian ini dilatarbelakangi oleh kondisi sebenarnya yang terjadi pada Program Studi Desain Komunikasi Visual, yaitu mahasiswa lulus S1 dilakukan tercepat 10 semester, paling lama hingga perpanjangan studi mencapai 18 semester. Lamanya mahasiswa dalam studi tersebut salah satunya disebabkan oleh pemrograman matakuliah wajib yang sifatnya persyarat, yaitu Desain Komunikasi Visual I s.d V. Desain penelitian ini adalah penelitian deskriptif dan kajian dilakukan secara kualitatif dengan subjek sample penelitian adalah dokumen, dosen, dan mahasiswa Program Studi Desain Komunikasi Visual Univeritas Negeri Malang, Universitas Sebelas Maret Surakarta, dan Institut Seni Indonesia Yogyakarta. Data penelitiannya berupa hasil observasi, wawancara, dan dokumentasi. Dalam penelitian kualitatif ini peran peneliti dalam melakukan penelitian adalah sebagai pengamat bersifat partisipatif untuk menjaring data-data yang bersifat verbal. Adapun analisis data, menggunakan pendekatan kualitatif dengan teknik triagulasi. Data diperoleh di tiga perguruan tinggi hampir sama yaitu mahasiswa kurang adanya motivasi, kurang lancar, dan tidak tepat waktu dalam studi di Program Studi Desain Komunikasi Visual. Agar perkuliahan tersebut berjalan dengan lancar dan tepat waktu maka diperlukan media pembelajaran berupa buku ajar pada matakuliah Desain Komunikasi Visual I hingga Desain Komunikasi Visual V.Kata kunci: buku ajar, percepatan studi, desain komunikasi visual
DESAIN TEMATIK GAME EDUKASI UNTUK PENINGKATAN NILAI KEPEDULIAN DAN KETEKUNAN PADA KARAKTER ANAK DENGAN MODEL ASINKRON Andy Pramono; Pujiyanto Pujiyanto; AAG Rai Arimbawa
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 4, No 1 (2019)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (590.783 KB) | DOI: 10.17977/um037v4i12019p48-55

Abstract

According to the Indonesian Ministry of Communication and Informatics data, at least 30 million children and adolescents in Indonesia are internet users, and digital media is currently the main choice of communication channels they use. One of the content that is the choice of users, especially children, is an interactive game. There is a strong assumption that interactive games can inhibit children's education, which makes children lazy to learn. The other side of character education is a target of the Indonesian government. Education about caring and perseverance is an important topic for children's character education. This article will discuss thematic learning media for raising children's awareness and perseverance which combines "game" and "learning" which are packaged with asynchronous models. Asynchronous was chosen because this character education still requires students to meet and discuss with teachers to find out the results of this education. This research is through a descriptive procedural research model, which outlines the steps that must be followed to produce a product. The data obtained in this design was taken by data observation, interview and documentation methods. Data observation method consists of visual data, library data and survey target audience. With the improvement of educational game design to increase children's care and perseverance, there will be an introduction, pattern and knowledge that can improve the character of children in life. This research can also be a guide for character education or one of the learning materials.
PIRING KERAMIK SEBAGAI MEDIA ESTETIKA KOMUNIKASI BAGI MASYARAKAT MELAYU Pujiyanto Pujiyanto; Robby Hidajat; Andy Pramono; Ahamad Tarmizi Bin Azizan
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 4, No 2 (2019)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v4i22019p87-94

