I Putu Adi Saskara
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EKSISTENSI PURUSA DAN PRADANA DALAM PEWARISAN MENURUT HUKUM ADAT BALI I Gusti Ayu Jatiana Manik Wedanti; I Putu Adi Saskara; I Made Sugita
Widya Duta: Jurnal Ilmiah Ilmu Sosial Budaya Vol 18 No 1 (2023): Widya Duta Maret 2023
Publisher : UHN IGB Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (479.777 KB) | DOI: 10.25078/wd.v18i1.2017

Abstract

Purusa and pradana are two important concepts in Balinese Inheritance Customary Law which in simple terms purusa is defined as male and pradana is defined as female. In its development, the meaning of purusa and pradana in Balinese Inheritance Customary Law is no longer that simple but has a broader meaning, namely purusa is interpreted as a son and/or daughter (in this case as sentana rajeg) who becomes the main heir while pradana is interpreted as as sons and/or daughters who will later leave their families and rights and obligations due to marrying out to follow their husband or wife. The majority of indigenous peoples in Bali embrace Hinduism and adhere to a patrilineal kinship system commonly referred to as kramusa/purusa. Inheritance in Balinese Customary Law does not only involve the distribution of inheritance in the form of property or in the form of materials, but also includes immaterial inheritance, namely inheritance in the form of responsibilities and obligations (swadharma) to ancestors and the community. Children as heirs who are able to continue the swadharma of their deceased parents can be appointed as heirs. In accordance with the concepts of purusa and pradana as legal principles in the inheritance of Balinese Customary Law that purusa does not have to mean a son and pradana does not have to mean a daughter. Either a boy or a girl can become a purusa or a pradana.
PERILAKU GASLIGHTING PARENTING TERHADAP PERKEMBANGAN PSIKOLOGI ANAK USIA DINI: POLA ASUH ORANGTUA DAN PENGARUHNYA TERHADAP PERKEMBANGAN PSIKOLOGIS ANAK USIA DINI: ANALISIS DAMPAK PERILAKU GASLIGHTING PARENTING I Putu Adi Saskara; Ulio; I Gusti Arya Anggriawan
PRATAMA WIDYA : Jurnal Pendidikan Anak Usia Dini Vol 8 No 1 (2023): Pratama Widya April 2023
Publisher : UHN I GUSTI BAGUS SUGRIWA DENPASAR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/pw.v8i1.2415

Abstract

Gaslighting adalah bentuk manipulasi komunikasi dan psikologis dimana seseorangberusaha menabur benih keraguan pada orang lain, membuat mereka mempertanyakaningatan, persepsi, atau kewarasan mereka sendiri. Dalam hal mengasuh anak, gaslightingbisa menjadi taktik destruktif dan merusak yang digunakan oleh orang tua untukmengontrol dan memanipulasi anak-anak mereka. Tujuan dari penelitian ini adalah untukmenganalisis dampak perilaku gaslighting terhadap perkembangan psikologis dankomunikasi dari anak usia dini. Pada penelitian ini menggunakan metode penelitiankualitatif deskriptif dan wawancara. Sumber datanya adalah dari studi observasi,wawancara korban yang pernah mengalami perilaku gaslighting. Serta beberapapemahaman dari literatur maupun orang yang ahli di dalam psikologi anak seperti dokter,psikolog dan yang lainnya. Hasil penelitian menemukan bahwa sebanyak 67% seoranganak sering mendapatkan perlakuan gaslighting parenting dari orangtua mereka di daerahMengwi. Oleh karena itu perilaku gaslighting ini sendiri sebaiknya lebih diperhatikanoleh orang tua, baik itu dilakukan secara sadar maupun secara tidak sadar karena dapatmemberikan pengaruh yang sangat signifikan pada anak. Penerapan gaslighting di dalammendidik anak sebaiknya tidak dilakukan secara berlebihan untuk menghindarikemungkinan-kemungkinan buruk yang tidak diharapkan dalam sebuah keluarga.Pentingnya meluangkan waktu bersama, serta komunikasi antara orangtua dan anak dapatmengurangi kemungkinan anak menerima stress yang berlebihan untuk kesehatanmentalnya di kemudian hari. Hal ini juga bertujuan agar anak dapat tumbuh dengankondisi mental yang stabil dan lebih dewasa dalam menghadapi masalah yang ada di masadepan
Pendampingan Penyusunan Purana Banten di Desa Adat Tegaltamu, Desa Batubulan, Kecamatan Sukawati, Kabupaten Gianyar I Wayan Suwadnyana; Saskara, I Putu Adi; I Nyoman Bontot; I Made Gde Puasa; Ida Ayu Diah Larashanti
Sevanam: Jurnal Pengabdian Masyarakat Vol 2 No 1 (2023): Maret
Publisher : Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/sevanam.v2i1.1742

