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Development of E-Modules Integrated Game-Based Learning Method for Illustration Drawing to Enhance Student Understanding Zhitfi, Gyska; Iriaji
IJESS International Journal of Education and Social Science Vol. 6 No. 1 (2025): VOL 6 NO 1 APRIL 2025
Publisher : INTERNATIONAL PENELITI EKONOMI, SOSIAL, DAN TEKNOLOGI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56371/ijess.v6i1.373

Abstract

The teaching of fine arts, particularly illustration drawing for eighth-grade students at SMPN 03 Lawang, highlights the necessity for developing innovative media integrated with more interactive teaching methods. This need arises due to indications of students' limited comprehension of the subject matter. This research focuses on developing an e-module combined with a game-based learning approach to optimize the learning process of illustration drawing. This research aims to assess the need for enhancing students' understanding of illustration drawing concepts, describe the outcomes of developing an e-module integrated with game-based learning, and evaluate its effectiveness, validity, and feasibility. The method used in this study is the research & development method with the Four-D model. This research approach combines qualitative and quantitative methods with trial subjects involving teachers, students, and experts. The results obtained from the expert validator on the media aspect showed a figure of 91%, and the results of the material aspect validator got a figure of 86%, both of which are included in the very valid category. The feasibility test by the art and culture teacher reached a score of 94%, and the results of the feasibility test by students reached a score of 94%, also in the very valid category. Meanwhile, the comparison test of pre-test and post-test by students showed a score of 0.777, in the effective category. Therefore, it was decided that the media developed was valid and feasible to be used to improve the understanding of eighth-grade students of SMP Negeri 03 Lawang.
Pola Penerapan Workshop Edusosiopreneurship Seni Lukis Memotret Kekayaan Alam Pacitan melalui Pendekatan Self Determination Theory dan Game-Based Learning untuk Hilirisasi Merchandise Komunitas Iriaji, Iriaji; Ratnawati, Ike; Prasetyo, Abdul Rahman; Nazwa, Venina Nabilla; Hamdani, Ardiansyah Yusuf
El-Mujtama: Jurnal Pengabdian Masyarakat  Vol. 5 No. 5 (2025): El-Mujtama: Jurnal Pengabdian Masyarakat 
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/elmujtama.v5i5.9419

Abstract

This research aims to explore the pattern of applying painting edusosiopreneurship workshops as a means to photograph Pacitan's natural wealth and turn it into creative products in the form of community merchandise. The approach used is Self Determination Theory (SDT) to build participants' intrinsic motivation and Game-Based Learning (GBL) to create an interactive and fun learning experience. This workshop activity is designed to explore the visual potential of the local landscape of Pacitan and integrate it into the creative process of painting that is oriented towards social entrepreneurship. Through descriptive qualitative methods, data is collected through participatory observation, in-depth interviews, and process documentation. The results show that the application of SDT is able to increase the autonomy, competence, and connectedness of participants in the art creation process, while GBL plays an important role in maintaining participant involvement and accelerating knowledge transfer. The products produced from this workshop, in the form of merchandise such as tote bags, stickers, and postcards, not only display Pacitan's natural wealth, but also have selling value and educational value. Thus, this program can be a sustainable model of community-based arts downstreaming.
Integrating XR and PjBL for Social-Emotional Learning in Arts Education Iriaji, Iriaji; Kustiawan, Usep; Yuliati, Yuliati; Sholikin, Ahmad; Leksono, Ageng Wiro; Fitri, Agem Akbar Zainul
Journal of English Language and Education Vol 10, No 5 (2025)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jele.v10i5.1283

Abstract

This study developed an innovative learning model that integrates Social-Emotional Learning (SEL), Extended Reality (XR), and Project-Based Learning (PjBL) for pre-service teachers in the Cultural Arts PPG program. Employing the ADDIE framework, the research focused on the Analysis, Design, and Development phases. Twenty-four PPG students participated in the pilot phase. Findings revealed a lack of immersive learning media to support empathy, reflection, and emotion regulation in teaching practice. The designed model integrated XR-based simulations and PjBL to foster interactive and reflective learning. A Virtual Lab prototype was created featuring scenario-based SEL tasks and collaborative art projects. Expert reviews and alpha testing demonstrated increased student engagement, improved emotional awareness, and readiness to apply SEL principles in real classroom contexts. This model contributes to equipping future educators with adaptive, empathetic professional identities and highlights the potential of technology-enhanced pedagogies in teacher education.
Pola Pengembangan Produk Kreatif SmartCraft Packs untuk Hilirisasi Kewirausahaan Berbasis Seni dan Teknologi di Studio Mitra Bangun Kreatifa melalui Logical Framework Approach (LFA) Iriaji; Yuliati; Roekhan; Pandu Satrio Pinandhito Tirta Perdana; Ardiansyah Yusuf Hamdani
Sci-tech Journal Vol. 4 No. 2 (2025): Sci-Tech Journal
Publisher : MES Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56709/stj.v4i3.860

