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Dari Novel ke Film: Kajian Teori Adaptasi sebagai Pendekatan dalam Penciptaan Film Deny Tri Ardianto
PANGGUNG Vol 24, No 1 (2014): Fenomena dan Estetika Seni
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (202.005 KB) | DOI: 10.26742/panggung.v24i1.101

Abstract

ABSTRACTThis paper is motivated by the success of the films adaptated from literary works (novels) in cap- tiving audiences and dominating world cinema. For this reason, it is necessary to understand how The Theory of Adaptation is used to transform literary works into visual structure of the film. Based on some adaptation model proposed by the experts, adaptation of literary work (novel) into film can carried out in two ways; first,by focusing on fidelity to the source, and second, by taking into account the contextuality-intertextuality of the source.Keywords: adaptation, transformation, contextuality-intertextuality ABSTRAKTulisan ini dilatarbelakangi oleh keberhasilan film-film hasil adaptasi dari karya sastra (novel) dalam memikat hati penonton dan menguasai pasar perfilman dunia. Oleh karena itu perlu kiranya diketahui bagaimana teori adaptasi itu digunakan dan bekerja dalam mentransformasi struktur teks naskah menjadi struktur visual film. Dari beberapa model adaptasi yang dikemukakan oleh para pakar, dapat diketahui bahwa adaptasi terhadap karya sastra (novel) menjadi film dapat dilakukan melalaui dua cara yaitu: pertama, me- nitikberatkan pada kesetiaan (fidelity) pada sumber adaptasi; dan kedua, kontekstualitas- intertekstualitas sumber adaptasi.Kata kunci: adaptasi, transformasi, kontekstualitas-intertektualitas 
ANALISIS PENGARUH CITY BRANDING GUNUNGKIDUL HANDAYANI TERHADAP PENINGKATAN KUNJUNGAN WISATAWAN DI KABUPATEN GUNUNGKIDUL ( STUDI KASUS BAPPEDA DAN DINAS PARIWISATA) Zuefa Choirunnisa; Deny Tri Ardianto; Rahmanu Widayat
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 4 No 01 (2019): Vol 04, No 01 (Maret 2019) demandia - Jurnal Desain Komunikasi Visual, Manajemen
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v4i01.1969

Abstract

GUNUNGKIDUL HANDAYANI merupakan tagline dari city branding yang diprogramkan kabupaten Gunung Kidul sejak tiga tahun terakhir. Meski sudah dikenal banyak orang, pemerintah merasa capaian atas program ini belum sesuai harapan. Karena pada kenyataannya sebagian besar masyarakat Gunung Kidul tidak memahami konsep city branding yang dijalankan oleh pemerintah kabupaten mereka sendiri belum dirasa maksimal. Menggunakan pendekatan kualitatif dan kuantitatif, dengan metode wawancara mendalam dan penyebaran kuesioner, penelitian ini bеrtujuаn untuk menganalisis pengaruh City branding Kabupaten Gunungkidul pada kunjungan wisatawan Kabupaten Gunungkidul. Tеori citybranding dan teori persepsi akan mengungkap seberapa jauh pemahaman masyarakat asli gunung Gunung Kidul terkait elemen-elemen yang ada dalam city branding di kabupaten mereka sendiri.
The Development of Digital Flipbook Media Based on the 5 Hours Battle of Kalianda upon High School History Materials Bahtiar Afwan; Nunuk Suryani; Deny Tri Ardianto
Budapest International Research and Critics Institute (BIRCI-Journal): Humanities and Social Sciences Vol 3, No 2 (2020): Budapest International Research and Critics Institute May
Publisher : Budapest International Research and Critics University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/birci.v3i2.930

Abstract

The purpose of this study is to develop a digital flipbook learning media by integrating the local history material of ‘The 5 Hours Battle of Kalianda’ in one of the high schools in Kalianda City. This study uses research and development (R&D) as the research methods. The stages of the research include: the stages of analysis, design, development, implementation, and evaluation. The subjects in this study consisted of two material and two media experts as validator, 40 eleventh-graders students, and a history teacher. The results of the study showed that the Flipbook digital media based on ‘The 5 Hours Battle of Kalianda’ had proven to be valid and feasible according to the material and media expert assessments, while the results of small group trials, limited group trials, and extensive trials indicated digital Flipbook learning media based on ‘The 5 Hours Battle of Kalianda’ was proven to be effective and suited with the needs analysis.
Utilization of The Museum of Kekhatuan Semaka as A Source Of Learning In Local History Andre Mustofa Meihan; Sariyatun Sariyatun; Deny Tri Ardianto
Social, Humanities, and Educational Studies (SHEs): Conference Series Vol 3, No 2 (2020): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (516.679 KB) | DOI: 10.20961/shes.v3i2.46227

