Articles
Mayadenawa In Digital Comic Preview
Ariningsih, Kadek Ayu;
Putra, Putu Satria Udyana;
Adnyana, I Nyoman Widhi
Vidyottama Sanatana: International Journal of Hindu Science and Religious Studies Vol 4, No 2 (2020)
Publisher : Institut Hindu Dharma Negeri Denpasar
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DOI: 10.25078/ijhsrs.v4i2.1836
The preservation of local wisdom in Indonesia, especially in Bali, is still very little brought to the realm of technology. This is especially true for millennial generations. One of the local wisdom is Galungan. Galungan Day begins with the Mayadenawa story. Millennials only know how to run the Galungan procession. There are still few who understand the history of celebrating Galungan. Today technology is often used as a medium to introduce local wisdom. The use of this technology can be used to understand the history of Galungan. Researchers collected data by distributing questionnaires. Data obtained from the results of the questionnaire on 50 millennial generation respondents. The age range of 12-25 years states that 70% do not understand the history of Galungan. Next, to the same respondents, Mayadenawa digital comics were given. The results than stated that 23% did not understand the history of Galungan.
Mayadenawa In Digital Comic Preview
Kadek Ayu Ariningsih;
Putu Satria Udyana Putra;
I Nyoman Widhi Adnyana
Vidyottama Sanatana: International Journal of Hindu Science and Religious Studies Vol 4, No 2 (2020)
Publisher : Institut Hindu Dharma Negeri Denpasar
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DOI: 10.25078/ijhsrs.v4i2.1836
The preservation of local wisdom in Indonesia, especially in Bali, is still very little brought to the realm of technology. This is especially true for millennial generations. One of the local wisdom is Galungan. Galungan Day begins with the Mayadenawa story. Millennials only know how to run the Galungan procession. There are still few who understand the history of celebrating Galungan. Today technology is often used as a medium to introduce local wisdom. The use of this technology can be used to understand the history of Galungan. Researchers collected data by distributing questionnaires. Data obtained from the results of the questionnaire on 50 millennial generation respondents. The age range of 12-25 years states that 70% do not understand the history of Galungan. Next, to the same respondents, Mayadenawa digital comics were given. The results than stated that 23% did not understand the history of Galungan.
PERANCANGAN PORTABLE ART DISPLAY STMIK STIKOM INDONESIA
Dwi Novitasari;
Putu Satria Udyana Putra
Jurnal PATRA Vol 2 No 1 (2020): Jurnal Patra Mei 2020
Publisher : LPPM Institut Desain dan Bisnis Bali
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DOI: 10.35886/patra.v2i1.57
Pameran merupakan salah satu kegiatan penting bagi mahasiswa desain grafis agar mendapat apresiasi serta kritik dan saran, dari hasil proses pembelajaran beberapa mata kuliah seperti ilustrasi, fotografi, digital vector, nirmana, dan lain- lain. Saat ini keterbatasan tempat dan ruang merupkan faktor utama yang mempengaruhi kurangnya kegiatan pameran karya desain grafis di kampus STMIK STIKOM Indonesia. Penelitian ini bertujuan untuk merancang sarana berupa display atau tempat untuk memajang karya yang efektif, sebagai solusi keterbatasan ruang yang ada. Portable art display merupakan stand pameran yang di fungsikan untuk memajang karya dengan desain sederhana, mudah di bongkar pasang dan pindah tempat (moveable) namun tidak menggangu fungsi ruang di sekitarnya. Metode penelitian yang digunakan berdasarkan metode Bryan Lawson dari tahap first insight hingga tahap Verification dengan konsep modern minimalis yang disesuaikan dengan bangunan kampus STMIK STIKOM Indonesia sehingga menghasilkan rak lipat dan standing panel yang dapat mewadahi kebutuhan ruang serta tempat untuk memajang beberapa karya saat pameran berlangsung.Kata Kunci: Perancangan, Portable art display, STMIK STIKOM Indonesia
Perancangan Film Animasi 2D Cerita Rakyat Bali “Balapan Menjangan Dan Siput”
Ni Wayan Wardani Wardani;
I Nyoman Agus Suarya Putra;
I Ketut Sutarwiyasa;
Putu Satria Udyana Putra;
Desy Amelia
Jurnal Manajemen dan Teknologi Informasi Vol. 12 No. 2 (2022): Jurnal Manajemen dan Teknologi Informasi
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia
