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All Journal Haluan Sastra Budaya
I Nyoman Lodra
Universitas Negeri Surabaya, Surabaya

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TRANSFORMASI CANDI RIMBI DALAM MOTIF BATIK SEBAGAI EDUKASI BUDAYA LOKAL KABUPATEN JOMBANG Wiwit Dyahwati; I Nyoman Lodra; Haris Supranto
Haluan Sastra Budaya Vol 4, No 1 (2020)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/hsb.v4i1.40867

Abstract

This study discusses the transformation of the form of the Rimbi Temple into batik motifs as a medium of local cultural education and also discusses the identity that exists in batik motifs as a local cultural education in Jombang Regency. This research uses a qualitative a descriptive-analytical method. Primary data obtained from direct observation and study of documentation related to the Rimbi Temple. Next, the data were analyzed using a historical approach and shape transformation to dissect about shape transformation, symbol analysis, and the identity therein. The results showed that the figurative transformation of the natural forms of the Rimbi Temple was triggered by the ecological state of the natural spaces and the phenomenon of the people of Jombang Regency. The process of transforming the natural form of the Rimbi Temple into an associative batik motif was demonstrated by considering the harmonization of all elements of the existing composition both the Rimbi Temple and the people of Jombang Regency. The form of batik motifs provides an educative element of local culture from the symbolization of the elements that exist in batik motifs that have symbolic strength so that they can explain imaginatively about the culture of Jombang Regency. In addition, symbols in motifs as symbolic associations provide aesthetic experience for the wearer and the audience who are able to provide memories and interpretations of the Rimbi Temple and Jombang Regency.
NEGOSIASI PERMAINAN DIGITAL DALAM REKONTEKSTUALISASI DAN POSISIONING PEMBELAJARAN SENI BUDAYA Fitri Dinarti; Djuli Djatiprambudi; I Nyoman Lodra
Haluan Sastra Budaya Vol 4, No 2 (2020)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/hsb.v4i2.44849

Abstract

This study discusses digital games in the contextualization and positioning of arts and culture education in Indonesia. Furthermore, this research focuses on the history of Indonesian art. The method in this research uses qualitative research that discusses the context of games, education, and technology. Data was collected using observations, interviews, and questionnaires which were conducted from January 2019 to March 2020 with the spatial boundaries of senior high schools in Surabaya, East Java, Indonesia. The data that has been obtained then examined from the point of view of Mihaly Csikszentmihalyi's concept of art education and creativity. The results showed that digital games in arts and culture education in high schools encourage students to be more challenged, by having to switch from treating digital games of consumer goods to cultural artifacts that can have meaning, ideas, and knowledge. In addition, digital games in arts and culture education increase creativity in a complex manner in teachers and students. Increased creativity is based on the exploratory abilities of digital games and their complexity as an interdisciplinary field. Furthermore, digital games in arts and culture education in Indonesia can be positioning themselves as agents of the preservation of Indonesian arts and culture.