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Enhancement Strategies for Visual Arts Online Learning through Community of Inquiry Rahina Nugrahani; Wandah Wibawanto; Ratih Ayu Pratiwinindya; Arif Ardy Wibowo
AL-ISHLAH: Jurnal Pendidikan Vol 15, No 1 (2023): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v15i1.2199

Abstract

The demands and the need to be able to learn various cutting-edge techniques and media in the creation of visual arts, require students to be able to absorb a number of information combined with an intuitive understanding of things that are relevant in every situation. Amidst the COVID-19 global pandemic, various virtual learning communities initiated a trend of visual arts learning. This study aims to reveal the online Community of Inquiry (hereinafter, CoI) learning model that takes place in virtual learning communities in Indonesia. The method of the investigation was a qualitative virtual ethnography approach involving 24 members from two virtual learning communities in Indonesia. Understanding their learning experience was achieved through interviews, participatory observation, and assessment of the participants’ artworks that had been produced during the learning process. Results revealed that the experience of creating visual arts through an online community of inquiry learning had had a positive impact on creation and appreciation activities. By studying how the visual arts learning process takes place in virtual learning communities, we can contribute to ensuring the success of the ongoing community of inquiry model for online learning and suggest comparable tactics to raise the standard of visual arts education online.
Symbolic Values and Meanings in Lasem Batik Motives Novia Dyah Mahesti; Eko Sugiarto; Rahina Nugrahani
Catharsis Vol 12 No 1 (2023)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/catharsis.v12i1.72421

Abstract

Every batik motive has an interesting philosophy, as well as the Lasem batik motive. The Lasem batik motive also contains an interesting philosophy. This study aims to analyze the value and symbolic meaning contained in Lasem batik motives. This study uses a qualitative method by describing the object under study and using a semiotic approach. The dominant motives of Lasem written batik are Hong Bird, Gunung Ringgit, Dragon, Seruni, Latohan, Kricakan, Brayo, Gurdha and Lokcan motives. The Hong Bird motive means noble beauty and intelligence and has the value of effort and hard work. The Gunung Ringgit motive means abundant fortune and has the value of effort and hard work. The Dragon motive means strength and beautiful hope and has a strength value. The Seruni motive means well-being in old age, happiness and longevity, and has a value of beauty and harmony. The Latohan motive is a symbolic form of the latohan plant and has a natural wealth value. The Kricakan motive is a symbolic form of the construction of the Anyer-Panarukan road and has the value of hard work. The Brayo motive is a symbolic form of the Brayo plant and has natural wealth values. The Gurdha motive means valor, protection and fortitude and has heroic value. The Lokcan motive means love for fellow human beings and has a value of love.
The Implementation of the Use of Seed Bag Panel Boards for Vegetable and Crop Farmers in Kopeng Prajanti, Sucihatiningsh Dian Wisika; Bintari, Siti Harnina; Nugrahani, Rahina
Rekayasa : Jurnal Penerapan Teknologi dan Pembelajaran Vol 20, No 1 (2022): July 2022
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/rekayasa.v20i1.47538

Abstract

One of the agricultural problems in the spotlight is the quality of harvest and postharvest commodities, which still needs to improve due to the failure of special handling. One solution for handling perishable and low-value agricultural commodities is to sell agricultural products alive and in special packaging on panel boards as wall decorations based on green interiors with an urban farming concept. The research aims to implement the concept of vegetable and flower panel boards based on green interiors to increase the marketing value of agricultural products in Kopeng. The application of this panel board concept is to improve the quality of agricultural products because they are easily damaged, so the public consumes fresh vegetables of good quality with this panel board. Three simultaneous benefits of panel boards are art, aesthetics and product freshness when consumed. The prototyping is panel board products with steps to ensure the concept's design, functionality and feasibility, panel size, layout of vegetables and flowers, panel placement and other supporting structures. Test the prototype by growing vegetables and flowers and storing fruit from user input. Prototypes that are refined and tested well are then developed into marketing strategies. This program is about applying the panel board concept to improve the quality of agricultural products by providing added value to agricultural products so that they can increase the profits received by farmers. From the implementation that has been carried out, marketing results have increased by 10% from marketing before using seed bags.
Character Education Values in Traditional Malay Songs Lubis, Maya Ningsih; Sunarto, Sunarto; Sinaga, Syahrul Syah; Nugrahani, Rahina
Journal La Edusci Vol. 6 No. 3 (2025): Journal La Edusci
Publisher : Newinera Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37899/journallaedusci.v6i3.2410

