Claim Missing Document
Check
Articles

Found 29 Documents
Search

PENGEMBANGAN VIDEO TUTORIAL BEBASIS JAGAT KERTI DAN FUN LEARNING UNTUK MOTORIK HALUS DAN KARAKTER ANAK USIA DINI Putu Gede Surya Cipta Nugraha; I Nyoman Agus Suarya Putra; Ni Wayan Wardani
Jurnal Manajemen dan Teknologi Informasi Vol. 15 No. 2 (2025): Jurnal Manajemen dan Teknologi Informasi
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59819/jmti.v15i2.4941

Abstract

Digital technology in classroom learning can enhance teachers’ instructional resources by providing access to diverse verbal and nonverbal presentation modes. In early childhood education, developing fine motor skills often presents a significant challenge. This study explores the effectiveness of video tutorials as visual communication media, integrating the Balinese cultural concept of Jagat Kerti (a principle of universal harmony) and an engaging learning approach to develop fine motor skills and promote character development in young children. The video activities involve shaping objects with plasticine and narrating the folk tale The Monkey and the Turtle. The media production process is divided into three stages: pre-production, production, and post-production. Observations showed that before watching the video, children could recognize shapes and colors but struggled to manipulate plasticine. After watching the video and receiving teacher guidance, the children successfully formed objects like apples and turtles and understood the story’s moral messages. Testing with a small group of young learners confirmed that this educational media is highly suitable as a learning tool for early childhood education.
“LONTAR PRASI” : THE PRESERVATION OF TENGANAN PAGRINGSINGAN TRADITIONAL VILLAGE Putra, I Nyoman Agus Suarya; Yusa, I Made Marthana; Willdahlia, Ayu Gede; Adiftia, Mohammad Ryan
Capture : Jurnal Seni Media Rekam Vol. 14 No. 1 (2022)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/capture.v14i1.3836

Abstract

Prasi art is a cultural heritage that remains in the traditional Balinese Aga (ancient) village of Tenganan Pagringsingan that must be preserved and promoted. One of the measures that may be implemented is the creation of informative and educative audio-visual works. The creation of this work focused on how to produce and draw on lontar prasi typical of Tenganan Pagringsingan traditional village. The creation of the work utilized an expository documentary approach involving pre-production, production, and post-production phases. The results of the work creation show that the video artwork was highly informative and detailed, appropriate to the context discussed, so it deserves to be presented.
PERANCANGAN MEDIA PEMBELAJARAN TENTANG SUMBER AIR UNTUK ANAK USIA DINI YANG BERLANDASKAN DANU KERTI I Nyoman Agus Suarya Putra; Dwi Novitasari; Mega Dewi Setyawati; Ni Wayan Wardani
Jurnal Manajemen dan Teknologi Informasi Vol. 13 No. 2 (2023): Jurnal Manajemen dan Teknologi Informasi
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59819/jmti.v13i2.3161

Abstract

Danu Kerti is an effort to preserve freshwater sources on land such as springs, lakes, rivers, and other springs. Springs are also very important for human life because the availability of clean water is very influential on daily human needs. Water is very important for people’s lives in Bali, even as a means of religious ceremonies. So it is very necessary to socialize about protecting water among the community because it is seen from the current condition of water in Bali which is very concerning which causes water pollution due to garbage and waste. Planting characters to care more about the environment, especially how to protect water, how to give thanks for water water can be used for daily needs such as drinking, bathing, and others, especially since early and through videos. From the results obtained after the children watched this learning video, there was a very good development of understanding about water source and their benefits and this media can also be recommended as an early childhood learning material.
PELATIHAN DAN PENDAMPINGAN PENGGUNAAN TEKNOLOGI INFORMASI UNTUK PENINGKATAN KAPASITAS PRAJURU DESA ADAT DI BALI Ni Wayan Wardani; I Putu Agus Eka Darma Udayana; Komang Redy Winatha; I Putu Yoga Indrawan; Putu Gede Surya Cipta Nugraha; Eddy Hartono; I Nyoman Agus Suarya Putra; Ni Made Mila Rosa Desmayani
Sewagati Vol. 1 No. 2 (2023): Sewagati
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (370.165 KB) | DOI: 10.59819/sewagati.v1i2.2734

