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MINAT SISWA SEKOLAH DASAR PADA PERMAINAN KOSAKATA BAHASA INDONESIA (STUDI KASUS : PERMAINAN INTERAKTIF KATABRAK, SI UDIN PUZZLE 5 DASAR, DAN DUNIA KATA) Andam Lukcyhasnita; Irfansyah Irfansyah; Tri Sulistyaningtyas
Jurnal Sosioteknologi Vol. 17 No. 2 (2018)
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2018.17.2.10

Abstract

Penelitian ini dilakukan untuk mengetahui minat siswa kelas 3 tingkat sekolah dasar terhadap permainan interaktif kosakata bahasa Indonesia. Permainan tersebut adalah Katabrak, Si Udin Puzzle 5 Dasar, dan Dunia Kata. Penelitian ini merupakan penelitian kuantitatif preeksperimen dengan desain penelitian yang dipakai adalah one shot case study. Penulis membagi penelitian menjadi tiga tahap untuk mengetahui minat responden. Hasil penelitian kemudian diolah dengan perangkat lunak SPSS (Statistical Product and Service Solution) untuk mengetahui realibilitas, validitas, maupun relasi variabel. Hasil penelitian menunjukkan rata-rata minat belajar kosakata bahasa Indonesia, dengan game Katabrak memiliki nilai ratarata yang paling tinggi yaitu 31,82 disusul oleh game Si Udin Puzzle 5 Dasar sebesar 31,31; dan permainan Dunia Kata sebesar 30,15. Hasil penelitian ini diharapkan dapat menjadi sebuah sumber informasi mengenai gambaran minat permainan kosakata sehingga dapat membantu desainer permainan interaktif dalam menciptakan permainan edukasi.
DIFERENSIASI WANDA-WANDA ARJUNA GAGRAK SURAKARTA DALAM PENGUKURAN DAN PERHITUNGAN SECARA MATEMATIS Ratna Cahaya Wirawan; Yasraf Amir Piliang; Ira Adriati; I Irfansyah
Jurnal Sosioteknologi Vol. 19 No. 1 (2020)
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2020.19.1.1

Abstract

Arjuna dalam wayang kulit memiliki bentuk ekspresi (disebut dengan wanda) yang penciptaannya didasarkan pada bentuk dan posisi tubuh dan diidentifikasi dengan menggunakan rasa. Penelitian ini melangkah lebih jauh dari sekedar rasa untuk mencari diferensiasi secara terukur pada wanda-wanda Arjuna dan membaca pola dari diferensiasi tersebut. Penelitian ini bersifat kuantitatif dengan mengukur dan menghitung secara matematis elemen-elemen Arjuna wayang kulit. Arjuna wayang kulit dalam penelitian ini dilihat sebagai suatu struktur di mana setiap elemen-elemennya terkait satu sama lain sehingga dapat diketahui diferensiasinya. Hasil analisis menunjukkan bahwa terdapat pola diferensiasi yang bersifat kontinum dari tiga yang menjadi obyek penelitian, di mana wanda Kinanthi mengantarai diferensiasi wanda Kedhu yang menjadi patokan (titik awal) dan wanda Muntap yang menjadi titik akhir. Pola yang muncul ini dapat digunakan untuk memperkirakan arah penciptaan wanda berikutnya.
GOFFMAN DRAMATURGY OF MOVEMENT CONCEPT IN SETAN JAWA FILM BY GARIN NUGROHO Agustina Kusuma Dewi; Yasraf Amir Piliang; Irfansyah Irfansyah; Acep Iwan Saidi
International Journal of Humanity Studies (IJHS) Vol 3, No 2 (2020): March 2020
Publisher : Sanata Dharma University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24071/ijhs.v3i2.2339

