Syafei Syafei
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PENDIDIKAN BERBASIS TEKNOLOGI INFORMASI DAN KOMUNIKASI Asmawi Asmawi; Syafei Syafei; Muhammad Yamin
PROSIDING SEMINAR NASIONAL PROGRAM PASCASARJANA UNIVERSITAS PGRI PALEMBANG 2019: SEMINAR NASIONAL PENDIDIKAN 03 MEI 2019
Publisher : PROSIDING SEMINAR NASIONAL PROGRAM PASCASARJANA UNIVERSITAS PGRI PALEMBANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (192.439 KB)

Abstract

In the present time, the development of information technology, especially in Indonesia, is growing. With the existence of information and communication technology can make it easier for us to learn and get information that we need from anywhere, anytime, and from anyone. In the education world, the development of information technology has begun to have a positive impact because the development of information technology in the education world has begun to show significant changes. Nowadays distance and time are not significant problems to gain knowledge, various applications are created to facilitate them. Information technology is a technology used to process data, including processing, obtaining, compiling, storing, manipulating data in various ways to produce quality information that is relevant, accurate, and timely information, which is used for personal, business, and government and is strategic information for decision making.
PEMANFAATAN BARANG BEKAS SEBAGAI BAHAN PRAKTIKUM PEMBELAJARAN SBK MATERI KERAJINAN BAGI GURU-GURU SDN IV KOTO KABUPATEN AGAM Syafwan Syafwan; Yunisrul Yunisrul; Syafei Syafei; Zubaidah Zubaidah; Irwan Irwan; Mediagus Mediagus
Ranah Seni Vol 11 No 02 (2018): RANAH SENI
Publisher : Jurusan Seni Rupa, Fakultas Bahasa dan Seni, Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/ranahseni.v11i02.19

Abstract

Teachers in Elementary School Subdistrict IV Koto Agam District, especially Elementary School Gugus 01 Subdistrict IV Koto Agam experienced problems in the implementation of learning Arts and Skills Arts (SBK), especially craft materials. The reality that exists in the elementary school is that SBK learning is not well implemented. The main problem is that teachers do not master SBK material, especially craft materials. Based on these problems it was agreed with the Chairperson of Cluster 1 District IV Koto, that the priority issues to be resolved were concerning; 1) mastery of craft learning materials and 2) mastery of craft-making techniques from used goods. To overcome this problem, training was carried out to teachers, with the aim of increasing teacher mastery in craft learning, so as to improve the quality of SBK learning, especially craft material in Elementary School. The results of these activities are: Most of junior high school teachers have mastered the craft materials given, especially the technique of making handicrafts from used goods properly.
PENINGKATAN MUTU PRODUK SULAMAN BAYANGAN DENGAN MOTIF YANG VARIATIF SYAFEI SYAFEI
Ranah Seni Vol 12 No 01 (2018): RANAH SENI
Publisher : Jurusan Seni Rupa, Fakultas Bahasa dan Seni, Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/ranahseni.v12i01.35

Abstract

Uniknya karakteristik produk sulaman bayangan merupakan salah satu aspek tingginya minat pasar terhadap produk tersebut. Akan tetapi kualitas produk menjadi acuan utama selera pasar. Industri kecil sulaman bayangan di Kenegarian Barung-Barung Balantai Kecamatan Koto XI Tarusan Kabupaten Pesisir Selatan Propinsi Sumatera Barat mempunyai masalah utama pada aspek kualitas, terutama kualitas motif hias yang digunakan - produk yang dibuat belum mengalami transformasi terutama motif yang digunakan. Berdasarkan fenomena tersebut, program vucer ini bertujuan untuk membantu mengembangkan desain motif produk sulaman bayangan tersebut sesuai dengan prinsip-prinsip desain dan proses pengembangannya. Implementasi kegiatan menggunakan metode ceramah bervariasi, demonstrasi, latihan terbimbing, dan resitasi. Solusi yang dilakukan adalah membuat prototype produk dengan desain motif bervariasi, dan penggunaan "job sheet" yang dilengkapi dengan contoh‑contoh motif. Hasil kegiatan menunjukkan 70 % produk sudah mempunyai motif sangat baik, 10 % berkategori baik, 15 % berkategori cukup, dan 5 % berkategori kurang; dan variasi motif yang dibuat peserta menunjukkan 75 % sangat baik, 10 % baik, dan 5 % cukup, dan 10% kurang.
PEMBERDAYAAN GURU-GURU PRAKARYA DALAM MENGATASI PERMASALAHAN PEMBELAJARAN KERAJINAN DI SMP AGAM TIMUR Irwan Irwan; Ernis Ernis; syafei syafei; Suib Awrus; Ariusmedi Ariusmedi
Ranah Seni Vol 14 No 2 (2020): RANAH SENI
Publisher : Jurusan Seni Rupa, Fakultas Bahasa dan Seni, Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/ranahseni.v14i1.63