Abstract

Strengthening entrepreneurship based on art and technology requires a product downstream strategy that is adaptive to market needs and the development of creativity. This research aims to formulate a pattern of developing SmartCraft Packs creative products as a learning and production medium that supports downstream entrepreneurship in Studio Mitra Bangun Kreatifa. The approach used is the Logical Framework Approach (LFA), which consists of the stages of problem identification, goal analysis, input and output planning, and measurement of achievement indicators. Data was collected through observation, in-depth interviews, and documentation of the creative process in the studio, as well as validation of the needs of user segments and target markets. The results of the study show that the development of SmartCraft Packs with interactive and modular content based on digital arts and contextual crafts is able to strengthen the entrepreneurial learning ecosystem that is applicable and market-oriented. This product not only serves as a medium for education and creative exploration, but also opens up downstream opportunities through community collaboration, product incubation, and digital distribution. This development pattern is expected to be a replication reference for other creative studios in designing applied art products that are relevant to today's creative entrepreneurship ecosystem.
IMPROVING TYPOGRAPHY MATERIAL COMPREHENSION THROUGH COLLABORATIVE LEARNING METHODS USING COGNITIVE DIAGNOSTIC ASSESSMENT IN JUNIOR HIGH SCHOOL (SMP) STUDENTS Anggara, Anggara Putra Kurniawan; Iriaji
Eduarts: Jurnal Pendidikan Seni Vol. 14 No. 3 (2025): Eduarts: Jurnal Pendidikan Seni
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/eduarts.v14i3.25178

Abstract

This study was motivated by the low level of understanding of typography theory among seventh-grade students at SMP Negeri 1 Singosari. The purpose of this study is to improve their comprehension of typography art material through the implementation of the collaborative learning method combined with cognitive diagnostic assessment. The research approach used is descriptive qualitative, employing a Classroom Action Research (CAR) design consisting of two cycles, each with stages of planning, implementation, observation, and reflection. The data sources for this study were 33 students from class VII-D, with data types including results from cognitive diagnostic assessment tests, student analysis outcomes, student creativity results, and records from each cycle. Data analysis results showed an increase in the average cognitive diagnostic assessment scores from 84.2 in the pre-action stage to 90 for skills scores and 82.6 for work analysis scores in Cycle I. These scores further improved to 93.3 for skills and 84.5 for analysis in Cycle II. The conclusion of this study is that the implementation of the collaborative learning method through cognitive diagnostic assessment can significantly enhance students' understanding of typography.
Inovasi Pengembangan Film Dokumenter Sinematografi Sebagai Upaya Akselerasi Aset Digital Marketing Industri Tape Desa Banjarsari Iriaji; Abdul Rahman Prasetyo; Agusta Rakhmat Taufani; Alby Aruna; Eka Putri Surya; Ginanjar Atma Wijaya; Adinda Marcelliantika
Sci-tech Journal Vol. 3 No. 1 (2024): Sci-Tech Journal
Publisher : MES Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56709/stj.v3i1.390

Abstract

The development of innovations in the production of cinematographic documentaries aims to accelerate digital marketing assets for the tape industry in Banjarsari Village. Through a methodology that includes analyzing digital marketing needs, designing documentary concepts, and evaluating the effectiveness of marketing campaigns, the documentary is designed to showcase the tape-making process in depth and engaging, as well as promote local cultural values. A significant increase in brand awareness and consumer interest in tape products from Banjarsari Village was revealed from the results of this activity. Evaluations conducted through in-depth surveys and interviews confirm the effectiveness of this approach in supporting digital marketing strategies and expanding market reach. The innovations applied in this cinematographic documentary not only increase consumer interest but also play an important role in strengthening marketing strategies and expanding market reach through an engaging visual approach. Thus, an important contribution is made to the development of innovative digital marketing assets for the rural tape industry, demonstrating that this approach is effective in supporting digital marketing strategies as well as expanding the market and increasing brand awareness of local products.
Pola Penerapan Desain Teknologi Tepat Guna Berbasis Mesin CNC dalam Industri Batik Cap sebagai Akselerasi Produksi Batik Cap Ike Ratnawati; Abdul Rahman Prasetyo; Iriaji; Alby Aruna; Eka Putri Surya; Adinda Marcelliantika
Sci-tech Journal Vol. 3 No. 1 (2024): Sci-Tech Journal
Publisher : MES Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56709/stj.v3i1.391

