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Permasalahan Guru dalam Pembelajaran Keterampilan Seni Rupa Platform Digital Masa Pandemi di Sekolah Menengah Pertama Agustina, Eka Kursita Manda; Iriaji, Iriaji; Rini, Denik Ristya
Journal of Innovation and Teacher Professionalism Vol. 2 No. 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um084v2i12024p1-9

Abstract

Pandemi COVID-19 mengakibatkan pembelajaran keterampilan khususnya pada mata pelajaran Seni Rupa di Indonesia berubah. Proses pembelajaran melalui daring diberlakukan sebagai solusi alternatif guna menciptakan pembelajaran pengganti untuk pembelajaran di sekolah. Platform digital seperti media teknologi informasi dan komunikasi digunakan sebagai media alternatif dalam pembelajaran Seni Rupa daring. Adanya media alternatif tersebut menimbulkan masalah-masalah baru bagi guru Seni Rupa dalam pembelajaran daring. Penelitian ini bertujuan untuk mengungkap berbagai permasalahan dan solusi guru dalam pembelajaran keterampilan Seni Rupa platform digital masa pandemi di SMPN 2 Malang. Metode penelitian ini menggunakan pendekatan kualitatif yaitu dengan menggunakan teknik pengumpulan data berupa observasi, wawancara, dan dokumen. Hasil penelitian menunjukkan bahwa permasalahan guru dalam pembelajaran Seni Rupa daring adalah sulitnya menentukan model pembelajaran yang kreatif pada keterampilan Seni Rupa dan sering terjadi miskomunikasi sehingga berpengaruh terhadap penilaian siswa. Solusi untuk masalah yang dihadapi adalah menggunakan fitur-fitur yang tersedia dalam aplikasi yang digunakan berupa rekam, percakapan, gambar, dan video. Teacher’s Problem in Learning Visual Arts Skills of Digital Platform on Pandemic at Junior High School The COVID-19 pandemic has changed the learning of skills, especially in Fine Arts subjects in Indonesia. The online learning process is applied as an alternative solution to create substitute learning for learning in schools. Digital platforms such as information and communication technology media are used as alternative media in online learning of Fine Arts. The existence of these alternative media creates new problems for Fine Arts teachers in online learning. This study aims to uncover various problems and solutions for teachers in learning Visual Arts skills on a digital platform during the pandemic at SMPN 2 Malang. This research method uses a qualitative approach by using data collection techniques in the form of observations, interviews, and documents. The results showed that the teacher's problem in online art learning was the difficulty of determining creative learning models for fine arts skills and frequent miscommunication so that affected student assessment. The solution of the problem like the features available in the application is recording, conversation, pictures, and videos.
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.
Model Kolaborasi Edupreneurship Indonesia-Malaysia untuk Pemberdayaan Kampus Melalui Shared Value Framework Bidang Seni dan Kreatif Ratnawati, Ike; Prasetyo, Abdul Rahman; Iriaji, Iriaji; Azizah, Wanda Violita Alfi; Prasetya, Mohammad Zidane Eka
Jurnal Medika: Medika Vol. 4 No. 3 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sp3prt82

Abstract

Model kolaborasi pengabdian masyarakat berbasis edupreneurship lintas negara antara Indonesia dan Malaysia dikembangkan melalui pendekatan shared value framework guna memperkuat pemberdayaan komunitas kampus di bidang pendidikan seni dan industri kreatif. Urgensi sinergi antara dunia akademik dan kewirausahaan sosial menjadi dasar dalam merespons tantangan ekonomi kreatif global. Proses pengembangan menggunakan pendekatan ADDIE yang dibatasi pada tahap desain, dengan analisis yang melibatkan kajian pustaka, diskusi kelompok terfokus, serta survei kebutuhan mitra dari kedua negara. Hasil analisis menunjukkan peluang besar dalam pelaksanaan proyek lintas negara yang melibatkan dosen dan mahasiswa melalui praktik seni terapan dan inovasi budaya. Rancangan model mencakup integrasi praktik seni, produksi kreatif, serta pemberdayaan ekonomi masyarakat kampus dengan orientasi pada dampak sosial. Struktur peran, alur kegiatan, dan indikator keberhasilan nilai bersama dirumuskan dari tiga aspek: sosial, ekonomi, dan akademik. Kolaborasi lintas negara diposisikan sebagai alternatif strategis untuk mengintegrasikan tridharma perguruan tinggi dengan inovasi edupreneurial, sekaligus membangun ekosistem seni yang inklusif, berkelanjutan, dan berdaya saing.
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.
Pengembangan Model Pembelajaran Digital Curation dalam Sistem Informasi PPG Seni Budaya untuk Menata Mengelola dan Mempresentasikan Karya Mahasiswa Secara Terintegrasi Iriaji; Usep Kustiawan; Titi Rahayuningsih; Ade Richa Daril Janah; Aisha Syauqina Ramadina; Ahmad Sholikin
EduInovasi:  Journal of Basic Educational Studies Vol. 5 No. 3 (2025): EduInovasi:  Journal of Basic Educational Studies
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/edu.v5i3.9312

Abstract

This research aims to develop a Digital Curation learning model in the PPG Information System of Arts and Culture which functions to organize, manage, and present student works in an integrated manner. The main problem raised is the lack of a structured learning system in archiving and exhibiting students' works digitally as part of the reflective and curatorial learning process. This research uses a Research and Development (R&D) approach with the ADDIE model, which focuses on the initial three stages: Analysis, Design, and Development. In the analysis stage, a needs study was carried out through observation, interviews, and analysis of learning documents, which shows the importance of digital curation learning in the context of art. The design stage produces a design of a digital curation-based learning model that includes the flow of curatorial activities, a digital platform for work archives, and learning reflection instruments. In the development stage, an initial prototype of a web-based digital system was developed that allows students to systematically upload, organize, and present works with tagging, cataloging, and multimedia presentation features. The results of the development show that this model has the potential to support students' digital literacy skills, work documentation, and visual communication in an integrative manner.
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 Anak Agung Gde Rai Arimbawa Anggara, Anggara Putra Kurniawan Anggia Erdi Pratiwi Ardiansyah Yusuf Hamdani Aruna, Alby Atma Wijaya, Ginanjar Aziza, Tariska Nur Azizah, Wanda Violita Alfi 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 Haris Setyawan, Haris Ike Ratnawati Ike Ratnawati Ilham Fatkhu Romadhon Indah Dwi Cahyanti Dipura Joevanka, Vania Callista 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 Prasetya, Mohammad Zidane Eka Prasetyo, Abdul Rahman Purnomo Putri Surya, Eka Putri, Agustin Suprihatiningsih Qolbi, Muhammad Syifa'ul Qomariyah, Nanda Laily Rakhmat Taufani, Agusta Rini, Denik Ristya Risa Septyana Roekhan Roekhan Roekhan Roziqin, Mohamad Firzon Ainur Samsul Arifin Sholikin, Ahmad Sidyawati, Lisa Surasak Jamnongsarn Surya, Eka Putri Swastika Dhesti Anggriani Syamsiar, Syamsiar Titi Rahayuningsih Usep Kustiawan Wening Patmi Rahayu Wijaya, Ginanjar Atma Yuliati Yuliati - Zhitfi, Gyska