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Penelitian Atas Penelitian Seni dan Desain: Suatu Studi Kerangka Filosofis-Paradigmatis Bagi Penelitian Seni dan Desain Visual Mustaqim, Karna; Adiwijaya, D. Rio; Indrajaya, Ferdinand
Humaniora Vol 4, No 2 (2013): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v4i2.3541

Abstract

This paper discusses philosophical framework of practice-based artistic research within the field of art and design in contrast with research in the natural and social science. It is stated that paradigm of artistic inquiry is ilustrated with the role of practicioner as researcher wherein subjectivity, involvement and reflexivity are acknowledged, while (k)nowledge is negotiated ? inter-subjective, context bound, and is a result of personal construction. Visual objects have been exhausting large amount of our physical and emotional energy in seeing it which certainly gives them a central role in contemporary ages. It is suggested that research could become part of the needs for experience, to inspire, or to collectively develop a profession. Recently, research as knowledge production has been increasing and gaining its interest within the creative art field. However, there is a foundation which underpins a research, at least some implicit philosophical assumptions of it, which serve as the basis of understanding of reality (ontology), and how to know and justify it (epistemology); and by explicating it, it is believed that scrupulous consideration of it may contribute practical benefits in conducting art and design research. In that regard, this paper presents ontological outlook of Heidegger and also epistemology of art of Merleau-Ponty ? which rises within phenomenological tradition ? as a philosophical framework which can serve as paradigmatic underpinning of artistic research, in contrast with objectivist approach already identical with research in general.  
PELATIHAN PENGEMBANGAN KELAS ONLINE DAN PENILAIAN AUTENTIK MENGGUNAKAN MOODLE DI SMPIT LAA TAZHAN CITRA Agustina, Noni; Lestari, Sri; Mustaqim, Karna; Chelsea, Chelsea; D, Yona; Selindah, Selindah
Jurnal Pengabdian Masyarakat AbdiMas Vol 8, No 01 (2021): Jurnal Pengabdian Masyarakat Abdimas
Publisher : Universitas Esa Unggul

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47007/abd.v8i01.4788

Abstract

Covid-19 pandemic impacts the learning which it shifts face-to-face learning to distance learning. The shift insists the schools, particularly teachers to apply the effective and efficient learning medium. The principal of SMPIT Laa Tazhan Citra mentioned his teachers need the effective, efficient, and interesting learning medium during Covid-19 situation. Besides, they need to develop their knowledge and skill to assess students’ tasks or performance effectively. Their needs could be facilitated through training of online class development and authentic assessment using Moodle. The methods undertaken were presentation, discussion, and simulation. The result showed that the training provided teachers insight, knowledge, and skill to build online class and authentic assessment using Moodle. They are expected to apply their knowledge and skills in their own class referring to their students’ need and characteristics as well their learning objectives.  Keywords: online class, Moodle, authentic assessment, rubric
drawing perform’s: An Artistic research Karna Mustaqim
IJCAS (International Journal of Creative and Arts Studies) Vol 5, No 1 (2018): June 2018
Publisher : Graduate School of Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/ijcas.v5i1.2215

Abstract

The determination of academic research on the field of the arts education troubling its own artistic practices. It was assumed by clarifying the objective and method of doing the research, art was believed would be contributing to a greater intellectualisation, otherwise it is just an art practice without justification from science, and therefore no contribution worth to human knowledge. Since it contrastive to the nature of artistic practice embodied in the arts itself, which unfortunately not even realize by the artist his/herself. Whilst it is well said by Joseph Kosuth (1971) that: “the artist, not unlike a scientist for whom there is no distinction between working in the laboratory and writing a thesis, has now “to cultivate the conceptual implications of his art propositions, and argue their explication.” This paper is about explicating the writer as the artist himself who done the livedexperience of drawing performs as the research processed. Artists use drawings an activity or a way of understanding the meaning of who we are and how we lived in the world. However, the objective of this research is an exceptional one, it searches for the dual experiences of the researcher as the artist as the instrument who producing the drawing and as the spectators himself welcoming and appreciating as he/she reveals him/ herself capable of wondering. In a particular way, this research is to show that through the making of drawings, the drawing performs lived-experience, that it can be another paradigm so called art-based or artistic research.
I Draw Therefore I Am: Drawing as Visual (Communication) Studies Muliyadi Mahamood; Karna Mustaqim
Journal of Visual Art and Design Vol. 4 No. 2 (2013): ITB Journal of Visual Art and Design
Publisher : ITB Journal Publisher, LPPM ITB