Abstract

Hinduism is a religion that is full of holidays or ceremonies. Its implementation also often uses offerings or what can be called offerings. Banten can also be interpreted as a guardian. The word wali means representative. Banten in a ceremony is used as a representative to relate to the worshiped or glorified. In addition, the word wali means return. This understanding indicates that offerings are meant to be offered again, which in the beginning all of the offerings came from or were sourced from the creations of Sang Hyang Widhi Wasa. The purpose of this re-offering is to create a balance between God / Ida Sang Hyang Widhi Wasa who has created, and humans as His creatures who receive and enjoy the most, so that they can be sustainable throughout time. Especially in the Tegaltamu Traditional Village, in carrying out the yadnya ceremony using banten so far it has only followed the existing culture and traditions, so that what has become a tradition will be followed and done without knowing whether it is right or wrong. The problem is that in the Tegaltamu Traditional Village, along with the development of the demands of the times that limit time and increase the busyness of the community in terms of earning a living and activities outside the custom, of course they are not easy to carry out the tradition to the fullest, so it is necessary to prepare a basic guideline for community members that is adapted to the needs of the community. current developments, so that community members can adjust their yadnya according to their situation and condition and get certainty about the yadnya ceremony that has been carried out. For this reason, it is necessary to provide assistance in the preparation of the Purana offerings in the Tegaltamu Traditional Village by a team of companions who are members of community service for the Penerangan Agama Hindu Information Study Program I Gusti Bagus Sugriwa Denpasar. There are several stages of mentoring that are passed to produce a Purana Banten. Some of these stages are the assessment stage, socialization and material delivery, field surveys, interviews, focus group discussions, data sorting and the last is the compilation of the results of service activities. Data triangulation method was used during community service activities which included material exposure, discussion, observation, group sharing, data research, book preparation, revision and editing to produce output in the form of printing a book entitled “Purana Banten Pura Dalem Desa Adat Tegaltamu and Purana Banten Pura Desa Desa Adat Tegaltamu”.
Pelatihan Aplikasi Pengolah Data Untuk Staf Pemerintah Desa Baturiti Sanjaya, I Gede Wahyu; Utama, I Putu Kussa Laksana; Kartika, Luh Gede Surya; Saskara, I Putu Adi; Pratama, Putu Adi; Bayu Praditya; Riska Mahardika
Sevanam: Jurnal Pengabdian Masyarakat Vol 3 No 2 (2024): September
Publisher : Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/sevanam.v3i2.3709

