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Pelatihan Canva untuk Presentasi bagi Guru SMP Negeri 3 Denpasar Ngakan Putu Darma Yasa; I Nyoman Jayanegara; I Made Marthana Yusa; I Nyoman Anom Fajaraditya Setiawan; I Wayan Adi Putra Yasa; I Nyoman Yoga Trisemarawima; Putu Satria Udyana Putra; Putu Surya Wedra Lesmana
Journal of Social Work and Empowerment Vol 4 No 1 (2024): Journal of Social Work and Empowerment - September 2024
Publisher : Yayasan Sinergi Widya Nusantara (Sidyanusa)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jswe.v4i1.674

Abstract

Tujuan: Penelitian ini bertujuan memberikan pelatihan kepada guru SMP Negeri 3 Denpasar dalam pemanfaatan aplikasi Canva untuk meningkatkan kualitas presentasi dalam proses pembelajaran. Metode: Pelatihan dilaksanakan dalam bentuk workshop selama lima hari di SMP Negeri 3 Denpasar. Peserta pelatihan terdiri dari guru-guru yang mengajar di berbagai mata pelajaran. Workshop difasilitasi oleh tim dosen pengembang materi Canva dan beberapa ahli desain grafis yang berpengalaman. Materi pelatihan mencakup pengenalan dasar tentang Canva, membuat akun Canva, teknik pembuatan desain yang menarik, serta praktek langsung dalam membuat presentasi berbasis Canva. Hasil: Hasil pelatihan menunjukkan bahwa para guru mampu menguasai dasar-dasar penggunaan Canva dalam waktu singkat. Mereka mampu membuat presentasi yang lebih menarik dan informatif dibandingkan dengan sebelumnya. Selain itu, para guru juga mampu memanfaatkan fitur kolaborasi Canva untuk berbagi materi presentasi dengan sesama guru, sehingga memperkaya kualitas pembelajaran di sekolah. Implikasi: Pengabdian masyarakat ini membuktikan bahwa pelatihan pemanfaatan aplikasi Canva bagi guru SMP Negeri 3 Denpasar memberikan dampak positif dalam meningkatkan kualitas presentasi pembelajaran. Dengan memanfaatkan teknologi yang tepat, guru dapat lebih kreatif dan efektif dalam menyampaikan materi kepada siswa. Diharapkan ke depannya, pelatihan semacam ini dapat terus dilakukan untuk mendukung peningkatan kualitas pendidikan di Indonesia. Kata Kunci: Pendidikan, Teknologi, Canva, Presentasi, Guru SMP Negeri 3 Denpasar
DESIGN OF THE PANCA MASK DOCUMENTARY FILM I Wayan Dipa Mulyawan; I Nyoman Agus Suarya Putra; I Made Marthana Yusa
Journal of Aesthetics, Design, and Art Management Vol. 5 No. 3 (2025): Journal of Aesthetics, Design, and Art Management (December 2025)
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v5i3.1065

Abstract

Purpose: This research was motivated by a problem the author discovered in Tulikup Village, Gianyar, namely the Panca Mask Dance, which is usually expressed through "yadnya." To explain this, a documentary film titled "Panca Mask" was designed in Tulikup Village, Gianyar, as a promotional medium to educate the public about the Panca Mask Dance. Research methods: The research methods used by the author include observation, questionnaires, interviews, documentation, and literature studies. The film will utilize production theory through three stages: pre-production, production, and post-production Findings: From the results of the research that has been carried out, it can be concluded that the Panca Mask documentary film contains information that is not widely known by the public. Implications: This film provides benefits and can be further developed and disseminated so that it can be understood by the public, especially the younger generation, in maintaining its existence.
Rekontekstualisasi Kosmologi Pawukon Bali melalui Artikulasi Wayang dalam Estetika Card Game Fantasi Yusa, I Made Marthana; Arthayoga, Ketut Karunia; Yasa, Ngakan Putu Darma
Jurnal SeniRupa Warna Vol. 14 No. 2 (2026): Representasi Dunia Wayang dalam Seni Rupa Kini
Publisher : Faculty of Arts and Design, Jakarta Institute of the Arts

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36806/jsrw.v14i2.790

Abstract

Faced with a booming digital gaming industry and waning youth interest in traditional values, this study recontextualizes the Balinese Pawukon cosmology through a Wayang-themed fantasy card game design. It aims to articulate the intangible cultural heritage of the Wuku calendar into a popular media format using a design thinking approach. Methods include cosmological and visual attribute analysis of the Pawukon system, the four stages of design thinking (empathize, define, prototype, test), character semiotics analysis, and case studies informing a “Cool Wayang” aesthetic. Mixed-methods testing (n=30 Generation Z playtesters) showed high satisfaction: the majority of respondents strongly agreed that the illustrations were visually appealing. Observations noted players using traditional terminology (e.g., deity names like Yamadipati) during gameplay, demonstrating that the gamification strategy effectively lowered cognitive barriers to complex material. Media experts judged the design successful in combining global appeal with national cultural pride. Conclusion: This approach effectively revitalizes the intangible heritage of the Balinese Pawukon (Wuku calendar) cosmology in a dynamic, relevant way. Key pillars of success include Hall’s theoretical framework, hybrid visual innovation, and educational gamification.