Abstract

DramaturgyGoffmanncloselyrelatedtothemodeloftheinteractionbetweenthepersonabyassumingthatamodeofsocialrelationsasastageshow.Thereareself-raised,therearepurposelyhiddenformanagementtocreateacertainimpression.SetanJawaFilmbyGarinNugroho,asanartfilm,theissueofmovementasthemediasaidthefilmthatmarkstheculturalcodeofJavatointeract.Thisstudyaimstoidentifytheperceptionofmotionapplicabletothe'movement'inSetanJawaFilmusingtestquestionnaireresponsesontheperceptionofrespondentsfromdiverseethnic,whichwaslaterconfirmedbythemethodofFocusedGroupDiscussionwithGoffmannDramaturgyanalysisasthebasisofinterpretation.
Potensi Narasi Visual Video Pertunjukan Wayang Dewa Ruci sebagai Media Pembelajaran Bahasa Jawa Safira Rizky Rachmania Hadi; Irfansyah Irfansyah
Visual Heritage: Jurnal Kreasi Seni dan Budaya Vol 4, No 2 (2022): Visual Heritage: Jurnal Kreasi Seni dan Budaya
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/vh.v4i2.4484

Abstract

The wayang story is one of the chapters or main material in Javanese language subjects which is considered difficult for high school students to learn. So that the results of student achievement at SMA N 2 Wonogiri on the material for wayang stories are the lowest among other materials in Javanese language subjects. The Javanese language teacher's effort to overcome this problem is to show a video of a shadow puppet show with Dewa Ruci's story to the students. The video has visual narrative elements that can convey information on wayang stories sequentially and effectively to students. The purpose of this study was to determine the potential of a video of a shadow puppet show that can be used as learning media for students to recognize and understand the Javanese language subjects. This research method uses a mixed-method (quantitative-qualitative). The results showed that learning material for wayang stories in Javanese language subjects through a video of a shadow puppet show with Dewa Ruci stories for high school students proved to be more effective to understand because it contained visual narrative elements. High school students can find out the characters, setting, plot, themes, and moral values and can rewrite Dewa Ruci's story into Javanese. As a result, through the storytelling of the dalang and the dialogue between the characters in the performances, the dalang becomes known and understood by students.
ANALISIS VIRTUAL GUIDE MONUMENT KAPAL SELAM SURABAYA (MONKASEL) MELALUI PENGGABUNGAN "GOOGLE CARDBOARD" DAN AUGMENTED REALITY Robithoh Akbar Irzain; Irfansyah Irfansyah; Hilwadi Hindersah
Wimba : Jurnal Komunikasi Visual Vol. 8 No. 1 (2017)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1555.556 KB) | DOI: 10.5614/jkvw.2017.8.1.2

Abstract

Submarine monument or known as Monkasel is a submarine museum located in  the center of Surabaya. Submarine Monument which was formerly built as KRI Pasopati 410 submarine, is one of Indonesian Navies. Facilities, technical support and human resources are the main obstacles of the Monkasel tourism  beneficiaries. In addition, the way information communicated is less interesting to the visitors of museum. In order to solve this problem, digital media which utilizes visitor's devices is designed. Digital media enables visitor to access more information interestingly using their device. Therefore, the information provided by artefact and analog information board will be enriched by digital media. The aim of this research is to perceive about digital media appication such as Google Cardboard as virtual reality in collaboration with augmented reality that can be implemented to artefact in Museum Kapal Selam Surabaya. Qualitative explanative and action research are the methods used for this research. By examining the cause and impact of a fenomena, interactive media helps to reconstruct the value of the fenomena. As a result, user's application on mobile gadget is developed with information provided by the museum. By using Google Cardboard as virtual reality device, the user experiences immersive result of the media. Google Carboard is a technology of first person view that has 360 degree angle, while augmented reality is a combination of invisible and visible object in reality. Augmented reality delivers information interestingly to Monkasel Surabaya visitor by using visualisation of two or three dimentional virtual object on a real object.
Aspek Naratif dalam Film Animasi Berbasis Format Video 360° dan Non-360° Studi Korelasi: Film Pendek Animasi Pearl (2016) Wening Gilang Nawangi; Irfansyah Irfansyah; Hafiz Ahmad
Wimba : Jurnal Komunikasi Visual Vol. 11 No. 1 (2020)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (345.525 KB) | DOI: 10.5614/jkvw.2020.11.1.2