Abstract

A traditional village in Bali is an institution that is responsible for managing and maintaining the sustainability of a traditional village in Bali. The development of information technology has developed so rapidly that even village officials must keep up with the development of information technology. However, in reality some village officials are not fluent in using information technology either in the form of Microsoft Word, Excel, Power Point, especially now that online meetings are also developing with many positive impacts. Based on these problems, community service was carried out by conducting Microsoft Word, Excel, Power Point training, and online meetings using the Zoom application. This training was conducted with the aim of increasing the skills of indigenous village communities in using information and communication technology. In this training, participants will be taught how to use Microsoft Word, Excel, and Power Point to create documents, process data, and make presentations. In addition, participants will also be taught how to use the Zoom application to conduct online meetings. This training is expected to provide benefits for indigenous village communities in improving their skills and productivity. Based on the evaluation results that have been carried out using the pre-test and post-test methods, in general there is an increase in the ability of village officials to operate the information technology material that has been provided in this community service.
KEGIATAN PENGABDIAN PEMBUATAN FILM LONTAR PRASI UNTUK PELESTARIAN KEARIFAN BUDAYA LOKAL DI DESA TENGANAN PAGRINGSINGAN I Nyoman Agus Suarya Putra; Putu Gede Surya Cipta Nugraha; Ni Wayan Wardani
Sewagati Vol. 2 No. 2 (2023): Sewagati
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59819/sewagati.v2i2.3317

Abstract

Lontar Prasi is an art that has grown and developed in Tenganan Pagringsingan Village in Karangasem, Bali since the time of our ancestors. Advances in digital technology in the current era are increasingly distancing this art from the younger generation. Other factors such as complicated prasi making, materials that seem ancient and primitive, wayang stories that are difficult to understand, text and illustrations that are less attractive, and their rare existence make it increasingly difficult for the younger generation and the public to get to know Prasi. By utilizing advances in digital technology to maintain the existence of Prasi, the film Lontar Prasi was made. The process of creating the Lontar Prasi film went through 3 stages, namely pre-production, production, and post-production. Evaluation of films is carried out by distributing questionnaires to content experts, media experts, and the public. The evaluation results of the Lontar Prasi film show that the content is quite good and worthy of publication as information media. With the Lontar Prasi documentary film Tenganan Pagringsingan Village, it is hoped that the community, especially the younger generation, will receive information and participate in preserving Balinese culture.
Perancangan Media Informasi Program Studi Teknik Informatika Dan Sistem Komputer Pada STMIK STIKOM Indonesia Berbasis Animasi 2D Agus Suarya Putra, I Nyoman; Adi Saputra, I Putu
Jurnal Bahasa Rupa Vol. 1 No. 1 (2017): Jurnal Bahasa Rupa Oktober 2017
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v1i1.148

Abstract

STMIK STIKOM Indonesia is still using media information about study programs that are static and still can not be conveyed properly. This resulted in the existence of students who moved the study program and specialization when they have undergone lecturing process because they feel unsuitable, and still mistaken the students in distinguishing between study program and specialization. Seeing the problem, STMIK STIKOM Indonesia needs a media information about study program in the form of more practical, interesting, effective and detail, that can be used for media campaign and presentation. 2D animation is suitable as a medium to support the study program information because there are elements of visual, audio, text and color combined so that understanding of a concept or information becomes more easily accepted by the user. After the animation is completed, it is tested by internal STMIK STIKOM Indonesia. The results of these tests show an excellent response from the respondents. Both in terms of visualization, audio, and information from 2D animation as a medium to support information Engineering Studies Program Informatics and Computer Systems at STMIK STIKOM Indonesia.
RANCANG BANGUN MEDIA INFORMASI INTERAKTIF BERBASIS ANDROID SEBAGAI MEDIA INFORMASI PROGRAM STUDI STMIK STIKOM INDONESIA Putra, I Nyoman Agus Suarya; Pandawana, I Dewa Gede Agung
Jurnal Bahasa Rupa Vol. 2 No. 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v2i1.237

