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Journal : Catharsis

The Effect of Game Based Learning and Perfect Ear on Learning Concentration In Reading Rhythmic Notation Bertina, Metha; Udi Utomo; Syahrul Syah Sinaga; Suharto Suharto; Wandah Wibawanto
Catharsis Vol. 13 No. 2 (2024): November 2024
Publisher : Universitas Negeri Semarang

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Abstract

The learning of Art Music in Junior High School can be conducted in various ways, one of which is the use of innovative media. One of these innovative media is Perfect Ear as an Android application used to train aural skills and musical taste in a person who is eager to learn about music theory, specifically rhythmic training. Perfect Ear has been widely played and uploaded by a large number of people. This study aims to measure the effect of Perfect Ear on students' learning concentration level. The method used in this research is Classroom Action Research with a Quantitative approach and using statistical analysis (SPSS). The results showed that the independent variables X1: Game Based Learning, X2: Perfect Ear, and X3: Reading rhythmic notation have a correlation with each other on the dependent variable Y: Learning Concentration. Here are the research results: 1) Game Based Learning is 95% proven to significantly affect the level of learning concentration, 2) Perfect Ear is also proven by 95% in influencing the level of concentration, 3) Reading rhythmic notation has no influence on the level of learning concentration, but 4) Game Based Learning, Perfect Ear, and reading rhythmic notation have a 95% influence on the level of learning concentration when they are combined. And in the final measurement, the R Squared value is 31.80%, which means that the total percentage of the effectiveness of the independent variables (X1, X2, X3) on the dependent variable (Y) is smaller than the total percentage derived from other independent variables
Visual Literacy and Creative Ethics Challenges: A Conceptual Perspective on Plagiarism in the Digital Era and Art Education rahayu, mardina; Sugiarto, Eko; Wibawanto, Wandah
Catharsis Vol. 14 No. 1 (2025): June 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/catharsis.v14i1.25324

Abstract

The rapid development of digital technology has revolutionized the field of visual arts, enabling ease of access, adaptation, and dissemination of artworks. However, this has also led to significant challenges, particularly plagiarism, which undermines the originality and ethical standards of creative processes. This study aims to develop a conceptual framework by integrating visual literacy and creative ethics as holistic approaches to prevent plagiarism in digital spaces, especially within art education. Through a literature review method, this research explores the interplay between visual literacyan essential skill for critically understanding and creating visual messages and creative ethics, which guide moral behavior in the artistic process. The findings emphasize the necessity of incorporating these two dimensions into art education curricula to build a more ethical, innovative, and responsible generation of creators. This study provides a theoretical foundation and practical recommendations for educators, policymakers, and the creative community to address plagiarism challenges effectively in the digital era.
Genealogical Inheritance Model of Javanese Coastal Batik: a Double Case Study on Batik-Making Families in Lasem and Tuban RIZKYHIMAWAN, ADHYTIA; Eko Sugiarto; Wandah Wibawanto
Catharsis Vol. 13 No. 1 (2024): June 2024
Publisher : Universitas Negeri Semarang

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Abstract

Coastal Batik is a traditional artistic expression that thrives in the coastal areas of Indonesia, known for its beauty and resilience of character. The aims of this research are: (1) to examine and describe the special characteristics of Pesisir Batik work produced by batik-making families in Lasem and Tuban; (2) to analyze how various social, economic, and cultural aspects influence the practice of batik in families in Lasem and Tuban; and (3) to investigate the model or pattern of inheritance of batik skills and the Coastal Batik tradition in batik-making families in Lasem and Tuban. This research uses qualitative approach  with a multiple case study research design and an art anthropology approach. Research data were collected using three techniques: observation, interviews, and documentation studies. Data analysis employs interactive analysis according to Milles & Huberman's view, which includes data reduction, data presentation, and drawing conclusions. Based on the results of this research, in the family realm, the inheritance process can be achieved through three methods: (1) conditioning, (2) imitation or modeling, and (3) internalization or learning to cope. This research reveals the complexity of the inheritance of cultural traditions. Cultural, social, and economic factors play a significant role in shaping batik practices in both regions. It also highlights how batik-making families strive to maintain their traditional heritage while adapting to changing times. The implications of this research extend to a deeper understanding of cultural preservation efforts in an ever-changing context, providing valuable insights for cultural preservation in Indonesia.
The Impact of Gamification in User Interfaces on User Experience and Retention: An Empirical Study Widagdo, Pratama; Wandah Wibawanto; Eko Sugiarto
Catharsis Vol. 13 No. 1 (2024): June 2024
Publisher : Universitas Negeri Semarang

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Abstract

This study investigates the influence of gamification features in UI design on UX and user retention in mobile applications. This experimental research compares two user groups (with and without gamification) using questionnaires that assess UX and user retention, with purposive sampling, and data analysis using descriptive techniques, normality tests, and difference tests. The findings reveal that gamification in mobile app UIs significantly enhances UX and user retention. Key gamification features, such as challenges, achievements, leaderboards, interactive feedback, and social integration, positively impact usability, motivation, satisfaction, and user recommendations. Users in the gamified group reported higher ease of use, engagement, and satisfaction, leading to longer retention periods. This study reveals significant findings that integrating gamification elements into application design can enhance user satisfaction and loyalty, as well as encourage further research in the context of mobile application gamification.