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Abstract

This paper sets view to consider the significance of drawings as part of visual communication design. Drawing gives a chance to observe, to muse, to select and develop continuous thinking techniques. It is to present that drawing is not just a cursory to generate ideas, but it has its own energy and philosophy which deserve studying as a domain of art. In recent years, drawing has received attention; there is on the one hand a group of drawing practitioners, and on the other hand a group of drawing researchers. Drawing in design is a medium of visual and spatial thinking. Digging into research actually is a necessity for visual communication studies. It is suggested here three kinds of research approaches: research into art/design; research through art/design; and research for art/design. Indeed, it leads to four axis topics (topoi) for design studies: design practice, design product, design discourse, and design meta-discourse. A field of study called 'visual culture' which, departed from the study of critical theory and cultural studies which have set out relatively new field of study called 'visual studies'. Based upon to this perspective, visual (communication) studies should be more self-reflexive. The production of visual communication contributes to construct the visual culture in society.
Penelitian Atas Penelitian Seni dan Desain: Suatu Studi Kerangka Filosofis-Paradigmatis Bagi Penelitian Seni dan Desain Visual Karna Mustaqim; D. Rio Adiwijaya; Ferdinand Indrajaya
Humaniora Vol. 4 No. 2 (2013): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v4i2.3541

Abstract

This paper discusses philosophical framework of practice-based artistic research within the field of art and design in contrast with research in the natural and social science. It is stated that paradigm of artistic inquiry is ilustrated with the role of practicioner as researcher wherein subjectivity, involvement and reflexivity are acknowledged, while (k)nowledge is negotiated – inter-subjective, context bound, and is a result of personal construction. Visual objects have been exhausting large amount of our physical and emotional energy in seeing it which certainly gives them a central role in contemporary ages. It is suggested that research could become part of the needs for experience, to inspire, or to collectively develop a profession. Recently, research as knowledge production has been increasing and gaining its interest within the creative art field. However, there is a foundation which underpins a research, at least some implicit philosophical assumptions of it, which serve as the basis of understanding of reality (ontology), and how to know and justify it (epistemology); and by explicating it, it is believed that scrupulous consideration of it may contribute practical benefits in conducting art and design research. In that regard, this paper presents ontological outlook of Heidegger and also epistemology of art of Merleau-Ponty – which rises within phenomenological tradition – as a philosophical framework which can serve as paradigmatic underpinning of artistic research, in contrast with objectivist approach already identical with research in general.  
Seni Menggambar Sebagai Wahana Penelitian Dalam Senirupa Dan Desain Karna Mustaqim
JSRW (Jurnal Senirupa Warna) Vol. 5 No. 2 (2017): Media, Kebudayaan dan Identitas
Publisher : Fakultas Seni Rupa - Institut Kesenian Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36806/.v5i2.51

Abstract

Abstrak: Kegiatan meneliti selalu dipertanyakan mengenai derajat keilmiahannya, artikel ini mengemukakan sebuah paradigma metode penelitian seni dan desain. Yang mana instrumen penelitiannya adalah diri praktisi perupa atau desainernya sendiri dimana wahana penelitiannya adalah sebuah kegiatan berkesenian yang paling fundamental bagi perupa dan desainer, yaitu: seni menggambar. Abstract:Research activities often being questioned about its scientific degree, this paper proposes a kind of paradigm in art and design reseach method. Indeed, the research instrument is the artist or designer him/herself that the vehicle to do research is the utmost fundamental art activities for both artist and designer: the art of drawing itself.
Studi Ruang Pembelajaran Kolaboratif Studio-Based Classroom untuk Kampus Kreatif Karna Mustaqim; Adisti Ananda Yusuf; Jhon Viter Marpaung; Daffa Farras Dienputra; Raysha Kantiliana Maheswari
Ideas: Jurnal Pendidikan, Sosial dan Budaya Vol 9 No 2 (2023): Ideas: Pendidikan, Sosial, dan Budaya (Mei)
Publisher : Ideas Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32884/ideas.v9i2.1133

Abstract

The transformation of national universities into global-minded institutions should necessitate a design concept that integrates the design of learning facilities and learning outcomes. This research aims to seek design concepts that support research and learning in a hybrid learning environment. The research method is carried out from practice-based research as a way of research through design to build a conception of future-oriented learning classroom design. As a result, this research output is outlined in the conceptualization of integrated classroom design whose learning is collaborative by applying studio-based classroom design on the campus of Esa Unggul University, Citra Raya branch, Tangerang.
MULTIDISCIPLINARY TRANSFORMATIVE LEARNING PRACTICE IN INDONESIAN CONTEXT Agustina, Noni; Anindita, Rina; Sitoayu, Laras; Hardianti, Hardianti; Cinantya, Ixora Gupita; Mustaqim, Karna; Firmasyah, Ezik
TELL - US JOURNAL Vol 10, No 1 (2024): March 2024
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/tus.2024.v1i1.7971