Abstract

The pattern of applying appropriate technology design based on CNC machines in the stamp batik industry aims to accelerate production. With this technology, the efficiency and quality of batik stamp production are significantly improved, reducing reliance on manual processes that take a lot of time and effort. The methods used include intensive training and mentoring to batik craftsmen in the use of CNC machines to create batik patterns with high precision. The results show a significant increase in the speed and consistency of production, as well as a decrease in the error rate in making batik motifs. In addition, the use of CNC technology has a positive impact on the productivity and income of batik artisans, ultimately improving their well-being. The pattern of applying this technology not only speeds up the production process but also improves the quality of the final product, so that batik stamp can be more competitive in the global market. It is hoped that this technology can be widely adopted in the batik stamp industry to support the development of the creative industry in Indonesia, increase the competitiveness of local products, and contribute more to the national economy. The adoption of this technology shows that innovations in the production process can provide great benefits to traditional industries such as batik stamping, helping to maintain cultural heritage while keeping up with the times.
Improving critical thinking through OIDDE learning model on batik material in Class VIII-J SMPN 03 Batu Arifin, Samsul; Iriaji, Iriaji
Imaji: Jurnal Seni dan Pendidikan Seni Vol. 23 No. 2 (2025): October
Publisher : FBSB UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/imaji.v23i2.88724

Abstract

Learning batik can enhance students' critical thinking skills, but many students still struggle to describe, analyze, and solve problems effectively, which hinders the achievement of learning objectives. This study aims to improve the learning process and critical thinking of students through the OIDDE learning model that focuses on batik content. This study uses classroom action research, the Kemmis and McTaggart model. The study was conducted starting with pre-action, cycle I, and cycle II. Each cycle includes the planning, action, observation, and reflection stages. The research subjects were 32 students. Data were collected through interviews, observations, questionnaires, tests, and documentation, and analyzed using qualitative descriptive methods supported by quantitative data. The results of the study showed that (1) the learning process was carried out according to the syntax of the OIDDE learning model, there were improvements made in cycle II based on reflections from cycle I, and (2) students' critical thinking increased significantly, from 28.1% in the pre-action stage to 65.6% in cycle I, and 83.75% in cycle II. These results indicate that the OIDDE model is effective in improving students' critical thinking skills in learning batik material.
Pengembangan Produk Merchandise dengan Teknologi Audio Visual sebagai Produk Unggulan Muatan Pendidikan Kampung Industri Tempe Sanan Iriaji; Wening Patmi Rahayu; Purnomo; Eka Putri Surya; Alby Aruna; Surasak Jamnongsarn; Adinda Marcelliantika
Reslaj: Religion Education Social Laa Roiba Journal Vol. 6 No. 12 (2024): RESLAJ: Religion Education Social Laa Roiba Journal 
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/reslaj.v6i12.3698

Abstract

Developing local creative industries through product innovation is an important strategy to increase the economic and educational value of communities. This research aims to develop merchandise based on audio visual technology as a means of education about the production process and uniqueness of tempeh in the Sanan Tempe Industrial Village. The research method involves collecting data through observation, interviews with industry players, and questionnaires to visitors. The product developed is in the form of an action figure as a mascot in the form of merchandise. The research results show that this merchandise is effective in increasing visitors' understanding of the tempe making process and increasing interest in educational tourism. Visitors become more interested and understand the ins and outs of tempeh production after interacting with this informative merchandise. Apart from that, this merchandise also helps promote Kampung Sanan as an attractive educational tourist destination. The conclusion of this research is that the integration of audio visual technology in merchandise can be used as an effective educational tool while increasing the attractiveness of local products. This innovative product not only functions as an educational tool but also as a promotional tool that can increase the economic value of local communities. This kind of innovation proves that a creative approach to product development can provide significant benefits to local communities.
Desain dan Pola Implementasi Smartryzotools Alat Potong Tempe Premium Sebagai Alat Edukasi Portabel Iriaji; Ike Ratnawati; Anak Agung Gde Rai Arimbawa; Eka Putri Surya; Alby Aruna; Adinda Marcelliantika
Reslaj: Religion Education Social Laa Roiba Journal Vol. 6 No. 12 (2024): RESLAJ: Religion Education Social Laa Roiba Journal 
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/reslaj.v6i12.3699