Abstract

Character Education is important in facing global challenges. The moral crisis that causes the young generation to lose their identity due to the influence of foreign culture makes character education important. This research focuses on the lyrics of traditional Malay songs that instill the values of character education. Traditional Malay songs that contain character education values are titled Timang Cenggok and Iyolah Molek. This study uses a qualitative design with a phenomenological approach. The research location is in North Sumatra. Researchers collected data by means of observation, interviews and document collection. The results of the study found that traditional Malay songs entitled Timang Cenggok and Iyolah Molek instill religious values, discipline, responsibility and independence. The religious character in traditional Malay songs directs obedience to religious commands. The character of discipline in traditional Malay songs leads to an attitude of perseverance in carrying out a job or task. The character of responsibility in traditional Malay songs leads to the importance of responsibility at work. The independent character in traditional Malay songs leads to the importance of an independent person and not doubting oneself.
Analisis Bentuk Penyajian Tari Fanari Niowalu pada Acara Falöwa di Kecamatan Idanögawo Harefa, Mega Suryawan; Malarsih, Malarsih; Nugrahani, Rahina
Ideas: Jurnal Pendidikan, Sosial dan Budaya Vol 10 No 1 (2024): Ideas: Pendidikan, Sosial, dan Budaya (Februari)
Publisher : Ideas Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32884/ideas.v10i1.1548

Abstract

The fanari niowalu dance is a traditional dance which is one of the sacred dances in wedding customs which is only danced by niowalu at the falöwa which symbolizes that Niowalu is ready to get married and welcomes the extended family of the marafule (groom), guests and the community who come was at the falöwa event. The purpose of writing this article is to analyze the form of presentation of the fanari niowalu dance using qualitative research methods with an ethnochoreological approach that describes existing problems. This dance is danced at weddings where the dance is started by the mothers of the bride and groom and then continued by the two girls and niowalu to dance together with traditional Nias musical instruments consisting of göndra, garamba, and faritia.
Peningkatan Keterampilan Kognitif pada Anak Autis Usia Dini Melalui Media Visual Interaktif Nugrahani, Rahina; Sihombing, Riama Maslan; Idris, Muhammad Zaffwan bin; Windiarti, Rina; Diana, Diana
Jurnal Sosioteknologi Vol. 23 No. 2 (2024): JULY 2024
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2024.23.2.3

Abstract

Autism Spectrum Disorder (ASD) is a complex neurodevelopmental condition characterized by impairments in social communication, restricted interests, and repetitive behaviors. Children with ASD often face challenges in the development of cognitive skills, which play a crucial role in academic achievement, adaptive functioning, and overall quality of life. This study introduces an innovative approach to aid early childhood individuals diagnosed with ASD in recognizing their daily routines by means of a visual interactive board game. The developed visual interactive board game, although the design is simple, is meticulously structured to foster and enhance cognitive skills, specifically focusing on language development and improvement in adaptive behavior. The efficacy of this medium was examined through a single-case method utilizing the Single Subject Research (SSR) experimental approach. The research involved three children aged 4-5 years with an ASD diagnosis, employing a patterned B1-I-B2 design. The results of this study underline the potential of interactive board games as an engaging tool for fostering cognitive skills in early childhood autism.
DESIGN OF MAGIC CANTING INTERACTIVE MULTIMEDIA AS EDUCATIONAL MEDIA IN PEKALONGAN BATIK MUSEUM Hafid, Hafid; Nugrahani, Rahina
Arty: Jurnal Seni Rupa Vol 11 No 3 (2022): Regular
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v11i3.55099

Abstract

Kota Pekalongan dikenal sebagai kota batik, dan sebagai upaya pelestarian batik, pengenalan mengenai batik dimulai sejak pendidikan Sekolah Dasar. Hal ini juga di tunjang dengan hadirnya Museum Batik Pekalongan. Media pembelajaran interaktif Canting Ajaib hadir sebagai alternatif dalam pengenalan batik khususnya di Museum. Canting Ajaib hadir dengan nuansa keajaiban dan dunia khayalan, dimana akan memberikan nuansa baru dalam belajar tentang proses pembuatan batik Pekalongan. Selain itu juga terdapat materi alat dan bahan serta pengertian singkat dari batik. Canting Ajaib juga memiliki sebuah permainan tebak-tebakan yang akan mengasah kompetensi materi yang telah diakses sebelumnya. Dalam perancangannya Canting Ajaib telah melalui proses yang bertahap diantaranya: (1) Pra produksi, dimana pada tahap ini pencarian ide dan gagasan, analisis dan pengumpulan data dilakukan, (2) Produksi, tahap dimana proses memvisualisasikan data-data yang telah terkumpul menjadi aset, dan bahan yang dibutuhkan dalam perancangan multimedia interaktif Canting Ajaib, pengujian multimedia, serta konsultasi dengan dosen pembimbing, (3) Pasca Produksi, pembuatan media pendukung seperti merchandise, dan pameran karya. Perancangan proyek studi Canting Ajaib ini menghasilkan karya berupa multimedia interaktif Canting Ajaib yang menjadi sebuah media pengenalan dan pembelajaran mengenai proses pembuatan Batik Pekalongan.
Design of Digital Illustration as a Visual Asset Occupational Health and Safety (OHS) Communication Media for Construction Workers in the Solo-Yogyakarta Toll Road Project. Rana Neiva, Lintang; Nugrahani, Rahina
Arty: Jurnal Seni Rupa Vol 12 No 2 (2023): Regular Issue
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v12i02.75676