Abstract

Film animasi berbasis format 360° menghadirkan sensasi dan pengalaman mengenai orientasi terhadap ruang yang lebih tinggi dibandingkan film dengan format biasa. Pada format video 360°, penonton dapat merasakan ‘jarak’ yang sangat dekat dengan film , bahkan dapat hilang sama sekali. Tetapi di sisi lain, ada aspek yang juga ikut berubah, yaitu aspek naratif/cerita. Penyampaian unsur cerita tanpa framing dari sutradara (frameless) menjadikan isi film yang diterima oleh penonton menjadi berbeda satu dengan yang lainnya. Penelitian ini dilakukan untuk mencari keberhasilan aspek naratif tersampaikan, lewat film animasi berbasis video 360°. Penelitian ini menggunakan metode eksperimen dengan 12 orang responden. Di mana seluruh responden akan menonton film Pearl versi 360°, kemudian mengisi kuesioner yang berisi 36 pertanyaan. Data kuesioner diolah menggunakan software SPSS IBM Statistic 25. Hasil penelitian ini menunjukkan bahwa pada film animasi berbasis format video 360°, aspek naratif cenderung muncul lebih rendah dibandingkan pengalaman immersive-nya. Aspek teknis yang terdapat dalam format 360° juga sangat mempengaruhi penyampaian isi film. Sehingga, format 360° yang diterapkan pada film animasi, dirasa belum dapat menyampaikan isi cerita dengan baik apabila tidak diberi petunjuk dari sutradara. Penelitian ini diharapkan dapat menjadi rujukan untuk penelitian selanjutnya atau untuk sineas yang akan membuat film berbasis format 360°.
Agustina Kusuma Dewi TRANSPOSISI KREATIF ‘GERAK’ DALAM FILM SEBAGAI IDENTITAS KULTURAL PADA ERA MULTILITERASI DIGITAL Studi Kasus Film ‘Setan Jawa’ Karya Garin Nugroho Agustina Kusuma Dewi; Yasraf Amir Piliang; Irfansyah; Acep Iwan Saidi
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 2 (2019): Seni, Teknologi, dan Masyarakat #4
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v2i0.106

Abstract

Technology change the way of thinking, how people access information also influence process to spread andshare information in various media, including film, an art that plays images and screen technology. In the film,‘movement’ is a changing position of an object. Accelerating technology constructed’movement’ becomes animportant keyword that needs to be presented in every communication channel. ‘Setan Jawa’ Film by GarinNugroho with Gamelan Orchestra composed by Rahayu Supanggah, was released in Indonesia in 2016 inJakarta and still scheduled to tour the world until 2020. Combines a variety of collaborative art, design andtechnology—‘Setan Jawa’ creating a multiliterated communication channel that has possibilities to become amedium society cultural education. In this film, ‘movement’ becomes a sign constructed by creative transpositionof narratives in various arts, including puppets. Using a case study approach and documentation analysis,referring to the results of Roger Long’s research (1979), this research aims to identify creative forms ofpuppet’s ‘movement’ transposition in the film ‘Setan Jawa’ as cultural identity, a finding that in the Industrial Era4.0; through multiliteration digital, process of cultural discourseto society could be done through a varietyvehicle of signs.
Buku Prestasi Santri berbasis Digital menggunakan Prinsip Postel Muhammad Fahmi Faisal Hikmawan; Irfansyah Irfansyah
Jurnal Pendidikan Informatika (EDUMATIC) Vol 6 No 2 (2022): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v6i2.6691