Abstract

Analytical thinking, creative thinking, resilience, flexibility, agility, motivation, self-awareness, and a lifelong learning mindset are the top five skills out of twenty-six are crucial for the workforce. These skills are highly important to be developed in higher education through transformative learning that encourages students to broaden their perspectives or change their mindset. Previous researches investigated the transformative learning, however there is still scarce study on the practice of transformative learning in a multidisciplinary context in higher education. Therefore, this study aims to explore the practice of transformative learning across different discipline. Narrative inquire research design was employed by involving six educators teaching at a private university in Jakarta, Indonesia. Classroom observation and interview was carried to collect the data. The finding showed that practice of transformative learning included critical self-reflection and dialogic conversation. The transformative learning provided the impact for the students.   
Perancangan Desain Karakter Animasi 2D Pendekar Cisadane Cerita Rakyat Kota Tangerang Matthew Kristofer; Karna Mustaqim
Nusantara Journal of Multidisciplinary Science Vol. 2 No. 2 (2024): NJMS - September 2024
Publisher : PT. Inovasi Teknologi Komputer

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Abstract

Penelitian ini bertujuan untuk merancang karakter animasi 2D berdasarkan cerita rakyat Pendekar Cisadane dari Kota Tangerang, sebagai upaya melestarikan dan memperkenalkan kembali nilai-nilai budaya lokal kepada generasi muda. Penelitian ini menggunakan metode seperti kajian pustaka, analisis arketipe, wawancara mendalam dengan pakar animasi, dan kuesioner untuk target audiens. Proses perancangan difokuskan pada empat karakter utama, termasuk protagonis, dua karakter pendukung, dan seorang antagonis. Karakter-karakter tersebut dirancang dengan mempertimbangkan gestur, ekspresi, atribut, dan elemen visual lainnya yang relevan dengan budaya Betawi dan Sunda, sambil disajikan dengan gaya modern untuk menarik minat remaja. Hasil akhir dari penelitian ini adalah video animasi 2D pendek yang menampilkan karakter-karakter yang menarik secara visual yang selaras dengan narasi cerita. Penelitian ini juga memberikan kontribusi yang signifikan bagi industri animasi dan akademisi dengan memberikan referensi untuk pengembangan karakter dalam animasi berdasarkan cerita rakyat. Selain itu, rekomendasi diberikan untuk pengembangan lebih lanjut, khususnya dalam hal rigging dan konsistensi desain, untuk memastikan animasi tersebut diselesaikan secara efektif pada tahap produksi berikutnya
PENGAPLIKASIAN ILMU-ILMU UI UX PADA WEBSITE MUSEUM TAMAN TINO SIDIN Koeswoyo, Moh.Taufiq; Mustaqim, Karna
Kohesi: Jurnal Sains dan Teknologi Vol. 5 No. 4 (2024): Kohesi: Jurnal Sains dan Teknologi
Publisher : CV SWA Anugerah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.3785/kohesi.v5i4.7102

Abstract

User Interface (UI) and User Experience (UX) are crucial elements that impact the success of digital platforms by enhancing user engagement and satisfaction. UI focuses on visual aspects such as layout, color, and design to make the platform aesthetically appealing. Meanwhile, UX emphasizes ease of use, smooth Navigation, and overall user satisfaction. High-quality UI/UX can strengthen user attraction and loyalty. The Museum Taman Tino Sidin in Yogyakarta, Indonesia, which showcases the works of artist Tino Sidin, lacks an official website, limiting information dissemination and hindering efforts to attract visitors. This study aims to design the UI/UX of the museum’s website to improve its online presence, facilitate the distribution of information about events and exhibitions, and ultimately increase visitor numbers. User Interface (UI) dan User Experience (UX) adalah elemen penting yang mempengaruhi keberhasilan platform digital dengan cara meningkatkan keterlibatan dan kepuasan pengguna. UI berfokus pada aspek visual seperti tata letak, warna, dan desain yang membuat platform menarik secara estetika. Sementara itu, UX berfokus pada kemudahan penggunaan, navigasi yang lancar, dan kepuasan pengguna secara keseluruhan. Kualitas UI/UX yang baik dapat memperkuat daya tarik dan loyalitas pengguna. Museum Taman Tino Sidin di Yogyakarta, Indonesia, yang menampilkan karya seniman Tino Sidin, tidak memiliki website resmi, sehingga informasi tentang museum terbatas dan upaya menarik pengunjung menjadi terhambat. Penelitian ini bertujuan untuk merancang UI/UX website museum agar meningkatkan kehadiran online, mempermudah penyebaran informasi tentang acara dan pameran, serta meningkatkan jumlah pengunjung.