Abstract

The very rapid development of technology should make it easier to provide services to the community. Baturiti Village, Tabanan Regency, for example, the use of technology is now evenly used by all village officials. However, the use of the most basic technology is still inadequate, this can be seen from the way data is processed in terms of using the Microsoft Excel application. Village officials' methods of tidying up tables, grouping data, sorting data and printing work areas still often experience problems. This will certainly have an impact on service times to the community. Based on these problems, it was felt that the service team needed to provide service in the field of information technology, especially training on the use of data processing applications for Baturiti village officials. This service program is aimed at providing additional insight into technological developments, especially regarding the procedures for using data processing applications for Baturiti Village equipment, so that in the future the knowledge gained can help in optimizing services to the community. To test the success of this activity, it was carried out using a Post Test and distributing questionnaires. The results achieved from this activity were that this activity could be completed well, as seen from the enthusiasm of the activity participants. Apart from that, the post test results obtained from 22 training participants obtained an average result of 0.87 which is included in the Very Good category. Apart from the post test results, to obtain improvements for subsequent activities, the implementing team distributed questionnaires which were used to measure the success of this training, where the results of respondents showed very good scores.
Pengembangan Website Desa sebagai Media Komunikasi dan Informasi Publik Desa Pererenan Pratama, I Putu Adi; I Putu Adi Saskara; Nelce; Adi Wijaya, I Gede Satya; Candrananda, Made Aditya; Praditya, I Made Bayu
Sevanam: Jurnal Pengabdian Masyarakat Vol 3 No 2 (2024): September
Publisher : Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/sevanam.v3i2.4006

Abstract

Desa Pererenan, yang memiliki potensi wisata yang kaya, menghadapi tantangan dalam penyampaian informasi dan pelayanan publik yang efektif kepada warganya. Oleh karena itu, pengembangan website desa menjadi solusi strategis untuk meningkatkan aksesibilitas informasi, transparansi, dan partisipasi warga. Proses pembuatan website melibatkan identifikasi kebutuhan masyarakat, perancangan struktur dan konten yang relevan, serta pelatihan bagi perangkat desa untuk mengelola dan memperbarui informasi secara mandiri. Hasil dari kegiatan ini adalah sebuah platform digital yang dapat diakses oleh seluruh warga dan pengunjung, yang menyediakan informasi terkait pelayanan publik, kegiatan desa, berita terkini, dan potensi lokal. Website ini diharapkan dapat menjadi alat yang efektif untuk meningkatkan komunikasi antara pemerintah desa dan masyarakat, serta mempromosikan potensi desa kepada khalayak yang lebih luas. Melalui digitalisasi ini, Desa Pererenan dapat mewujudkan tata kelola yang lebih transparan, responsif, dan inklusif.
Tri Hita Karana as the foundation for digital game development Saskara, I Putu Adi
Gelar : Jurnal Seni Budaya Vol. 22 No. 1 (2024)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/glr.v22i1.5591

Abstract

This research aims to develop a digital game based on the Tri Hita Karana concept to introduce and instill Balinese cultural values in children. Tri Hita Karana, which includes the harmonious relationship between humans and God (Parahyangan), humans and fellow humans (Pawongan), and humans and nature (Palemahan), is integrated into digital games to teach ethical and moral values. This research uses a qualitative approach with Husserl's phenomenological method, which is designed to explore in-depth information about the feasibility of the Tri Hita Karana concept as a basis for digital game development. Data collection was carried out through in-depth interviews, observation and documentation determined by the purposive sampling method. The research results show that the Tri Hita Karana concept is very relevant and effective as a basis for developing educational digital games. The values contained in Tri Hita Karana can be implemented into game features that encourage players to work together, protect the environment, and develop morality. The game "See Sungai," developed in this research, reflects the three dimensions of Tri Hita Karana, namely Parahyangan, Pawongan, and Palemahan, through various educational and interactive gameplay and narrative elements. It is hoped that the implementation of Tri Hita Karana values in this game can strengthen children's character and increase their awareness of Balinese culture. This research concludes that the development of digital games based on the Tri Hita Karana concept is an innovative solution that can help introduce and preserve Balinese cultural values to the younger generation. These games are not only entertaining but also provide significant educational benefits, making them an effective tool in education and cultural preservation.
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.
Desa Wisata Bongan Bersih Penyuluhan Lingkungan dan Aksi Gotong Royong Kelompok 23 KKN Nusantara III Saskara, I Putu Adi; Pradnyani, I Gusti Ayu Dwi; Mahendra, I Gede; Adiari, I Dewa Ayu Gede
Sevanam: Jurnal Pengabdian Masyarakat Vol 4 No 1 (2025): Maret
Publisher : Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/sevanam.v4i1.4220