Abstract

Industri paling berisiko bila berkaitan dengan keselamatan pekerja salah satunya merupakan konstruksi.Keselamatan dan kesehatan kerja dapat tercapai ketika pekerja mendapatkan lingkungan kerja yang aman, nyaman, serta sehat. Ilustrasi digital sebagai aset visual pendukung dalam media komunikasi yangtelah dimiliki, sehingga dapat memaksimalkan fungsi dalam penyampaian informasi kepada targetaudiens. Metode yang digunakan dalam berkarya, diantaranya: (1) Pra produksi, dalam tahapan ini dilakukan proses pengumpulan data dengan berbagai cara seperti observasi dan wawancara, dilakukanjuga tahapan analisis seperti analisis SWOT (Strength, Weakness, Opportunity, and Threat), analisistarget audiens serta pembuatan konsep ilustrasi. (2) Produksi, proses ini meliputi tahapan perancangansketsa, proses pewarnaan (coloring) dan proses detailing. (3) Pasca produksi, meliputi perancanganmedia pendukung pameran, pra pameran, pameran, serta publikasi ilustrasi digital. Proyek studi dengantopik "Perancangan Ilustrasi Digital Sebagai Media Komunikasi Keselamatan dan Kesehatan Kerja (K3) Pada Proyek Jalan Tol Solo-Yogyakarta" ini menghasilkan sebuah bentuk karya ilustrasi digital denganukuran 29x41 cm dan 41x29 cm, dengan format data JPEG, serta perancangan dilakukan menggunakansoftware Procreate.
WEBTOON COMIC DESIGN TO INTRODUCE RAWON AS INDONESIA'S SUPERIOR CULINARY TO YOUTH READERS Nugrahani, Rahina; Urfan Rafif, Musabbihin
Arty: Jurnal Seni Rupa Vol 12 No 3 (2023): Regular
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v12i03.75695

Abstract

Rawon merupakan makanan khas daerah Jawa Timur yang dikenal akan kelezatannya. Sebagai salah satu kuliner unggulan Indonesia, rawon memiliki nilai tinggi yang harus dipertahankan dan dilestarikan. Dengan memperkenalkannya melalui media yang tepat akan membuka peluang anak anak muda untuk mengenal lebih dalam mengenai rawon dan meningkatkan daya tariknya sebagai kuliner lokal.komik merupakan media yang tepat dan efektif dalam mengenalkan budaya kuliner. Salah satu jenis komik yang sangat digemari saat ini adalah webtoon. Selain mudah diakses dan kaya akan fitur yang membantu penggunanya, komik webtoon juga memiliki pasar pembaca yang sangat besar.Teknik berkarya yang digunakan dalam pembuatan komik webtoon ini adalah dengan teknik berkarya secara digital. Proses pembuatan karya ini melalui beberapa tahapan. Yang pertama adalah dengan membuat script melalui aplikasi Microsoft Word. Kemudian dilanjutkan dengan proses visualisasi komik dari bentuk storyboard hingga bentuk final melalui aplikasi Clip Studio Paint. Proyek studi ini menghasilkan karya komik webtoon berjudul “Narasa: The Authentic Taste of Rawon” yang dipublikasikan dalam website dan aplikasi LINE Webtoon Indonesia sehingga dapat diakses oleh target audience dengan mudah.
PENGENALAN MEDIA GAME BLOOKET DALAM PEMBELAJARAN SENI BUDAYA DI SMP NEGERI 10 SEMARANG Azzahro, Khoirun Nisa’; Nugrahani, Rahina
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.46723

Abstract

Cultural Arts education in schools still tends to rely on conventional methods, resulting in low student engagement and participation, particularly in the delivery of theoretical material. Therefore, more interactive and engaging instructional media are needed. One alternative that can be utilized is digital educational games such as Blooket. This study aims to describe the process of introducing Blooket as a learning medium in Cultural Arts education at SMP Negeri 10 Semarang, to examine students’ responses to its use, and to identify its potential as a learning medium. This study employs a descriptive qualitative approach using a case study method, with students at SMP Negeri 10 Semarang as the subjects. Data were collected through observation, interviews, and documentation, while data analysis employed the Miles and Huberman interactive model, which includes data reduction, data display, and conclusion drawing. The results indicate that the implementation of Blooket was carried out in three stages: preparation, implementation, and evaluation. The use of this platform increased student engagement, as reflected in their active participation and enthusiasm during the learning process. In addition, students’ responses were positive, as the learning experience became more engaging, enjoyable, and supportive of their understanding of the material. Despite challenges such as limited devices and internet connectivity, Blooket demonstrates strong potential as an interactive and effective learning medium for improving the quality of Cultural Arts education.