Ida Bagus Komang Sindu Putra
Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar

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Pengenalan Permainan Tradisional Bali Dolanan Bagi Anak Usia Dini Arini, Ni Putu Sri; Gede Anadhi, I Made; Komang Sindu Putra, Ida Bagus
Generasi Emas Vol. 7 No. 1 (2024): Generasi Emas: Jurnal Pendidikan Islam Anak Usia Dini
Publisher : UIR PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/ge.2024.vol7(1).17242

Abstract

The aim of this research is to reintroduce the traditional Balinese game dolanan, whose existence needs to be maintained so that it is not eroded by the era that is starting to be touched by modern culture. The type of research used is literature review research with a focus on the traditional Balinese game "Dolanan". The data sources obtained are based on the results of identification, evaluation and synthesis of research work produced by practitioners and previous researchers such as articles, books and other documents whose authenticity can be verified. The results of the research reveal that dolanan is starting to be rarely seen and even the existence of "dolanan" is decreasing and starting to be abandoned, especially in urban areas that have touched western culture. This is also due to the current learning system which has the smell of modern and contemporary technology. Therefore, efforts are needed to refresh or reintroduce the traditional Balinese game dolanan, whose existence needs to be maintained so that it is not eroded by the times that are starting to be touched by modern culture. Training on the art of dolanan in schools is important to carry out, especially in schools which are in urban areas where if you look at the large number of children who often communicate using Indonesian rather than Balinese. Re-introducing young children to the existence of the traditional dolanan game is very important carried out as an effort to develop aspects of art in early childhood.
Meningkatkan Perkembangan Kognitif AUD Melalui Permainan Monoplay Box di TK Wisma Sari Oktaviani, Ririn; Gede Anadhi, I Made; Komang Sindu Putra, Ida Bagus
Generasi Emas Vol. 7 No. 1 (2024): Generasi Emas: Jurnal Pendidikan Islam Anak Usia Dini
Publisher : UIR PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/ge.2024.vol7(1).17386

Abstract

One of the important aspects of development in children is cognitive development which strengthens children's reasoning, how children manage information, how children overcome curiosity, children's self-management of difficulties encountered when they want to explore their high curiosity, apart from providing knowledge about things. -things around can also help children in terms of exporting their surroundings. The aim of this research is that children can sharpen their memory, intuition, focus and be able to solve problems independently using the monoplay box game media. The qualitative method is the method used to observe the subjects studied, namely 21 Kindergarten B1 children at Wisma Sari Kindergarten Denpasar. In accumulating the data used, namely observation, interviews and checklists. The gains obtained from this research can be seen from the Pre- Simulation period, 1st period, 2nd period and 3rd period after using the Monoplay Box game in the observations that have been made, it can increase the cognitive development of the aud through the Monoplay Box game with the results experiencing a significant increase.
Penerapan Permainan Rainbow Paper Estafet Untuk Melatih Kemampuan Motorik Halus Anak Usia 4-5 Tahun Made Rosiani, Ni; I Made Gede Anadhi; Ida Bagus Komang Sindu Putra
Jurnal Pelita PAUD Vol 8 No 2 (2024): Jurnal Pelita PAUD
Publisher : STKIP Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v8i2.3828

Abstract

Bermain adalah salah satu kegiatan yang di senangi anak anak, bermain juga sudah menjadi dunia dari anak anak, pemilihan permainan yang sangat menarik membuat anak anak bisa belajar sambil bermain. Rainbow Paper Estafet adalah permainan yang menggunakan kertas warna berbentuk geometri selanjutnya akan di gilir menggunakan jepit kayu.Tujuan dari penelitian ini yaitu untuk melatih motorik kasar anak serta menambah pengetahuan anak tentang warna dan juga melatih sosial anak saat bermain. Penelitian ini menggunakan pendekatan kualitatif dengan metode observasi dan wawancara juga menggunakan sempel usia 4-5 tahun sebagai bahan dari pengumpulan data, data yang di gunakam berupa data sekunder dan primer. Penelitian ini mendapatkan hasil yang baik, melakukan permainan rainbow paper estafet sangat membuat anak senang dalam mengikuti kegiatan yang di lakukan, dalam permainan terlihat anak anak melakukan permainan dengan sangat gembira ini membantu perkembangan motorik kasar anak sangat baik sekaligus anak anak dapat menambah pengetahuan tentang warna dan soialnya. Kesimpulan penelitian yaitu permainan Rainbow Paper Estafet adalah suwatu permainan yang menggunakan alay jepit kayu dan kertas bertentuk geometri lalu di gilir kepada teman , permainan ini salah satu perminan yang mampu membantu perkemabangan motoric halusanak serta anak dapat melatih tanggung jawab, bersosialisasi, tau bentuk geometri dan banyak warna.
Stimulasi Perkembangan Aspek Kognitif Anak Usia Dini melalui Alat Permainan Edukatif Ariani, Ni Putu Ayu Dewi; Putra, Ida Bagus Komang Sindu
Jurnal CARE (Children Advisory Research and Education) Vol. 12 No. 1 (2024): Juli
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/jcare.v12i1.19826