Abstract

Bongan Bersih Tourism Village is a collaborative initiative between Group 23 KKN Nusantara III students and the Bongan Village community to create a clean, healthy, and sustainable environment. By combining the principles of mutual cooperation, environmental awareness and counseling, this program aims to empower the community in maintaining cleanliness and raising awareness of the importance of maintaining a social, natural and sustainable environment. Through mutual cooperation, groups of KKN students and the village community work together in cleaning activities and sorting waste. This collaborative spirit reflects the values ​​of cooperation and active involvement in creating positive change. In addition, environmental counseling and social action are an integral part of this program. The community is educated about the impact of their actions on the environment and sustainable ways to manage waste and natural resources and also provides attention and care to people in need of assistance. This paper describes the implementation of the Clean Bongan Tourism Village program by Group 23 KKN Nusantara III. Through active community participation and a sympathetic, educational approach, this initiative has succeeded in achieving significant results in maintaining the cleanliness of Bongan village and increasing environmental and social awareness. This program also creates a solid foundation for a society that is more responsive to environmental issues and the common welfare of life.
Segara Kerthi Concept as A Source for Developing Educational Games in Pererenan Village Wiradnyana, I Made; Suwadnyana, I Wayan; Saskara, I Putu Adi
Jurnal Penelitian Agama Hindu Vol 9 No 4 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/jpah.v9i4.4270

Abstract

The development of educational games has become an increasingly important focus in efforts to improve access and quality of education in various regions, including in rural areas such as Pererenan Village. In this context, the Segara Kerthi concept, which describes the management of the marine environment to maintain sustainability, serves as a valuable source of inspiration. This study aims to explore how the Segara Kerthi concept can be utilized as a foundation for developing an educational game that promotes environmental awareness and supports local values, as well as to analyze the role of the game as a medium of communication. The method used in this research is research and development (R&D) with a media function theory approach. Data were collected through observation, interviews, evaluation, and literature studies. The research resulted in the development of a game titled Segara Watch, which provides an interactive and enjoyable learning experience to introduce knowledge and skills related to marine environmental management and sustainable cleanliness. This game is aligned with the Pererenan Gumi Lestari village motto and supports the vision and mission of the Governor of Bali, I Wayan Koster, Nangun Sat Kerthi Loka Bali.
Tri Hita Karana as the foundation for digital game development Saskara, I Putu Adi
Gelar: Jurnal Seni Budaya Vol. 22 No. 1 (2024)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/glr.v22i1.5591

Abstract

This research aims to develop a digital game based on the Tri Hita Karana concept to introduce and instill Balinese cultural values in children. Tri Hita Karana, which includes the harmonious relationship between humans and God (Parahyangan), humans and fellow humans (Pawongan), and humans and nature (Palemahan), is integrated into digital games to teach ethical and moral values. This research uses a qualitative approach with Husserl's phenomenological method, which is designed to explore in-depth information about the feasibility of the Tri Hita Karana concept as a basis for digital game development. Data collection was carried out through in-depth interviews, observation and documentation determined by the purposive sampling method. The research results show that the Tri Hita Karana concept is very relevant and effective as a basis for developing educational digital games. The values contained in Tri Hita Karana can be implemented into game features that encourage players to work together, protect the environment, and develop morality. The game "See Sungai," developed in this research, reflects the three dimensions of Tri Hita Karana, namely Parahyangan, Pawongan, and Palemahan, through various educational and interactive gameplay and narrative elements. It is hoped that the implementation of Tri Hita Karana values in this game can strengthen children's character and increase their awareness of Balinese culture. This research concludes that the development of digital games based on the Tri Hita Karana concept is an innovative solution that can help introduce and preserve Balinese cultural values to the younger generation. These games are not only entertaining but also provide significant educational benefits, making them an effective tool in education and cultural preservation.