Abstract

The purpose of this study was to determine: 1) Management and types of collections at the Kekhatuan Semaka Museum; 2) Utilization of the kekhatuan semaka museum collection as a source of historical learning; 3) The Museum's strategy for self-promotion. The research method used is descriptive qualitative. The data collection techniques used were literature study, interview, observation, and documentation. The object of research is Kekhatuan semaka Museum. The data analysis technique used is interaction analysis, with four stages, namely data collection, data reduction, data presentation, and drawing conclusions or verification. Based on the results of the discussion, it can be concluded that: 1) The management of the kekhatuan semaka museum is carried out independently by the museum owner and the museum collection includes historical heritage objects and objects of Lampung culture; 2) The use of the Khatuan semaka Museum Collection as a source of historical learning is by linking it with KD and history learning materials; 3) The form of promotion carried out by the kekhatuan semaka museum through social media and annual festivals.
Film Tari; Sebuah Hibridasi Seni Tari, Teknologi Sinema, dan Media Baru Deny Tri Ardianto; Bedjo Riyanto
Mudra Jurnal Seni Budaya Vol 35 No 1 (2020): Februari
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/mudra.v35i1.856

Abstract

Film tari telah memiliki sejarah panjang seiring kelahiran film di dunia. Namun demikian kehadirannya tidak serta merta disadari oleh masyarakat dunia. Film tari berkembang dalam sepi di tengah riuhnya film-film popular yang merajai bioskop-bioskop komersial. Kini film tari seakan ingin menampilkan eksistensinya melalui pemutaran dan diskusi di beberapa event festival film tari, pemutaran di kampus-kampus, serta komunitas kesenian. Semakin banyak ruang-ruang pemutaran turut menggiatkan para pembuat film dan koreografer untuk semakin produktif memproduksi film tari. Ditunjang perkembangan teknologi sinema yang secara nominal semakin terjangkau masyarakat, produksi dan distribusi film tari semakin meningkat. Hal tersebut yang menjadi salah satu penanda bangkitnya film tari di dunia. Namun bagaimanakah perkembangan film tari di Indonesia? Potensi film tari berkembang di Indonesia sangat terbuka lebar, karena Indonesia kaya akan tari tradisional yang siap untuk dieksplorasi berhibridasi dengan film/video. Menggunakan pendekatan kualitatif deskriptif, kajian dari tulisan ini diharapkan bisa memberikan wawasan bagaimana perkembangan seni tari dan seni film berkolaborasi dengan beragam dukungan teknologi sinema dan media baru berkembang di Indonesia.
Nirmana Motion Graphic Video: Innovation in Learning Design Principles and Elements Deny Tri Ardianto; Arif Ranu Wicaksono; Sayid Mataram; RahmanuWidayat
Mudra Jurnal Seni Budaya Vol 39 No 1 (2024)
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/mudra.v39i1.2586

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The use of technology in education has become increasingly important in facilitating effective learning. However, the lack of diversity and innovation in using technology to develop learning materials poses new challenges for educators. In response, this research aims to develop and test the feasibility of a motion graphic video called Nirmana, which includes learning materials on design elements and principles. The research and development (R&D) process applied the ADDIE model to develop the motion graphic video media. The media testing involved 101 design major students. The data collection used questionnaires, observations, interviews, and documentation, which were analyzed using qualitative and quantitative methods. The result of this research is a Nirmana motion graphic video with learning materials about the elements and principles of design. The media was field-tested based on student assessment using the mean results per aspect. The assessment criteria included clarity of information and instructions, media attractiveness, usability and accessibility of media, and material arrangement and use of illustrations. The results showed that the Nirmana motion graphic video media received good to excellent scores on all of these assessment criteria. Specifically, the clarity of information and instructions received a good score of 78.7%, the media attractiveness received an excellent score of 81.7%, the usability and accessibility of media received an excellent score of 89.6%, and the material arrangement and use of illustrations received an excellent score of 85.8%. These results indicate that the developed Nirmana motion graphic video media is suitable for use as a design learning media. Furthermore, this research suggests that using technology to develop relevant and innovative learning materials can positively impact student attitudes and interest in learning design.
A Technology-Based Learning Needs Analysis to Improve Higher Order Thinking Skills (HOTS) of Elementary School Students Aulia Fitri Istiana; Sri Yamtinah; Deny Tri Ardianto
International Conference on Elementary Education Vol. 5 No. 1 (2023): Proceeding The 5th International Conference in Elementary Education
Publisher : Elementary Education Study Program School of Postgraduate Studies Universitas Pendidikan Indonesia in collaboration with UPI PRESS

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

Abstract

The rapid of science and technology requires development in the education being able to adapt to the changes. During the industrial revolution 4.0, education was directed at developing 21st century competencies that is consisted of four skills that students must possess and also referred to as 4C Skills. 4C Skills competencies include critical thinking (critical thinking), communication (communication), teamwork (collaboration), and creativity (creative). Students at the elementary school level are taught higher order thinking skills from a younger age. Higher order thinking skills include critical, logical, introspective, metacognitive, and creative thinking. Students not only learn to memorize and understand lessons, but through HOTS competencies are also expected to be able to analyze, evaluate, and create at a deeper level. HOTS is a complex learning and requires logic, reasoning, analysis, judgment, discovery, problem solving, and decision making. Elementary school students' HOTS can be increased by utilizing various learning media, for instance learning videos, e-books, and websites. By using a more interesting learning approach, educational media is intended to attract students' attention and encourage their involvement in the learning process.
Challenges of Training Institutions in Accelerating The Availability of Graphic Design Online Classes for Trainees Umaro, Mada; Triana Rejekiningsih; Deny Tri Ardianto
Journal of Education Technology Vol. 6 No. 4 (2022): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i4.48041