Abstract

Alat permainan edukatif merupakan alat yang digunakan tenaga pendidik untuk membantu proses belajar mengajar agar lebih bervariasi dan menyenangkan. Kiera Si Monyet Pintar merupakan alat permainan yang dibuat untuk membantu menstimulasi aspek perkembangan kognitif anak usia dini. Akan tetapi tidak semua anak memiliki kemampuan kognitif yang berkembang sesuai usianya. Penelitian ini bertujuan untuk mengetahui bagaimana meningkatkan aspek perkembangan kognitif anak usia dini guna untuk menstimulasi aspek perkembangan kognitif anak usia dini agar berkembang dengan baik.Metode yang di gunakan pada penelitian ini adalah pendekatan kualitatif. Subjek penelitian adalah guru-guru di TK Widya Dharma Sastra. Teknik pengumpulan data dengan wawancara dan Observasi. Hasil wawancara dan Observasi dianalisis dengan trianggulasi. Penelitian ini memperoleh hasil Kiera Si Monyet Pintar dapat menstimulasi aspek perkembangan kognitif anak usia dini. Alat permainan edukatif Kiera si Monyet Pintar efektif untuk digunakan dalam meningkatkan perkembangan kognitif pada anak
Efektivitas Permainan Kepang Rambut Boneka Dalam Meningkatkan Motorik Halus Pada Anak Usia 4-5 Tahun Kadek, Ariyani; Anadhi, I Made Gede; Sindu Putra, Ida Bagus Komang
Jambura Early Childhood Education Journal Vol 5 No 2 (2023): Jambura Early Childhood Education Journal
Publisher : JURUSAN PENDIDIKAN GURU PENDIDIKAN ANAK USIA DINI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37411/jecej.v5i2.2510

Abstract

Permainan kepang rambut adalah permainan yang dibuat dengan memanfaatkan media boneka yang berambut panjang. Permainan ini digunakan untuk memberikan stimulasi tambahan pada aspek motorik halus anak di TK Tunas Mekar 1 Denpasar karena beberapa anak tingkat kemampuan motorik halusnya masih rendah. Penelitian ini bertujuan untuk mengevaluasi efektivitas dari permainan mengikat rambut boneka terhadap perkembangan kemampuan motorik halus pada anak usia 4-5 tahun di TK Tunas Mekar 1 Denpasar. Penelitian menggunakan metode eksperimen. Sumber data adalah anak-anak usia 4-5 tahun di TK Tunas Mekar 1 Denpasar. Pengumpulan data yang dilakukan melalui observasi dan pencatatan. Data kemudian dianalisis menggunakan metode kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa terdapat peningkatan yang signifikan dalam kemampuan motorik halus anak setelah mereka berpartisipasi dalam kegiatan mengikat rambut kepala boneka. Skor sebelum dan sesudah kegiatan menunjukkan peningkatan dari 54,37% menjadi 85,31%. Analisis statistik menggunakan uji satu sampel menunjukkan nilai p-value yang lebih rendah dari 0,000, menunjukkan adanya signifikansi statistik pada tingkat yang telah ditentukan, yaitu 0,05. Kesimpulan penelitian ini adalah bermain dengan rambut boneka dan mengikatnya memiliki efektivitas yang tinggi dalam peningkatan kemampuan motorik halus pada anak.
Guru Sadar Lingkungan Berbasis Konsep Tri Hita Karana Ariani, Nyoman Wiraadi Tria; Sindu Putra, Ida Bagus Komang; Marsono; Dewi, Putu Ayu Septiari; Wiranata, I Gusti Lanang Agung
Sevanam: Jurnal Pengabdian Masyarakat Vol 1 No 2 (2022): September
Publisher : Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/sevanam.v1i2.1463