Abstract

Recording students' learning activities at Quran Education Institute is still done manually, but reporting to the government (Kemenag) has gone through an online system. Teachers sometimes have to input data from the printed version into the digital system, increasing their burden. This research aims to create a Graphical User Interface (GUI) digital achievement book that will make it simpler for teachers to track the development and activities of their students' learning. In this study, the User-Centered Design (UCD) process was used, which included understand the context of use, specify user requirements, produce design solutions, and evaluate against requirements. Data was gathered by questionnaires and interviews and then analyzed using descriptive techniques. Postel principles apply in this Graphical User Interface (GUI) design to simplify input variations into interface elements. The study produces a GUI design of digital achievement books (SimpelQu) to make it easier for teachers to input information on Iqra learning (volumes, pages, reading descriptions and reading status). The System Usability Scale (SUS) technique was used to evaluate this design on five teachers to assess GUI usability. The SUS test yielded an average final score of 75, indicating its design has acceptable usability and is appropriate for assisting teachers.
Analisis Elemen Dramatis Game Petualangan Sebagai Media Penyadartahuan Terhadap Satwa Silviana Ginting; Irfansyah Irfansyah
ULTIMART Jurnal Komunikasi Visual Vol 15 No 2 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v15i2.2807

Abstract

Adventure games are one of the popular game genres that allow the player to simulate being a specific character who is guided through the story followed by exploration and puzzle solving as the main gameplay. Besides being fun, entertaining, and interesting, games are also capable of delivering serious content such as teaching certain lessons or raising awareness of social phenomena, including education and awareness about the existence of animals. This study aims to identify the potential of adventure games as a medium for raising awareness on the issue of animal protection and conservation using dramatic elements in adventure game features. There are two animal themed games studied in this research: Rhino Raid and A Street Cat's Tale. In this study, a comparative analysis of the two games was conducted in the form of descriptive qualitative which was dissected with the theory of dramatic elements in the Playcentric Approach method. The research results and findings are expected to be used as a basis for developing similar games that are used as a medium for education and awareness of animals, especially Indonesian endangered species. Keywords: adventure games; animal awareness; dramatic elements; playcentric.
REVITALISASI KERANJANG TEMBAKAU KHAS TEMANGGUNG DALAM DESAIN PRODUK PENYIMPANAN BAHAN MAKANAN Afif Wahyu Farosa; Irfansyah
INSIDE : Jurnal Desain Interior Vol. 1 No. 1 (2023): INSIDE : Jurnal Desain Interior
Publisher : Department of Interior Design, Faculty of Engineering, Lancang Kuning University, Indonesia

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

Abstract

Tembakau yang telah melalui serangkaian proses pengolahan akan disimpan atau dikirim ke pabrik rokok. Pada proses penyimpanan tembakau khususnya di Kabupaten Temanggung, petani menggunakan kemasan berbentuk keranjang yang khas terbuat dari pelepah pohon pisang dan anyaman bambu. Belum adanya identitas jelas yang dimiliki oleh keranjang tembakau sebagai bagian dari tradisi yang sudah diturunkan selama beberapa generasi membuat keranjang tembakau mulai menurun penggunaanya bahkan tidak banyak generasi muda yang mengetahuinya. Teknik yang digunakan dalam proses pembuatan keranjang tembakau perlu untuk dijaga, karena keranjang tembakau memiliki berbagai kelebihan dalam hal penyimpanan yang tidak dimiliki oleh keranjang jenis lain. Penerapan teknik dan bahan dalam pembuatan keranjang dapat diterapkan pada produk baru tanpa menghilangkan identitas asli dari keranjang itu sendiri. Pembaruan atau revitalisasi dari keranjang tembakau menjadi sebuah bentuk baru ini menggunakan metode ATUMICS (Artefact, Technic, Utility, Material, Icon, Concept, Shape) karena memiliki tahapan maupun tujuan pemahaman yang sesuai. Proses revitalisasi mempertimbangkan keunggulan dari bahan dan teknik pembuatan yang kemudian menghasilkan produk penyimpanan bahan makanan. Teknik pembuatan yang sama dalam membuat produk ini dapat membantu perajin memperoleh alternatif lain selain memproduksi keranjang yang penggunaanya hanya pada musim panen.