Amrizal Amri Muchtar
Faculty Of Visual Art And Design, Padang Panjang Art Institute, Bahder Johan Street, Padang Panjang

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TRANSFORMASI DESAIN TAROMPA DATUAK DALAM KONTEKS PERUBAHAN SOSIOKULTURAL Amrizal Amrizal
Sosiohumaniora Vol 20, No 1 (2018): SOSIOHUMANIORA, MARET 2018
Publisher : Universitas Padjadjaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (999.166 KB) | DOI: 10.24198/sosiohumaniora.v20i1.13801

Abstract

Tarompa Datuak adalah alas kaki yang secara sosiokultural merupakan produk budaya yang terinspirasi dari replika “capal Rasul” yang dibawa oleh saudagar dari Arab dan India. Sesuai dengan pepatah Minang “sakali aie gadang sakali tapian barubah” (perubahan waktu) dalam konteks sosialkultural tarompa yang awalnya berbentuk replika capal Rasul bertransformasi di tanah Melayu menjadi ”capal Melayu” dan di Ranah Minang disebut dengan“tarompa datuak”, karena menjadi bagian dari pakaian kebesaran Datuak. ransformasi desain tarompa datuak menjadi keharusan dalam konteks perubahan sosiokultural, karena menjadi bagian dari pelestarian produk budaya dan pengembangan potensi tarompa datuak yang dilakukan secara optimal dapat memberikan kesejahteraan bagi masyarakat pendukungnya. Untuk itu, perlu dilakukan penelitian ini dengan tujuan untuk mengembangkan desain dan kemampuan perajin tarompa datuak serta memperbaiki sistem manajerial usahanya, sehingga potensi kerajinan tarompa datuak dapat dioptimalkan dan menjadi produk kerajinan tangan yang dapat bersaing ditengah percaturan budaya global. Metode yang digunakan dalam penelitian ini mengacu pada metodologi penelitian kualitatif, yaitu metode observasi partisipatif, yaitu observasi aktif. Untuk membuat desain tarompa datuak, kemudian dilakukan beberapa tahap penelitian, yaitu: survei ke pusat kerajinan tarompa datuak; eksplorasi; analisis dan sintesis; perancangan dengan mempertimbangkan faktor kinerja, faktor fungsi, faktor pemasaran dan minat konsumen; lalu ditransformasikan menjadi prototipe tarompa datuak. Untuk pemberdayaan perajin diadakan pelatihan kewirausahaan yang berbasis teknologi. 
Revitalization of Tarompa Datuak Crafts Through Design Development as an Efforts to Strengthen Creative Economic Existence in the Era of Disruption Amrizal Amri Muchtar; Ahmad Akmal; Purwo Prihatim; Sumadi Sumadi
Indonesian Journal of Economics, Social, and Humanities Vol 2 No 2 (2020)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/ijesh.2.2.105-118

Abstract

The tarompa datuak traditional craft is one of the Minangkabau ethnic local cultural assets which can be explored to strengthen the existence of a creative economy in West Sumatra. However, the development of this craft has been eroded by time, its products are less in demand by consumers, crafters are increasingly reduced and there is no regeneration, this is caused by the absence of innovation on the product, so that the ergonomic aspects and aesthetic have not become the standard of product feasibility by the crafters. Revitalizing the tarompa datuak through the development of its product design is an urgent step to take. It aims to enrich the variety of products, increase the welfare of the community and is part of cultural preservation. Revitalization is done by using research and development methods, which starts with exploring the tarompa datuak model that already exists in West Sumatra to become a trendy model, according to the needs and desires of consumers. The revitalization process begins with exploration, design, prototype, implementation and evaluation of product feasibility, so that the product developed is empirically tested. The success of this revitalization lies in the flexibility of the community in adapting to changes in the era of disruption. The results obtained: innovative products, cultural pelestraian and community economic empowerment.
PELATIHAN RESIN MEJA KAYU UNTUK PENINGKATAN PERAN SERTA MASYARAKAT DALAM PENGEMBANGAN KEMITRAAN PARIWISATA DI KABUPATEN KAMPAR Amrizal Muchtar; Hanafi Hanafi
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 5, No 3 (2022): Martabe : Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v5i3.1058-1068