Abstract

The Hindu community in Bali who believes and lives by carrying out the Tri Hita Karana concept, provides potential that can be used as a basis for providing education for various levels of education age, one of which is in PAUD education. This potential can be adopted in the implementation of early childhood education. Everything that becomes the implementation of the Tri Hita Karana concept can be used as a medium in providing a stimulus to the development of early childhood. Tri Hita Karana is a basic concept that expects humans to maintain the relationship between the three elements (Parahyangan, Pawongan, and Palemahan) so that they can achieve happiness. The implementation of community service in the form of Environmental Awareness Teacher Skills Development Based on the Tri Hita Karana Concept for PAUD Teachers in the North Denpasar area which was carried out in a span of 5 meetings, starting from May 9 to May 13, 2022. This community service scope includes several activities include: delivery of material and brief discussions on understanding the concept of environmentally conscious teachers based on the concept of Tri Hita Karana, practice of developing activities based on the concept of Tri Hita Karana, movements and songs, as well as performance of the work. The community service that has been carried out has received a very good response and is fully supported by the Kindergarten Supervisor for the North Denpasar area who is also involved as a participant. This is evidenced by the attendance rate of participants at each meeting reaching 100% and the response from the evaluation of activities being very good with the presentation of very useful activities and the demand for the implementation of similar activities on an ongoing basis targeting more PAUD institutions in the Denpasar City area. Keywords: PAUD, Environment, Tri Hita Karana
BBDSM Belajar Mapel SD : Basa Basi dengan Si Manis (Belajar Asik Belajar Santai dengan Simpel, Inovatif, Menyenangkan dan Humanis) di SD N 1 Takmung: Belajar Mapel SD : Basa Basi dengan Si Manis (Belajar Asik Belajar Santai dengan Simpel, Inovatif, Menyenangkan dan Humanis) di SD N 1 Takmung Muliani, Ni Made; Putra, Ida Bagus Komang Sindu; Indrayani , Anak Agung Diah; Trisnadewi, Komang; Muniksu, I Made Sukma; Widiantana, I Kadek; Pastika, I Gede Tilem; Wijaya, I Komang Wisnu Budi
Sevanam: Jurnal Pengabdian Masyarakat Vol 2 No 2 (2023) : September
Publisher : Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/sevanam.v2i2.2530

Abstract

The Covid-19 pandemic has had an impact on the world of education, elementary school students must undergo online learning. Online learning is certainly a new thing for most students, this learning should be an alternative in helping the delivery of material by teachersas well as attracting students to be more enthusiastic in learning at home. The community service team from the Faculty of Dharma Acarya UHN I Gusti Bagus Sugriwa Denpasar wants to help elementary school students to have a fun, fun, innovative and humane learning experience through videos. The hope is that students have a deep understanding of the material, but the learning process is carried out in a fun, relaxed and fun way through interesting learning videos that can be directly practiced by students and there are rewards for students who are active in following each lesson. The material provided can also be used as further learning material by teachers. The method in this community service activity is to provide online learning for the subjects of Mathematics, Balinese, English, Science and Art using media in the form of videos in a fun, relaxed, simple, fun, innovative and humanist manner. The result of this activity is Basa Basi online learning with Si Manis One which uses media in the form of learning videos for Elementary School Chapel to grade V students of SD N 1 Takmung can provide positive learning results and good impressions are obtained from grade V students of SD N 1 Takmung after obtaining Basa Basi online learning with Si Manis.
MAKNA SENI RUPA PROBLEMATIKA PROSES PENCIPTAAN DAN APRESIASI DALAM SUDUT PANDANG DIFABEL TUNA NETRA Putra, Ida Bagus Komang Sindu; Marianto, Martinus Dwi
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 10 No. 01 (2024): March 2024
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v10i01.8583