Abstract

Mata pelajaran Prakarya di Sekolah Menengah Pertama (SMP) terdiri dari materi pembelajaran kerajinan, pengolahan, rakayasa dan budi daya. Semua SMP di Kabupaten Agam khususnya SMP Agam Timur menetapkan materi kerajinan mendapat porsi yang lebih banyak untuk diberikan dibandingkan dengan materi-materi lainnya, karena sesuai dengan kondisi daerah yang dekat dengan sentra-sentra kerajinan. Masalahnya adalah guru-guru yang mengajar prakarya tersebut umumnya (83,7%) tidak berlatar belakang pendidikan seni rupa dan kerajinan. Bagi guru yang berlatar belakang pendidikan seni rupa/kerajinan akan mudah mengajarkan kerajinan, tetapi bagi guru yang tidak berlatar belakang pendidikan seni rupa dan kerajinan mengalami masalah dalam pelaksanaan materi kerajinan, karena mereka tidak menguasai materi kerajinan. Akhirnya pelaksanaan pembelajaran prakarya khususnya materi kerajinan tidak berjalan dengan baik. Berdasarkan permasalahan di atas disepakati dengan Ketua MGMP Prakarya dan Kepala SMPN mitra, bahwa bahwa permasalahan prioritas yang akan diselesaikan adalah menyangkut penguasaan materi pembelajaran kerajinan, Permasalahan prioritas tersebut adalah rendahnya kemampuan guru prakarya SMP Agam Timur dalam menguasai materi kerajinan Solusi yang ditawarkan untuk memecahkan permasalahan prioritas di atas adalah memberdayakan guru-guru prakarya dengan program penerapan ipteks yang dilakukan dengan pendekatan; 1) rancang bangun, 2) penyuluhan dengan menyajikan materi pelatihan, 3) pelatihan berkarya kerajinan, 4) pendampingan/ pembimbingan oleh instruktur. Target luaran dari kegiatan ini adalah 1) publikasi pada jurnal ilmiah nasional ber ISSN, 2) Meningkatnya kemampuan guru-guru seni budaya dalam menguasai materi kerajinan. Hasil yang diperoleh dalam kegiatan pengabdian kepada masyarakat berupa PKM ini adalah pada umumnya (88,89%) guru-guru sudah menguasai materi kerajinan khususnya materi kerajinan serat yakni makrame.
Nilai-Nilai Pendidikan Akhlak Dalam Film Animasi Adit dan Sopo Jarwo Episode 22 dan Episode 24 Meifa Adinda Erwina; Syafei Syafei
An-Nuha Vol 2 No 3 (2022): Islamic Education
Publisher : Prodi Pendidikan Keagamaan Islam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/annuha.v2i3.207

Abstract

The problem of this research is the values ​​of moral education contained in the animated film Adit and Sopo Jarwo episode 22 and episode 24, looking at the good morals and bad morals contained in this animated film. This study aims to analyze the values ​​of moral education in the animated films Adit and Sopo Jarwo Episode 22 and Episode 24. This type of research is library research. One of the values ​​of moral education contained in the animated film Adit and Sopo Jarwo, is morals to Allah SWT such as: grateful, sincere and pleased with qada' and qadar Allah SWT. Morals to fellow human beings are simple, such as: help, patience, responsibility, greetings, courage. mazmumah morals such as lying, selfish, angry, khiyanat, al-jubn (cowardice). The results of the research in the animated films Adit and Sopo Jarwo Episode 22 and Episode 24 are expected to be a benchmark for all groups from children, teenagers, parents and provide a good spectacle to all mankind.
Gitar Dalam Karya Digital Painting Heru Syahputra; Syafei Syafei
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v2i2.1657