Abstract

STMIK STIKOM Indonesia is an IT campus in Denpasar. STMIK STIKOM Indonesia has vision to create a study program which form bachelors of computer science who have ability to make use of smart technology system and digital system to support the development of tourism industry with cultural insight. From direct observation, it was obtained some findings, such as lack of knowledge of marketingship from the performer of the marketing activity of STMIK STIKOM Indonesia about campus life, especially the information about the study program. The effect is lack of knowledge or understanding of the prospective students about the activity done in the process of education in terms of payment, teaching and learning process, up to supporting facilities in STMIK STIKOM campus environment. Most of prospective students have tendency to come to STMIK STIKOM Indonesia to know directly the profile of TI and SK study program rather than only know through information media and its promotion. In the previous research, it has been made the design of information media study program based on desktop, and augmented reality through android application. In the next research, it is developed an information media based on android by combining information system application study program based on desktop with augmented reality which later produce new information media based on android. This new media has advantage with based on android, thus it can be accessed by anyone through android handphone. Interactive multimedia based on android is a proper way to answer the problems. Android technology gives help in the process of presentation about STMIK STIKOM Indonesia. The application that is installed in the students' handphone can inform freely and detail about important information in STMIK STIKOM Indonesia. This modern technology can be downloaded in STMIK STIKOM Indonesia website and can be accessed by the prospective students everywhere they are.
Analisis Penggunaan Lego dalam Pembelajaran Sejarah Perang Kusamba untuk Anak Usia Dini Putra, I Nyoman Agus Suarya; Nugraha, Putu Gede Surya Cipta; Wardani, Ni Wayan
Jurnal Bahasa Rupa Vol. 7 No. 3 (2024): Jurnal Bahasa Rupa Agustus 2024
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i3.1569

Abstract

There is limited research that combines three things, namely, early childhood, technology and local wisdom. Current conventional education requires digital-based technology with all its advantages. Historical knowledge is best instilled as knowledge in early childhood in the age range of 4-6 years. The knowledge taken in this research is knowledge from a hero statue located in Kusamba village in the form of a woman holding a palm leaf named I Dewa Agung Istri Kanya. This research aims as an educational tool. Through the means of animated films, the Lego game is hoped to be able to provide historical education and be able to become a visual attraction in the educational process. The method in this research is a descriptive qualitative method by visualizing illustrations of historical toy stories of heroes that are close to children's tastes. Next, exploration and experimentation were carried out on the work by designing Lego with Balinese characters and clothing and creating the setting at the scene, namely Goa Lawah and Puri Klungkung. The production technique uses stop motion techniques. The process of making an animated film is carried out in three stages, namely pre-production, production, and post-production. Testing was carried out on material experts and media experts as well as parents who educate children aged 4-6 years. The results of 87% of respondents stated that it was suitable as a learning medium. The results of anecdotal notes on a sample of young children showed an increase in knowledge from not yet developing to developing according to expectations.
Rancang Bangun Game Manik Angkeran Berbasis Android Pada Tahap Level Poin Pertama Pandawana, I Dewa Gede Agung; Putra, I Nyoman Agus Suarya; Yusa, I Made Marthana
Jurnal Sistem Informasi dan Komputer Terapan Indonesia (JSIKTI) Vol 2 No 2 (2019): December
Publisher : INFOTEKS (Information Technology, Computer and Sciences)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (491.834 KB) | DOI: 10.33173/jsikti.61

Abstract

This research is the next stage of the previous research entitled Development of the Awakening Bead Figure for Interactive Game Media The Story of the Separation of Java and Bali Based on Android. A problem where as the times and technology develop, folklore begins to be forgotten. To attract children's interest, an interactive folklore game media was made based on Android. In previous studies, the design of all characters from Manik Angkeran was carried out. Whereas in this advanced research, it will be designed and built level by level from Manik Angkeran Game. Where at each level of the game, Manik Angkeran characters will face different giants. Manik Angkeran must defeat the giants in order to proceed to the next level. Every time you fight a giant, Manik Angkeran will get a gold coin (pis bolong mas). Where later, these coins can be used to buy building materials, which will be used to build a dormitory (pesraman). The final goal of this game is to battle the figure of Manik Angkeran to get the golden Dragon Basukih. The opposing giants of Manik Angkeran are taken from the symbols in the semiotics of images which give an impression of the psychology of human life which includes, greed (Pig), greed and anger (Giant). At the level of this game, what I want to say is that things related to greed, greed and selfishness can be easily defeated