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Upaya Membangun Masyarakat Ekonomi Kreatif Melalui Kesenian Tradisional Di Era Asean Community Setyasih Harini; Alfonsa Maria Sofia Hapsari
Journal of Social and Political Science Vol 1 No 1
Publisher : Fakultas Ilmu Sosial dan Ilmu Politik Universitas Jember

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Abstract

Indonesia has various culture but local culture faced serious threats in globalization era. In globalization, rapid development of information and communication technology has transfered from industrialized or developed countries into developing countries.The developed countries used information and communication technology to transfer culture too. Problematically this culture doesn’t match with basic values of Indonesia. This rapid development has negative impact specially for teenager. Participation of teenager in local art was important to preserve local culture and increase nationalism. Unfortunately, this teenager less participated in that practice. It could cause of identity crisis. Purpose of this research to explain effort of Sanggar Tari Edi Peni and Sanggar Ketoprak Lelono Langen Budoyo. This effort related with increasing nationalism of teenager with traditional art. After training and monitoring activity, students of Sanggar Tari Edi Peni and Sanggar Ketoprak Lelono Langen Budoyo more loved with local art, increase their nationalism, and ready to make their own creativity and completed their Website. This Website will be a tool to promote information and activity of Sanggar Tari Edi Peni and Sanggar Ketoprak Lelono Langen Budoyo. It showed that teenager of Sanggar Tari Edi Peni and Sanggar Ketoprak Lelono Langen Budoyo could make indutrial economy society and also ready to face ASEAN Socio-Cultural Community. Key words: nationalism, teenager, ASEAN Socio-Cultural Community
Application to support learning android based in SMPN 18 surakarta Alfonsa Maria Sofia Hapsari; Tigus Juni Betri; Dyka Nasution
RESEARCH FAIR UNISRI Vol. 5 No. 1 (2021): RESEARCH FAIR UNISRI
Publisher : Universitas Slamet Riyadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (668.471 KB) | DOI: 10.33061/rsfu.v5i1.4568

Abstract

Based program android is useful for teachers as any media learning that can be used to given the lectures to students , especially in the hamper now where all students having android phone. This pandemic in the , online learning is the only alternative given the lectures to students and android based program was very helpful in learning . This study attempts to know whether application to support learning android based in SMPN 18 Surakarta .Study was conducted the survey with spread after teachers try to use application android based this. The results of the study said 43 % said application support learning and 57 % is very conducive to learning
Desain Sistem Pengembangan Tracer Study Alfonsa Maria Sofia Hapsari; Canakya Bima Ananda Putra
Jurnal Teknologi Informasi dan Pendidikan Vol 15 No 1 (2022): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v15i1.574

Abstract

Tracer's study is program on the situation of alumni, especially in terms of job search, work situations, and the use of competency acquisition during college. Based on the benchmarks that have been set by Dikti, the development of tracer studies can be implemented in several stages, such as system design development, data design, and interface design. With the development of the tracer study system design, it is hoped that it can become the basis for developing an integrated tracer study information system with the institution. The purpose of this discussion is to find a tracer study design that is in accordance with the rules and regulations to be applied in the institution. Using a modified Borg and Gall development model, the author focuses on product design development. The earliest design tracer studies discuss system design because this is the first stage in program design and it is the most fundamental. With this approach, designs can be developed and this is expected to be in accordance with the institutional needs and regulations of DIKTI as policymakers in higher education.
WORKSHOP TEKNOLOGI INFORMASI DALAM RANGKA PROMOSI SENI MANGKUNEGARAN Alfonsa Maria Sofia Hapsari; Tigus Juni Betri; Della Arinta Putri
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 6, No 3 (2022): September
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v6i3.8197

Abstract

ABSTRAKAkademi Seni Mangkunegaran Surakarta atau disebut ASGA adalah kampus vokasi seni yang berada di Istana Mangkunegaran Surakarta. Keberadaan mereka tidak banyak diakui di masyarakat sekitar karena salah satunya adalah ketiadaan teknologi informasi baik dari segi infrastruktur maupun sumber daya manusianya. Para tenaga pengajar di lingkungan ASGA canggung dan kesulitan untuk beradaptasi dengan perkembangan teknologi informasi dikarenakan latar belakang mereka sebagai praktisi seni murni yang sudah bertahun tahun mempertahankan prinsip originalitas seni Mangkunegaran. Hal tersebut membuat ASGA makin sulit dikenal di masyarakat sehingga bisa berakibat buruk yaitu tergerusnya seni asli Mangkunegaran Surakarta. Metode yang digunakan adalah dengan memperkenalkan media teknologi informasi dan bagaimana mengembangkannya. Hasil dari kegiatan ini adalah civitas akademika memahami dan memiliki media teknologi informasi untuk kepentingan promosi Mangkunegaran. Kata kunci: mangkunegaran; seni; teknologi informasi ABSTRACTThe Mangkunegaran Art Academy of Surakarta (ASGA) is an arts vocational campus located at the Mangkunegaran Palace of Surakarta. Their existence is not widely recognized in the surrounding community because one of them is the absence of information technology both in terms of infrastructure and human resources. The teaching staff in the ASGA environment are awkward and have difficulty adapting to the development of information technology due to their background as pure arts practitioners who have for years maintained the principle of originality of Mangkunegaran art. This makes ASGA increasingly difficult to recognize in the community so that it can have a bad effect, namely the erosion of the art of Mangkunegaran Surakarta. The method used is to introduce the media and how to develop it. The result of this activity is that the academic community understands and has information technology media for the promotion of Mangkunegaran.                                                                                                 Keywords: mangkunegara; art; information technology
Design and Build Android-Based English Learning Media on Descriptive Text Material Sri Handayani; Fera Ayu Martiyani; Alfonsa Maria Sofia Hapsari; Yudhistiro Pandu Widhoyoko
Formosa Journal of Computer and Information Science Vol. 1 No. 2 (2022): August 2022
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (460.085 KB) | DOI: 10.55927/fjcis.v1i2.1151

Abstract

This study aimed 1) to find out how to design Android -based English learning media on descriptive text material, 2) to determine the feasibility of Android -based English learning media on descriptive text material at MTS N 2 Surakarta. This study used research and development (R & D) research methods with the research procedure model proposed by Dick and Carey and the ADDIE model consisting of Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques were through interviews, questionnaires, and documentation. Feasibility validation was carried out by media experts, material experts, and English teachers from MTs N 2 Surakarta. Data analysis was using a Likert scale to determine the percentage score of the media feasibility and passes black box testing. The results of this study were 1) to produce an Android -based English learning media on descriptive text material. From the results of the black box testing carried out, the learning media could be operated properly on Android smartphones according to their needs and functions, 2) the feasibility of Android . based English learning media on descriptive text material according to the assessment of media experts was to get a feasibility percentage of 76% with a feasible category, assessment from material experts was to get a feasibility percentage of 82% with a very decent category, and the feasibility assessment by ant English teacher at MTs N 2 Surakarta was to get a feasibility percentage of 80% with a decent category.