Abstract

This work aims to visualize the problems of adolescents experienced by the author through the image of a guitar which is used as a metaphor in digital painting works. The hope of this work is to improve the messages contained, to be able to inspire and provide support to teenagers who find it difficult to deal with problems. With this work, the author seeks to raise awareness of the importance of mutual understanding and provide space to talk about sensitive issues in the youth environment. The method of creating this work follows five stages, namely: preparation, in which the author makes observations and explorations to find inspiration. Then, at the elaboration stage, relevant references are collected and searched. The third stage, synthesis, involves applying the ideas and main ideas that have been generated. Furthermore, at the concept realization stage, the final work is made based on the previously designed concept. Finally, at the completion stage, the work is exhibited and a report is created covering the entire process from start to finish. In creating works, the author uses the Krita application as a technique in making digital painting works. Each work features a guitar object consisting of 10 works with the titles, "Break up", "Abandoned", "Stuck", "Confused", Depression", "Social Media", "Frenzy", Academic", "Bully", and “trapped”
Ayat Fabiayyi Alaa Iraabbikumaa Tukadzdzibaann Sebagai Inspirasi Kaligrafi Kontemporer Zaitul Rahmi; Syafei Syafei
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 1 (2023): Mei :  Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i1.750

Abstract

The purpose of making this final work is to visualize verses about being grateful for the blessings bestowed by Allah SWT, with the aim of direct preaching to oneself, appreciators and the general public. The method in making this work goes through several stages, namely: Preparation (observing and exploring), Elaboration (finding and gathering references), Synthesis (implementing main ideas/ideas), Concept Realization (creating works) and Completion Stage (in the form of reports and exhibitions of works end). In creating the work, the author uses acrylic paint and mixed media in the form of paper on canvas. The ten works that the author made each contain the theme of gratitude to Allah SWT, the resulting works measuring 100 x 120 cm with the title include: Al-Quran, Allah's Creatures, Sun and Moon, Plants, Sky without pillars , Earth where life is, The vast ocean, Balance of Justice, Pearl and Marjan, Every moment is busy.
Perancangan Iklan Komersil CV. Matiinu Berdikari Berbasis Animasi 2D Muhammad Iqbal Erfand; Syafei Syafei
Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi Vol. 1 No. 4 (2024): Desember : Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi
Publisher : Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/imajinasi.v1i4.409

Abstract

CV. Matiinu Offset is a printing company located in the city of Pekanbaru, on Jalan Nenas which has a lot of competition. When the Covid-19 pandemic occurred, many companies, business people, take-out shops, entrepreneurs and others experienced a decline in turnover, including printing companies. Therefore, the author wants to help CV printing companies a little. Matiinu Offset to start rising again, one of which is by making 2D animation as a commercial advertisement to help the development of CV. Offset Matiinu. The manufacturing method is frame by frame, which is a method for creating the illusion of movement using an arrangement of several different images in each frame. Frame animation is a very simple form of animation that displays a sequence of images that alternate quickly.
Ayat Ashhabul Kahfi Sebagai Inspirasi Dalam Lukisan Kaligrafi Islami Mughni Arrifman Agus; Syafei Syafei; Eliya Pebriyeni
Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain Vol. 1 No. 2 (2024): April : Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain
Publisher : Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/realisasi.v1i2.63

Abstract

This work visualizes the verses of the Koran in Surah Al-Kahf which contain the meaning of the story of Ashhabul Kahf in the form of Islamic calligraphy painting and applies painting techniques and sharpens the imagination. The purpose of this work is to preach directly to oneself, appreciators and the general public. The method of creating this work follows five stages, namely: preparation, where the author makes observations and exploration to gain inspiration. Then, at the elaboration stage, relevant references are searched and collected. The third stage, synthesis, involves applying the ideas and main ideas that have been generated. Next, at the concept realization stage, the final work is created based on the previously designed concept. Finally, at the completion stage, the work is exhibited and a report is created that covers the entire process from start to finish. In creating the work, the author uses the Krita application as a technique in creating digital painting works. Each work displays a guitar object consisting of ten works with the title,; "Ashabul Khafi", "Trying to Leave His People", "Greatness of Allah", "Waking Up a Long Sleep", "Promise of Allah", "Number of Ashhabul Kahfi", "Rasulullah SAW", "God willing", "300 + 9", "Say it."