Abstract

Kampar Regency is an area that has the availability of natural wood products of 6,595,705 m and there is also a lot of this wood that is not used because of defects, but basically it can be creatively processed into handicraft and furniture products. The existence of this abundant wood became an inspiration for the Tourism and Culture Office of Kampar Regency, through the program in the Sub-Activity of Increasing Community Participation in Tourism Partnership Development for the 2021 Fiscal Year, which raised an activity with the theme "Training for Wood Table Resin". Resin wood table is one of the furniture products that is becoming a new trend among officials and people with upper middle economy in Riau province. Resin wood table offers a unique work of art and has a very luxurious and elegant aesthetic value, while providing an amazing prestige value for its owner. The purpose of the training is to assist youth in using resin and converting defective wood into products with high economic value. For this reason, the method used is the method of presentation, discussion, practice and demonstration and is accompanied by an active participation approach in training, so that it will be easier for participants to apply these skills properly. The results of the wood table resin training were carried out well and the outcome gave birth to new professionals in using resin in various wood furniture.
POTENTIAL FOR TAROMPA TRADITIONAL CRAFTS IN THE CREATIVE INDUSTRIAL ERA IN WEST SUMATERA AND THE DESIGN DEVELOPMENT STRATEGY Amrizal Amrizal; Sumadi sumadi
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT No 3 (2018): Seni, Teknologi, dan Masyarakat #3
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

ABSTRACT Tarompa Datuak is the fruit of creativity and innovation developed by traditional Minangkabau leather crafts-men. Tarompa Datuak traditional crafts become one of the forms of the creative industry sub-sector in West Sumatra. The creative industry based on local culture has an important role to improve the economy of a society amidst the global cultural arena. The development of the creative industry sector of an area is insepa-rable from the ability of local communities to innovate and explore the cultural richness of their regions cre-atively. Local culture with economic value can be explored creatively into a marketable product in the global market. Tarompa Datuak’s exploration can be done through optimal design development, not only for eco-nomic purposes or providing welfare for the supporting community, but also as part of the preservation of the local cultural products. The method used in the research is research and development methods, namely research conducted to develop products or improve products gradually, ranging from analyzing development needs, designing, creating, implementing to evaluating product feasibility and revising so that new products are developed truly empirically tested.
URGENSI PENGEMBANGAN DESAIN TAROMPA DATUAK DALAM PENINGKATAN PEREKONOMIAN PERAJIN DAN KONSITENSI USAHANYA Amrizal Amrizal; Sumadi Sumadi
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT No 2 (2017): Seni, Teknologi, dan Masyarakat #2
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Tarompa Datuak is sociocultural footwear which is a cultural product inspired by a replica of “capal Rasul” brought by merchants from Arab and India. In accordance with the Minang proverb “sakali aie gadang sakali tapian barubah” (time change) in the socio-cultural context of tarompa which was originally shaped replica capal Rasul transforme by craftsmen in Malay land into “capal Malays” and in Ranah Minang called “tarompa datuak”, due to part of Datuak greatness clothes. As a craft product that is synonymous with Minang culture, it needs to be developed, in order to remain sustainable and sought by the wider community. The development of the design and the empowerment of craftsmen becomes imperative in the context of sociocultural change, because the potential of tarompa datuak can be transformed optimally into leather handicraft products that provide prosperity for the supporting community. For that, it is necessary to do this research with the aim of developing the design and ability of tarompa datuak crafters as well as improving the managerial system of his business, so that the potential of tarompa datuak handicraft is optimized and become a competitive handicraft amid the global cultural arena. The method used in this research refers to qualitative research methodology, namely participatory observation method is active observation. To make tarompa designs datuak, then conducted several stages of research, namely: a survey to the center of tarompa datuak craft; exploration; analysis and synthesis; designing by considering the factor of performance, function factor, marketing factor and consumer interest; and then transformed into a prototype tarompa datuak.
PENGEMBANGAN PRODUK KREATIF BAHAN KERTAS BEKAS MELALUI WORKSHOP SEBAGAI EDUKASI BAGI UMKM DALAM PEMBUATAN SUVENIR Amrizal Amrizal; Ade Putra; Khairul Haq
Educraf : Journal Of Craft Education, Craft Design And Creative Industries Vol 2, No 2 (2023): Educraft
Publisher : Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/educraf.v2i2.3784

Abstract

MENINGKATKAN KREATIVITAS SISWA DALAM MEMANFAATKAN LIMBAH ALUMINIUM UNTUK KRIYA LOGAM DI SMA NEGERI 1 PANYABUNGAN UTARA Syahril Firiyansyah; Amrizal Amrizal; Siska Mitria Nova
Educraf : Journal Of Craft Education, Craft Design And Creative Industries Vol 2, No 1 (2022): EDUCRAFT
Publisher : Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/educraf.v2i1.3255