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DOI: 10.5281/zenodo.7170835
The influence of globalization and technological advances has caused Indonesian folklore which is full of positive values and moral values that have begun to erode. The small selection of Indonesian folklore animated films on Youtube causes children to have no choice so they watch foreign movies and imitate bad things. This study aims to make a 2-dimensional animated film with the theme of Indonesian folklore. The folklore raised is the Balinese folklore of The Menjangan Race and the Snail version of Made Taro. This folklore contains moral messages such as respecting and respecting others, staying away from haughtiness, and teaching about the law of cause and effect. The results of testing media experts obtained results as many as 80% agreed to an attractive animation display, as many as 80% stated that they agreed to good video quality in this animated film, as many as 80% stated that the clarity of dialogue was good in this animated film. This 2-dimensional animated film succeeds in conveying the moral message contained in the Balinese folklore Of Balap Menjangan and Siput, and can be well received by children aged 8-12 years.
Pelatihan Animasi “Elemen Desain Komunikasi Visual†Bagi Industri Kecil Menengah Bersama Dinas Perindustrian dan Perdagangan Provinsi Bali
Ni Wayan Wardani;
I Nyoman Agus Suarya Putra;
Desak Dwi Utami Putra;
I Ketut Sutarwiyasa;
Putu Satria Udyana Putra;
Putu Gede Surya Cipta Nugraha
JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Vol 3 No 2 (2022)
Publisher : Politeknik Piksi Ganesha Indonesia
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DOI: 10.37339/jurpikat.v3i2.957
Industri Kecil Menengah (IKM) merupakan roda penggerak ekonomi berbasis kerakyatan. Pertumbuhan jumlah IKM yang semakin meningkat khususnya di Bali mendapat perhatian khusus dari Pemerintah Provinsi Bali. Dinas Perindustrian dan Perdagangan (Disperindag) Provinsi Bali selaku dinas yang menaungi IKM dan UMKM Provinsi Bali sangat tanggap dan sadar akan kebutuhan IKM untuk dapat mempertahankan bisnis yang dijalankan. Salah satu kebutuhan IKM yang sangat penting adalah pemahaman terhadap desain grafis atau desain komunikasi visual yang merupakan elemen penting dalam proses pembangunan kesadaran akan sebuah brand dan dapat membawa interaksi antara produk dengan target pelanggan. Oleh karena itu Disperindag Provinsi Bali bekerja sama dengan Institut Bisnis dan Teknologi Indonesia (INSTIKI) mengadakan pelatihan animasi dasar dengan memperkenalkan elemen dasar komunikasi visual dengan tujuan untuk peningkatan kompetensi pengelola IKM. Pelatihan yang berlangsung selama 3 hari ini diikuti oleh 30 peserta pengelola IKM. Peserta mendapat kesempatan praktek langsung dan berdiskusi dengan tenaga pengajar dan seluruh peserta.
Pelatihan Fotografi (Motrek) Bagi Guru SMP Dalam Upaya Revitalisasi Bahasa Daerah Untuk Tunas Bahasa Ibu di Balai Bahasa Provinsi Bali
I Nyoman Agus Suarya Putra;
Aniek Suryanti Kusuma;
Ayu Gede Willdahlia;
Desak Dwi Utami Putra;
I Ketut Sutarwiyasa;
Putu Satria Udyana Putra;
Ni Wayan Wardani;
Ni Made Mila Rosa Desmayani;
Putu Gede Surya Cipta Nugraha;
Eddy Hartono;
Gede Surya Mahendra
JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Vol 3 No 3 (2022)
Publisher : Politeknik Piksi Ganesha Indonesia
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DOI: 10.37339/jurpikat.v3i3.962
The declining use of the Balinese language, especially among the younger generation, is something that the Bali Provincial Language Center needs to pay attention to immediately holding a language revitalization program. One of the activities in the regional language revitalization program is a photography training activity (motrek) for junior high school teachers which aims to revitalize language starting from the school realm, namely teachers and students. His hope in everyday life is not far from photography. The resulting photos can be given a description in Balinese, especially when uploading to social media. The training lasted for 4 days, attended by 75 State Middle School teachers. The training was filled with delivery of material, discussions, questions and answers and hands-on practice using each participant's cell phone. The results of the posttest showed an increase in understanding of the material by 48% from the results of the previous pretest.