Abstract

Desain dan implementasi Smartryzotools menghadirkan inovasi teknologi dalam proses pemotongan tempe yang efisien dan konsisten, serta berfungsi sebagai alat edukasi portabel. Menggunakan metode ADDIE, penelitian ini mengembangkan dan menguji prototipe Smartryzotools dalam lingkungan akademik dan bisnis. Alat ini dirancang dengan memperhatikan aspek ergonomi, keamanan, dan efisiensi, serta dilengkapi dengan teknologi canggih untuk memastikan hasil potongan tempe yang presisi. Dalam fase evaluasi, alat ini diuji secara menyeluruh untuk memastikan kinerjanya yang optimal dan kepuasan pengguna. Analisis data menunjukkan bahwa Smartryzotools mampu meningkatkan efisiensi produksi tempe serta memberikan nilai edukatif melalui fitur interaktifnya. Dengan layar sentuh yang mudah digunakan, alat ini menyediakan informasi tentang nilai gizi, proses pembuatan, dan manfaat kesehatan tempe. Melalui penerapan di rumah tangga dan bisnis kecil, diharapkan alat ini dapat meningkatkan kualitas produksi tempe dan menjadi sarana edukasi yang efektif. Implementasi Smartryzotools juga membuka peluang untuk pelatihan dan workshop di berbagai lokasi, mendukung penyebaran pengetahuan tentang tempe secara lebih luas. Temuan penelitian ini menunjukkan potensi besar Smartryzotools dalam mendukung industri tempe dan pendidikan kesehatan masyarakat melalui inovasi teknologi yang praktis dan informatif.
Co-Authors Ade Richa Daril Janah Adinda Marcelliantika Ageng Wiro Leksono agengwiro103@gmail.com Agnisa Maulani Wisesa Agusta Rakhmat Taufani Agustina, Eka Kursita Manda Ahmad Sholikin Ahmad Sholikin Aisha Syauqina Ramadina Alby Aruna Alby Aruna Alifia Syahnina Rizqi Anak Agung Gde Rai Arimbawa Anggara, Anggara Putra Kurniawan Anggia Erdi Pratiwi Ardiansyah Yusuf Hamdani Aruna, Alby Atma Wijaya, Ginanjar Aziza, Tariska Nur Cahya Indraswari, Dinda Eka Putri Surya Eka Putri Surya Firdausi Nuzula, Salsabila Firzon Ainur Roziqin, Mohamad Fitri, Agem Akbar Zainul Fitria Maudy Wardhani Ginanjar Atma Wijaya Hamdani, Ardiansyah Yusuf Ike Ratnawati Ike Ratnawati Ilham Fatkhu Romadhon Indah Dwi Cahyanti Dipura Joevanka, Vania Callista Kartika, Dharsono Sony Kiki Amelia Sari Leksono, Ageng Wiro Lutfiani, Maslicha Marcelliantika, Adinda Maulita, Jharotul Nur Melati, Dinda Mitra Istiar Wardhana, Mitra Istiar Mohamad Firzon Ainur Roziqin Mohamad Firzon Ainur Roziqin Muhammad Luthfi Muhammad Syifa'ul Qolbi Nazwa, Venina Nabilla NILA RAHMAWATI Ningrum, Linda Agustin Oktama, Triyoga Pandu Satrio Pinandhito Tirta Perdana Pandu Satrio Pinandhito Tirta Perdana Prasetyo, Abdul Rahman Pujiyanto Pujiyanto Purnomo Puteri Anisah Oktaviani Putri Surya, Eka Putri, Agustin Suprihatiningsih Qolbi, Muhammad Syifa'ul Qomariyah, Nanda Laily Rakhmat Taufani, Agusta Rini, Denik Ristya Risa Septyana Rivanio Rezky, Muhammad Roekhan Roekhan Roekhan Roziqin, Mohamad Firzon Ainur Samsul Arifin Sholikin, Ahmad Sidyawati, Lisa Siswahyudianto Surasak Jamnongsarn Surya, Eka Putri Swastika Dhesti Anggriani Syamsiar, Syamsiar Titi Rahayuningsih Tjetjep Rohendi Rohidi, Tjetjep Rohendi Totok Sumaryanto Florentinus, Totok Sumaryanto Usep Kustiawan Venina Nabilla Nazwa Wening Patmi Rahayu Wijaya, Ginanjar Atma Yuliati Yuliati - Zhitfi, Gyska Zulfikar Al Haq