Abstract

This research was conducted to increase students' creativity in utilizing aluminum waste for metal crafts at SMA Negeri 1 Panyabung Utara. The main source of problems in research is that students tend to be more passive and less creative, so that they are constrained in generating ideas for metal work. This study aims to increase students' creativity by utilizing aluminum waste and to find out the form of metal crafts produced by utilizing aluminum waste with press carving and filigree techniques. Data collection techniques in this study are active participation observation techniques, interviews and documentation. The data analysis technique uses descriptive qualitative analysis. The results of the study proved that there was an increase in the creativity of class XI students in making various metal craft products. To increase students' creativity in utilizing aluminum waste, several important stages are carried out, namely sorting materials, preparing equipment, making designs/sketches, the creative process of making decorative and functional metal craft products. In addition, to measure students' abilities can be seen based on creativity in designing works, perseverance in working on works and students' skills in making works. Efforts are made to increase student creativity, namely by providing motivation using varied learning media and displaying visual forms in the form of videos of metal craft work processes and photos of examples of metal craft products.
KEPUASAN BELAJAR SISWA TERHADAP PEMBELAJARAN SENI BUDAYA DI MTsN 3 KABUPATEN 50 KOTA PADA MASA PANDEMI COVID-19 Hamda Mulyadi; Amrizal Muchtar; Nefri Anra Saputra
Educraf : Journal Of Craft Education, Craft Design And Creative Industries Vol 1, No 1 (2021): Educraf : Journal Of Craft Education, Craft Design And Creative Industries
Publisher : Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/educraf.v1i1.2196

Abstract

Penelitian yang berjudul “Kepuasan Belajar Siswa terhadap Pembelajaran Seni Budaya di MTsN 3 Kabupaten 50 Kota Selama Masa Pandemi Covid-19” ini bertujuan untuk menganalisis kepuasan belajar siswa dan mengklasifikasikan faktor-faktor yang mempengaruhi kepuasan belajar siswa terhadap pembelajaran seni budaya pada masa pandemi covid- 19 . Penelitian ini dilakukan di MTsN 3 Kabupaten 50 Kota yang beralamat di Jalan Tan Malaka km.12 Jorong Guguak VIII Koto, Kecamatan Guguk. Metode dan teknik pengumpulan data yang digunakan adalah metode kualitatif melalui wawancara. Teknik analisis yang digunakan berupa hasil studi kepustakaan, observasi, wawancara dan dokumentasi. Hasil penelitian menunjukkan bahwa terjadi perubahan dalam proses pembelajaran, siswa yang sebelumnya belajar di sekolah,sekarang siswa belajar di rumah mengakibatkan perubahan sikap dan perilaku siswa. Perubahan sikap dan perilaku siswa tersebut disebabkan tidak terpenuhinya kepuasan siswa dalam belajar seni budaya selama masa pandemi covid-19. Faktor penyebab tidak terpenuhinya kepuasan belajar siswa dalam pembelajaran seni budaya pada masa pandemi covid-19 adalah karena terpenuhinya kebutuhan belajar siswa dan tidak terpenuhinya harapan belajar siswa.                                    Kata Kunci : Belajar, Pandemi Covid-19, Pembelajaran Seni Budaya ABSTRAKPenelitian yang berjudul “Kepuasan Belajar Siswa terhadap Pembelajaran Seni Budaya di MTsN 3 Kabupaten 50 Kota Selama Masa Pandemi Covid-19” ini bertujuan untuk menganalisis kepuasan belajar siswa dan mengklasifikasikan faktor-faktor yang mempengaruhi kepuasan belajar siswa terhadap pembelajaran seni budaya pada masa pandemi covid- 19 . Penelitian ini dilakukan di MTsN 3 Kabupaten 50 Kota yang beralamat di Jalan Tan Malaka km.12 Jorong Guguak VIII Koto, Kecamatan Guguk. Metode dan teknik pengumpulan data yang digunakan adalah metode kualitatif melalui wawancara. Teknik analisis yang digunakan berupa hasil studi kepustakaan, observasi, wawancara dan dokumentasi. Hasil penelitian menunjukkan bahwa terjadi perubahan dalam proses pembelajaran, siswa yang sebelumnya belajar di sekolah,sekarang siswa belajar di rumah mengakibatkan perubahan sikap dan perilaku siswa. Perubahan sikap dan perilaku siswa tersebut disebabkan tidak terpenuhinya kepuasan siswa dalam belajar seni budaya selama masa pandemi covid-19. Faktor penyebab tidak terpenuhinya kepuasan belajar siswa dalam pembelajaran seni budaya pada masa pandemi covid-19 adalah karena terpenuhinya kebutuhan belajar siswa dan tidak terpenuhinya harapan belajar siswa. Kata kunci : tujuan belajar, pandemi covid-19, pembelajaran, seni budaya
PEMBELAJARAN BATIK DALAM PROGRAM KEAHLIAN KRIYA TEKSTIL DI SMK NEGERI 8 PADANG Ayu Sri Lestari; Alipuddin Puddin; Amrizal Amrizal
Educraf : Journal Of Craft Education, Craft Design And Creative Industries Vol 1, No 2 (2022): Educraft
Publisher : Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/educraf.v1i2.2986

Abstract

PRODUK CENDERAMATA DI SANGGAR AMANAH, PANDAI SIKEK Eka Putra; Amrizal Amrizal; Desi Trisnawati
Educraf : Journal Of Craft Education, Craft Design And Creative Industries Vol 1, No 2 (2022): Educraft
Publisher : Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/educraf.v1i2.3000

Abstract