Abstract

Naskah ini merupakan hasil dari penelitian tentang sosial budaya rumpun melayu yang melekat pada piring keramik porselin buatan Cina yang tersimpan di museum di wilayah melayu. Benda tersebut menjadi penting karena sebagai artefak masa lalu sehingga menjadi bukti fisik adanya perkembangan sosiokultural pada masa abad 19 dikala rumpun melayu masih dikuasai Belanda. Bagaimana produk Cina dapat masuk dan diterima masyarakat yang sebagian besar beragama Islam, tentunya ada syarat-syarat khusus sehingga produk tersebut akrab masyarakat melayu. Bila diperhatikan, produk tersebut memiliki estetika dari model bentuknya maupun motif-motif yang terdapat pada ragam hias permukaan keramik. Dalam penelitian ini menggunakan metode deskriptif kualitatif dengan mengambil sampel artefak piring keramik di empat tempat yaitu di museum Adityawarman Provinsi Sumatera Barat, museum Sang Nila Utama Provinsi Riau, museum Negeri Provinsi Sumatera Utara, dan muzium Negara Malaysia. Pengumpulan data melalui observasi, pengamatan, dan kepustaan, sedangkan analisisnya menggunakan pendekatan estetika, bahwa Louis Sullivan menatakan “bentuk mengikuti fungsi” dan Zhongxing Yu mengatakan “bentuk bermakna”. Hasilnya diperoleh bahwa bentuk piring keramik diciptakan untuk kebutuhan dan kesenangan yang berhubungan dengan aktifitas kehidupan, harapan, dan tujuan hidup manusia.Kata kunci: piring keramik, bentuk, fungsi, motif, makna.
REPRESENTASI VISUAL PRASI UNTUK MEMPERTAHANKAN KEARIFAN LOKAL MASYARAKAT BALI PADA ERA DISRUPTIF 4.0 Novian Wahyu Firmansyah; Andika Agung Sutrisno; Pujiyanto Pujiyanto; Andhika Putra Herwanto
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 6, No 1 (2021)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v6i12021p8-14

Abstract

Eksistensi merupakan  kebutuhan yang mendasar untuk mempertahankan kearifan  lokal di era disrupsi 4.0. Masyarakat bali masih mempertahankan berkarya prasi, yakni menorehkan wujud visual   pada  daun   lontar  dengan   menggunakan   penguprak (sebuah pisau kecil).   Pendekatan  fenomenologi  di gunakan untuk mengalokasikan analasis data  yang diperoleh.  Dalam  perkembangan teknologi di  era  digitalisasi  saat  ini,  eksistesni  karya  tradisi  sangat  dipertaruhkan.  Bukan  menghindar akan tetapi  harus beradaptasi, kompromi dengan  perkembangan teknologi  menjadi strategi. Representasi  visual  menjadi titik awal  dalam  melihat  keberadaan  desain  yang  muncul  pada karya prasi pada era digitalisasi saat ini, wujud desain secara visual membangun  persepsi postif dalam   mempertahakan   seni   tradisi   menjadi   hal   esensial   dari   karya   prasi.   Digitalisasi menggunakan  teknologi manjadi penting mempertahankan eksistensi karya prasi, dikarenakan karya ini dapat diinformasikan secara luas dengan dokumen  yang berbentuk digital. Selain itu, diharapkan penelitian ini dapat memberikan inspirasi bagi karya-karya tradisional lainnya dapat bertahan di era disrupsi 4.0 ini dengan memanfaatkan digitalisasi, tidak hanya di Bali, namun juga di daerah-daerah lainnya di Indonesia.
PROPAGANDA IKLAN LAYANAN MASYARAKAT (ILM) PADA MASA KEMERDEKAAN HINGGA MASA REFORMASI Pujiyanto Pujiyanto
Gelar : Jurnal Seni Budaya Vol 8, No 1 (2010)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/glr.v8i1.1309