PELATIHAN BELAJAR MICROSOFT WORD MELALUI MEDIA PEMBELAJARAN POWER POINT DI SD NEGERI 2 SUMITA
NI Kadek Nita Noviani Pande;
Desak Made Dwi Utami Putra;
Ni Made Suci Ariantini;
Putu Satria Udyana Putra;
Ni Luh Ade Dinda Dharma Yanti
Jurnal Widya Laksmi: Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 1 (2023): Jurnal WIDYA LAKSMI (Jurnal Pengabdian Kepada Masyarakat)
Publisher : Yayasan Lavandaia Dharma Bali
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DOI: 10.59458/jwl.v3i1.52
Teknologi mungkin sudah tak asing lagi bagi berbagai kalangan usia. Salah satu komponen teknologi yang paling terkenal adalah Microsoft Word. Microsoft word merupakan salah satu aplikasi atau perangkat lunak pengelola kata untuk membuat dokumen dan sejenisnya. Aplikasi ini sangat populer dan banyak digunakan oleh masyarakat di seluruh dunia untuk membantu pekerjaan, belajar dan masih banyak lagi.Di zaman modern seperti sekarang ini, anak-anak sudah pandai menggunakan gadget atau handphone seperti halnya anak-anak di Desa Sumita. Namun, kebanyakan anak-anak menggunakan handphone hanya untuk bermain game atau bermain media sosial saja. Untuk itu, diperlukan pengetahuan bagi anak-anak khususnya Sekolah Dasar mengenai salah satu aplikasi yang sangat berguna bagi mereka di masa depan yakni Microsoft Word. Maka dari itu KKNT INSTIKI memiliki tujuan mengadakan bimbingan belajar Microsoft word menggunakan media pembelajaran power point di SDN 2 Sumita,yang dimana hasil dari pembelajaran ini akan berdampak baik untuk siswa-siswi SD N 2 Sumita seperti contohnya anak-anak bisa mengikuti perlombaan IT antar sekolah untuk anak-anak SD,dan juga anak-anak bisa mengikuti ANBK dengan baik karena sebelumnya TIM KKNT INSTIKI tidak hanya mengajarkan Microsoft Word,TIM juga mengajarkan bagaimana cara membuka aplikasi di laptop,belajar mengenai penggunaan keyboard,mouse dan kursor dan juga pembelajaran ini sangat bermanfaat saat mereka akan naik ke jenjang Sekolah Menengah Keatas karena mereka sudah memiliki dasar penggunakan Microsoft Word. Atau bisa juga dikatakan bahwa tim membantu anak-anak dalam meningkatkan pengetahuan mengenai komputer.