Abstract

Abstrak Seni rupa dan difabel tuna netra bagi orang normal adalah kemustahilan tetapi difabel tuna netra yang memilih bahasa ekspresi seni rupa merupakan proses luar biasa. Tujuan penelitian ini adalah menguraikan makna seni rupa dalam kacamata difabel tuna netra sekaligus mengungkap problematika proses penciptaan dan apresiasi seni rupa difabel tuna netra yang memilih seni rupa sebagai bahasa ekspresi. Penelitian mengunakan metode kualitatif deskriptif. Sumber data adalah tuna netra yang berkarya seni rupa dan tidak berkarya seni rupa. Pengumpulan data melalui wawancara dan observasi. Analisis data dengan konsep hierarki kebutuhan teori Abraham Maslow, serta teori konstruksi sosial Berger dan Luckmann. Hasil penelitian menunjukkan bahwa terdapat dua makna seni rupa difabel tuna netra yaitu; makna cipta adalah persepsi visual yang diperoleh dari indera selain mata dan makna indah adalah keindahan melampaui penglihatan yaitu rasa senang, aman, nyaman dan tenang. Problematika proses penciptaan karya difabel tuna netra adalah dalam mengidentifikasi warna sedangkan problematika apresiasi karya seni adalah tidak tersedianya akses multi sensorik, kesulitan memahami dimensi visual, interpretasi pesan dan makna karya seni, kurangnya pengalaman visual sebelumnya, dan stigma sosial. Kesimpulan dari penelitian ini adalah difabel tuna netra adalah sosok yang dapat mencipta dan mengapresiasi karya seni rupa dengan memanfaatkan dan melatih indera yang masih berfungsi dengan baik. Kata Kunci: apresiasi seni, difabel, tuna netra, makna seni rupa AbstractFine art and the blind are impossible for normal people, but for the blind, choosing the language of expression in art is an extraordinary process. The aim of this research is to describe the meaning of art through the eyes of the blind and, at the same time, reveal the problems in the process of creating and appreciating art for the blind who choose art as a language of expression. Research using the descriptive-qualitative method and the source of the data is the visually impaired, who create fine arts and do not create fine arts. Data collection through interviews and observation. Data analysis with Abraham Maslow's hierarchy of needs concept as well as Berger and Luckmann's social construction theory The results of the study show that there are two meanings of art for the visually impaired: the meaning of creativity is visual perception obtained from senses other than the eyes, and the meaning of beauty is beauty beyond sight, namely feeling happy, safe, comfortable, and calm. The problems in the process of creating works for the visually impaired are in identifying colors, while the problems in appreciating works of art are the unavailability of multi-sensory access, difficulties in understanding visual dimensions, interpretation of messages and meanings of works of art, a lack of prior visual experience, and social stigma. The conclusion of this study is that the visually impaired are people who can create and appreciate works of art by utilizing and training the senses that are still functioning properly. Keywords: art appreciation, blind, disabled, meaning of fine arts
Resepsi Hermeneutika Visual Dalam Karakter Xiao Di Game Genshin Impact Adi Saskara, I Putu; Ida Bagus Komang Sindu Putra; SM, Ulio
Widya Duta: Jurnal Ilmiah Ilmu Sosial Budaya Vol 19 No 2 (2024): Widya Duta September 2024
Publisher : UHN IGB Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/wd.v19i2.4176

Abstract

Video games are an entertainment phenomenon that is popular among today's people. Various genres of video games have emerged and have their own impression on the players. In it, video games have visual elements that have their own uniqueness and aesthetic value. These visuals can provide information, especially on the character designs in the game world. Like the visual elements in the game Genshin Impact, where the visual elements in it certainly have meaning and interpretation of each other and form the narrative in the game itself. Characters created with certain characteristics will certainly attract players' interest. This research aims to interpret the visual design contained in the creation of a character using Ricoer's hermeneutic theory. Through analysis carried out with Ricoer's visual hermeneutics perspective, we can view Xiao's character design as a work of art that is not only pleasing to the eye, but also summarizes a philosophical and emotional narrative that gives character depth in this fantasy world. Hermeneutics plays a central role in helping us understand the meaning and complexity of Xiao's character behind his visual elements.
Mini Box Theater: Development and Validation of an Innovative Storytelling Media for Children Aged 5-6 Years Sedana Suci, I Gede; Marsono; Suyanta, I Wayan; Sindu Putra, Ida Bagus Komang; Kamalia Jaya, Praptika; Eka Suciari Putri, Ida Ayu
Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini Vol. 9 No. 3 (2024)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Fakultas Ilmu Tarbiyah dan Keguruan, UIN Sunan Kalijaga, Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/jga.2024.93-10

Abstract

This research focuses on developing and validating the Mini Box Theater as an innovative storytelling medium for children aged 5-6 years at Bali Kumara Batubulan Kindergarten. The study followed the Research and Development (R&D) methodology, utilising the ADDIE and Dick and Carey models. The objectives were to design, develop, and assess the feasibility of the Mini Box Theater for enhancing storytelling activities. Data were collected through observations, teacher interviews, and expert validation from five validators specialising in early childhood education and media development. Content validation involved evaluating storytelling components such as literacy, children's ability to express feelings, and participation in pre-reading activities. Media validation focused on technical aspects like design, material suitability, and ease of use. The results demonstrated high content validity, with a Content Validity Ratio (CVR) 1 for all items. Based on expert feedback, revisions were made to improve the media’s visual appeal and enhance character interactions. Limitations of the study included the absence of comprehensive field testing due to time constraints. Despite this, the Mini Box Theater shows promise for improving children's storytelling skills, vocabulary, and cultural awareness. Future research should focus on field testing to assess the media's effectiveness in real classroom settings and explore its potential for broader educational applications. This study contributes to early childhood education by offering a culturally relevant and engaging tool for language development.