Abstract

Public service advertisement (ILM) is the one delivering information, persuasion or educating the public through advertising media in order to increase the people’s knowledge, attitude awareness and behavior change to the problem delivered, as well as to get the good image in the people mind. ILM occurs based on the state/people condition suffering from a social problem, so that the messages delivered is mostly social in nature. Viewed from Indonesian struggling history dialectics: 1) In Independence colonialism age with cooperative and revolutionary country because of ideology difference, ILM was the struggle political propaganda for uniting the nation and country. 2)In Old Order age with nationalism politics because of the confuse occurring among the rulers inclining to support the dominating; thus  ILM is nationalist political propaganda in nature function to eradicating the separatism movement. 3) In New Order age with paternalistic, that is, to look for people’s sympathizing to the governmental program, ILM is development political propaganda in nature functioning to support the successful governmental program. 4) In reformation age with pluralist liberalism, with nationality freedom, ILM is the critique for development functioning as the supervisor or monitor for the country’s condition. ILM always develops along with the development of people civilization, technology and problem occurring within the society. Key words : Independence age, Old Order, New Order, Reformation, Media, Public Service Advertisement, Propaganda.
FENOMENA DESAIN BATIK SURAKARTA DAN YOGYAKARTA Pujiyanto Pujiyanto
Gelar : Jurnal Seni Budaya Vol 11, No 1 (2013)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (946.081 KB) | DOI: 10.33153/glr.v11i1.1439

Abstract

Batik Surakarta and Yogyakarta has their own peculiarities in comparison with batik from otherregions. Batik Surakarta particular distinctiveness lies in the color batik background leads to ayellow wish brown. (soga genes,soga wonogiren and soga Java) while Batik Yogyakarta has aclean white background with white fabric fringe. The batik lovers of ancients times did not justcreate something beautiful to look at, but also gives meaning which are closely related to thephilosophy of life. They are created accordance with the motif of the message and hope thatsincere and noble. So that can bring good and happiness to the wearer. The use of decorativemotif often associated with the symbol as well as the overall shape of ornaments planned with aspecific purpose, such as esteem, welfare or wealthy. There is different between past and currentcondition that is influenced by contemporary circumstances. Change and shift of batik Surakartaand Yogyakarta are caused by various things such as aesthetic, technology, economy, social,cultural and political.
Perancangan Buku Panduan Permainan Bola Basket 2017 Berbasis Fotografi rofi'i rofi'i; Pujiyanto Pujiyanto; Ahmad Zakiy Ramadhan
MAVIS : Jurnal Desain Komunikasi Visual Vol 1 No 02 (2019): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (628.741 KB) | DOI: 10.32664/mavis.v1i02.416

Abstract

FIBA Rules book on 2017 which is a handbook basketball rules. The book explains all the rules in detail starting from basic rules until the rules are common. This book should be used as a tool for the players to know the rules of play in the game of basketball, but in fact this book is only used by the referee as a tool to run a game. This is causing a lot of players when the program will often perform a fundamental error. The fundamental error committed players make a match less healthy due to too many abuses. Photography books made to describe a State of basketball rules published in the book the FIBA Rules 2017. In this final task process designer that needs to be done is to identify data from primary data source and secondary data sources the next step draw a conclusion from the data already obtained. After the conclusion of the finished drawn an answer for a foothold. After the process is done footing the concept design and process design, and then done the digitization phase to the final design.The result of this design is the result of a media education basketball rules. With the design of the book Guide basketball games 2017 Based Photography is expected to give an education to the players in order to produce a quality game.
Rebranding Perpustakaan Umum Kota Pasuruan Dalam Upaya Peningkatan Citra Event Story Telling Indra Gunawan; Pujiyanto Pujiyanto; Fariza Wahyu Arizal
MAVIS : Jurnal Desain Komunikasi Visual Vol 1 No 02 (2019): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (411.104 KB) | DOI: 10.32664/mavis.v1i02.417

Abstract

Pasuruan City Public Library has an activity that aims to appreciate the talent of elementary school age children in the field of literature through story telling events. The activity is an annual routine activity organized by the public library of Pasuruan city as an effort to get closer to the community. The use of promotional media in story telling events organized by the Pasuruan city public library is needed to attract the attention of the wider community. Considering the lack of media promotion carried out by the Pasuruan city public library, the event lacked support for the community. The design used to promote story telling events in the form of rebranding promotional media and the addition of supporting media in the form of stationary sets and merchandise. Promotional media rebranding is one of the solutions to help increase the attractiveness of the community towards organizing story telling events. The addition of media such as stationary sets and merchandise is not only used to attract the attention of the public, but the use of the media is intended as an added value needed so that the event has a separate identity.