Android-Based Learning Media in Supporting the Recovery of Science Learning Class VII
Ekayana, Anak Agung Gde;
Putra, Putu Satria Udyana;
Destiansyah, Bayu Tegar
Jurnal Inovasi dan Teknologi Pembelajaran Vol 9, No 2 (2022)
Publisher : Universitas Negeri Malang
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DOI: 10.17977/um031v9i22022p197
Abstrak: Penelitian yang dilakukan bertujuan menjabarkan efektivitas produk pengembangan media berbasis android dalam mendukung pemulihan pembelajaran sistem organisasi kehidupan yang dianalisis oleh ahli, guru dan siswa. Rancangan penelitian ini berbasis pengembangan berorientasi pada model Borg dan Gall yang direduksi menjadi lima tahapan. Hasil penelitian meliputi merancang dan membangun media pembelajaran IPA melalui lima tahapan. Penilaian media dari ahli isi dan ahli media memberikan tanggapan yang sangat baik. Hal yang sama dengan hasil pengujian media kepada guru dan siswa, kategori sangat baik diberikan oleh guru terhadap media dengan persentase 99 persen dan uji coba kelas memberikan persentase 97 persen dengan kategori sangat baik. Media yang telah dikembangkan memberikan efektivitas melalui uji coba pra eksperimen terhadap hasil belajar peserta didik dan media pembelajaran efektif membantu pemulihan proses pembelajaran pada materi sistem organisasi kehidupan. Abstract: This research aims to describe the effectiveness of android-based media development products in supporting the restoration of learning organizational life systems analyzed by experts, teachers, and students. This research design is development-oriented based on the Borg and Gall model, reduced to five stages. The research results include designing and building science learning media through five steps. Media assessments from content experts and media experts gave an excellent response. The same thing with the results of media testing for teachers and students; the teacher provided the outstanding category to the media with a percentage of 99 percent, and the class trial gave a rate of 97 percent with an exceptional variety. The media that has been developed provides effectiveness through pre-experimental practices on student learning outcomes, and effective learning media helps restore the learning process of life organization systems.
Interactive Multimedia "Melajah Cecimpedan Bali" for Elementary School Students Based on Android
Putra, Putu Satria Udyana;
Murpratiwi, Santi Ika;
Adnyana, I Nyoman Widhi;
Meinarni, Ni Putu Suci;
Sari, Ni Wayan Yunita
Jurnal Multidisiplin Sahombu Vol. 4 No. 01 (2024): Jurnal Multidisiplin Sahombu, 2024
Publisher : Sean Institute
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Bali is famous for its strong and inherent culture in an area, one of which can be seen from the traditional arts that are still preserved by the community. Cultural heritage in the form of traditional arts in Bali still has a lot to be developed, preserved by the community and the younger generation. One of Bali's cultural heritage is Cecimpedan which is a Balinese puzzle. In an increasingly advanced era, traditional arts are beginning to be forgotten by the younger generation. One of the efforts that can be made so that culture in the form of traditional arts is preserved in the global flow that is advancing from year to year, through the use of interactive learning media in the learning process. The purpose of this research is to introduce cecimpedan to the younger generation, that learning traditional arts in the form of Balinese cecimpedan is no less fun than learning modern culture. The data obtained in this study from observation, questionnaires, and interviews. Based on the results of the questionnaire with a percentage of 97.2% or 72 respondents stated that the material presented in this interactive multimedia application is easy to understand.
PENGEMBANGAN KARAKTER MOBILE GAME PERANG PUPUTAN KLUNGKUNG
Putra, Putu Satria Udyana;
Efendi, Mochamad Arman;
Putu Wirayudi Aditama;
Dwi Novitasari;
I Nyoman Anom Fajaraditya Setiawan
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 1 No. 1 (2022): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional
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DOI: 10.55606/jurrsendem.v1i1.199
Combining culture and technology is one solution to digitizing an area's local wisdom. Technology is expected to be an educational medium for the younger generation to know the history and meaning of a historical story. The island of Bali has a lot of the previous history, one of which is about the Puputan Klungkung war. Based on the results of questionnaires to 40 respondents by simple random sampling, 77.5% of respondents did not know the history of the Klungkung puputan and its meaning. To maintain the history of the puputan war, it is necessary to introduce the next generation but keep abreast of technological developments so that the research aims to design a media in the form of a mobile game. This mobile game media was chosen because of its popularity in Indonesian society, both among children to adults, thus creating interest in playing media games. The game design adapts to the scheme of the design pattern by using simple, cultured, and informative concepts. This development resulted in the design of the character of the king of Klungkung and the Dutch army and the layout design of the game Puputan Klungkung.