Abstract

The digital era is currently affecting activities in the world of training. This study investigates the challenges training institutions face in accelerating the availability of online classes for today's trainees. This research uses a descriptive qualitative approach. A total of 126 participants came from graphic design training participants. Then, the data collected in this study was by distributing a 4-scale questionnaire, pretest-posttest assessment, and using a Likert Scale observation sheet with five scales (0-4). The results showed that the participants had a reasonable opinion of the availability of online classes at training institutions on the aspects of mastery of the material by the instructor, the accuracy of the presentation, the relevance of the training content, and its suitability for the needs of the training participants. The significance value based on age range, gender, and graduate status is 0.863, 0.094, and 0.107. The results of the pretest-posttest assessment also increased when using online classes. Positive results also impact training participants in understanding graphic design material as a whole with the availability of online courses at training institutions. The presence of this online class has had many positive influences in all aspects but still needs improvement because there are challenges that need to be resolved by the Training Institute. The faster the availability of online classes at the Training Institute, the quicker the fulfillment of training needs.
Dari Novel ke Film: Kajian Teori Adaptasi sebagai Pendekatan dalam Penciptaan Film Deny Tri Ardianto
PANGGUNG Vol 24 No 1 (2014): Fenomena dan Estetika Seni
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26742/panggung.v24i1.101

Abstract

ABSTRACTThis paper is motivated by the success of the films adaptated from literary works (novels) in cap- tiving audiences and dominating world cinema. For this reason, it is necessary to understand how The Theory of Adaptation is used to transform literary works into visual structure of the film. Based on some adaptation model proposed by the experts, adaptation of literary work (novel) into film can carried out in two ways; first,by focusing on fidelity to the source, and second, by taking into account the contextuality-intertextuality of the source.Keywords: adaptation, transformation, contextuality-intertextuality ABSTRAKTulisan ini dilatarbelakangi oleh keberhasilan film-film hasil adaptasi dari karya sastra (novel) dalam memikat hati penonton dan menguasai pasar perfilman dunia. Oleh karena itu perlu kiranya diketahui bagaimana teori adaptasi itu digunakan dan bekerja dalam mentransformasi struktur teks naskah menjadi struktur visual film. Dari beberapa model adaptasi yang dikemukakan oleh para pakar, dapat diketahui bahwa adaptasi terhadap karya sastra (novel) menjadi film dapat dilakukan melalaui dua cara yaitu: pertama, me- nitikberatkan pada kesetiaan (fidelity) pada sumber adaptasi; dan kedua, kontekstualitas- intertekstualitas sumber adaptasi.Kata kunci: adaptasi, transformasi, kontekstualitas-intertektualitas 
Optimization of Self-Regulated Learning (SRL) Through Technology-Based Learning Environments Pambudi, Bima; Roemintoyo , Roemintoyo; Tri Ardianto, Deny
International Conference on Education, Science, Technology and Health (ICONESTH) 2024: The 2nd ICONESTH
Publisher : International Conference on Education, Science, Technology and Health (ICONESTH)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46244/iconesth.vi.312

Abstract

Penelitian ini bertujuan untuk mengoptimalkan Pembelajaran Mandiri (SRL) melalui lingkungan belajar berbasis teknologi menggunakan metode Tinjauan Literatur Sistematis (SLR). Dari 58 artikel terpilih, hanya 17 artikel terindeks Q1 dari tahun 2020-2024 yang relevan, mencakup bidang Ilmu Sosial (68%), Ilmu Komputer (20%), Matematika (8%), dan Seni dan Humaniora (4%). Penerapan SRL berbasis teknologi sejauh ini baru diterapkan di beberapa negara maju, termasuk Hong Kong, Amerika Serikat, Australia, Swiss, dan Finlandia. Hasil penelitian menunjukkan bahwa teknologi seperti chatbot berbasis AI, perancah waktu nyata, Realitas Virtual (VR), dan dasbor analitik pembelajaran berpotensi untuk mendukung pengembangan SRL. Namun, ada tantangan dalam penerapan yang efektif, termasuk keterbatasan aksesibilitas, kesiapan digital siswa, dan perlunya desain teknologi yang mendorong pembelajaran mandiri yang berkelanjutan. Pendekatan holistik dan adaptif, bersama dengan kolaborasi antara pengembang dan lembaga pendidikan, diperlukan untuk meningkatkan pengalaman belajar siswa dan mendukung pengembangan keterampilan mandiri.