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Journal : Lantera Widya

PERANCANGAN MEDIA EDUKATIF TEMATIK PEKERJAAN UNTUK SISWI TK B BINTANG TIMUR BALI Devanny Gumulya
Jurnal Lentera Widya Vol 3 No 2 (2022): Jurnal Lentera Widya Juni 2022
Publisher : LPPM Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/lenterawidya.v3i2.369

Abstract

There are several obstacles to online learning, which has been going on for two years due to the situation of large-scale social restrictions caused by the COVID-19 pandemic. TK Bintang Timur is a Paud Kindergarten in Bali that resumed face-to-face meetings in January. According to the findings of the interview, students become unfocused and unenthusiastic when they return to face-to-face after being online for two years. One of the solutions that can be offered to increase student focus is to create educational media that includes a collection of teaching materials as well as tools such as props, text, diagrams, photos, graphics, and videos. The learning kit theme is occupations for language, creativity, and math lessons. PKM produces two sets of educational media that teach children about various professions in demand today, ranging from YouTubers to photographers. Both sets of educational media were sent to Bali, where they received positive feedback from both teachers and the headmaster of TK Bintang Timur.
PENERAPAN MODEL PEMBELAJARAN ADDIE: APPLIED, DEVELOP, DESIGN, IMPLEMENT, EVALUATION PADA PERANCANGAN MEDIA EDUKATIF TEMATIK UNTUK SISWI KELAS 1 SEKOLAH DIAN HARAPAN, LIPPO VILLAGE Devanny Gumulya
Jurnal Lentera Widya Vol 4 No 1 (2022): Jurnal Lantera Widya Desember 2022
Publisher : LPPM Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/lenterawidya.v4i1.431

Abstract

Pembelajaran bauran adalah sistem pembelajaran masa depan, karena dengan sistem ini keunggulan dari setiap pembelajaran daring dan luring dipertemukan. Terdapat empat sistem pembelajaran bauran Sinkron Langsung (SL), Sinkron Maya (SM), Asinkron Mandiri (AM), dan Asinkron Kolaboratif (AK). Media edukatif adalah kumpulan bahan ajar dan latihan, dengan sistem pembelajaran yang baru maka dibutuhkan media edukatif yang dapat disesuaikan dengan 4 sistem pembelajaran PB. Salah satu sekolah yang menerapkan PB adalah Sekolah Dian Harapan Lippo Village. PKM dilaksanakan dengan menerapkan model pembelajaran ADDIE: analyze, design, develop, implement, evaluation. Hasil PKM adalah media edukatif tematik “my body” untuk siswi kelas 1 dengan capaian pembelajaran identifikasi lima panca dasar manusia di pelajaran sains dan mampu membaca materi ajar lima panca dasar manusia di pelajaran bahasa. Media edukatif terdiri dari alat peraga fisik untuk sistem pembelajaran sinkron langsung dan maya. Materi ajar video animasi untuk siswi belajar asinkron mandiri dan asinkron kolaboratif. Hasil PKM diharapkan dapat menjadi contoh upaya merancang media edukatif yang disesuaikan dengan situasi pembelajaran bauran.
MENINGKATKAN KEMAMPUAN APRESIASI SENI VISUAL SISWA SMA MELALUI PELATIHAN RUTINITAS BERPIKIR SENI “SEE THINK WONDER” Devanny Gumulya
Jurnal Lentera Widya Vol 4 No 2 (2023): Jurnal Lantera Widya Juni 2023
Publisher : LPPM Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/lenterawidya.v4i2.561

Abstract

Melihat pentingnya kemampuan berpikir kritis bagi generasi masa depan maka harvard school of education mengembangkan metode pengajaran rutinitas berpikir seni sebagai alternatif metode untuk mengajarkan anak berpikir kritis dengan mengamati simbol – simbol yang ada di karya seni dan mencari tahu maknanya dengan menghubungkannya dengan konteks budaya, sosial, politik serta teknologi di era suatu karya seni dibuat. Melihat pentingnya hal ini pemerintah membuat program Gerakan Seniman Masuk Sekolah” (GSMS). Dalam rangka mendukung program ini maka diselenggarakan pelatihan rutinitas berpikir seni "See Think Wonder" bagi 12 siswi SMA di Tangerang yang bertujuan untuk meningkatkan kemampuan apresiasi seni visual siswa SMA. Metode pelatihan ini dirancang berdasarkan teori dan praktek dari Harvard School of Education, yang mengajarkan teknik apresiasi seni dengan tahapan melihat, berpikir dan bertanya (see, think, wonder). Dalam pelatihan ini, siswa diajarkan cara melihat karya seni dengan cara yang lebih kritis dan reflektif, serta dibantu untuk mengembangkan kemampuan berpikir kreatif dan inovatif dalam mengapresiasi karya seni melalui materi pembelajaran yang diberikan secara daring asynchronus selama 1 bulan dan pertemuan synchronus sebanyak 4 kali melalui microsoft teams. Pelatihan ini berhasil memberikan pengalaman yang menyenangkan dan motivasi bagi siswa untuk mempelajari seni serta meningkatkan kepekaan mereka terhadap dunia seni. Meskipun terdapat beberapa kendala dalam penyelenggaraan pelatihan ini, pelatihan rutinitas berpikir seni "See Think Wonder" dapat dijadikan sebagai salah satu alternatif untuk meningkatkan kemampuan apresiasi seni visual siswa SMA.
PELATIHAN PROSES DESAIN PRODUK DIBANTU GENERATIVE ARTIFICAL INTELIGENCE BAGI SISWI SMA Devanny Gumulya
Jurnal Lentera Widya Vol 5 No 1 (2023): Jurnal Lantera Widya Desember 2023
Publisher : LPPM Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/lenterawidya.v5i1.653

Abstract

This journal describes the implementation of a training program for high school students on the process of product design assisted by Generative Artificial Intelligence (AI). The objective of this training is to introduce the students to the product design program and the stages involved in designing a product, as well as to apply Generative AI as a tool to generate innovative design solutions. The underlying issue that prompted this training is the lack of knowledge among high school female students about the product design program. Therefore, this training was conducted to educate them about the product design program and guide them in designing a product, specifically shoes for their friends, with the assistance of generative AI. The approach used in this training follows the stages of the design process: discover, define, develop, and deliver. The results of this training demonstrate an improvement in the students' understanding of product design and its process. They were able to design shoes with the help of Generative AI and produce design solutions that were well-received by their friends. The majority of the students found the training to be highly beneficial. Furthermore, this training successfully supports the digital transformation in education by providing students with the opportunity to utilize AI technology in the learning process and prepare them for future demands. Overall, this training provides valuable insights and yields positive outcomes in the development of design skills for high school female students.