Arif, Novida Nur Miftakhul
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Perancangan wayang Isekai sebagai alternatif pentas wayang untuk generasi muda Arif, Novida Nur Miftakhul
Imaji: Jurnal Seni dan Pendidikan Seni Vol 21, No 1 (2023): IMAJI APRIL
Publisher : FBSB UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/imaji.v21i1.48114

Abstract

Merespon masalah mental yang kerap dialami oleh generasi muda melalui media pendidikan karakter yang memanfaatkan pentas wayang merupakan tujuan utama riset dan perancangan karya Wayang Isekai. Masalah mental dan menghilangnya pentas wayang selama pandemi Covid-19 merupakan persoalan aktual yang perlu direspon secara kreatif seperti dengan wayang kontemporer. Metode produksi film atau multimedia digunakan dalam eksperimen ini, yaitu pra produksi, produksi dan paska produksi. Di dalamnya juga melibatkan observasi, wawancara, studi pustaka, eksplorasi dan inovasi. Hasil dari riset dan perancangan media ini adalah Wayang Isekai, eksperimen pentas daring yang memadukan pentas wayang, animasi dan live action dengan cerita yang merepresentasikan perjalanan batin menuju self-awarenes. Wayang Isekai mampu menjadi alternatif media penyampai pesan kebaikan seperti pendidikan karakter. Kata Kunci: wayang, kontemporer, generasi muda, masalah mental  THE DEVELOPMENT OF WAYANG ISEKAI AS ALTERNATIVE WAYANG PERFORMANCE FOR YOUNG GENERATION Abstract Responding the mental issues that are often experienced by the young generation through the medium of character education that utilizes wayang performance is the main goal of the research and development of Wayang Isekai. A contemporary wayang is a creative way to respons mental issues and the disappearance of puppet performances during the Covid-19 pandemic. Film or multimedia production method was used in this experiment, namely pre-production, production and post-production. It also involved observation, interviews, literature studies, exploration, and innovation. The result of this research is Wayang Isekai, an online performance that combined puppetry, animation and live action with stories that represent the inner journey towards self-awareness. Wayang Isekai is able to become an alternative medium for conveying positive messages such as character education. Keywords: wayang, contemporer, young generation, mental issue
Character design for the Tapel Saga mobile game inspired by Malangan masks and Urban Legends Arif, Novida Nur Miftakhul
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 1 (2024): Sungging January-June Edition
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/sungging.v3i1.75292

Abstract

Character design is a crucial aspect of video games, requiring a solid understanding of design principles and an appreciation of the sources of inspiration, mainly when aiming to promote traditional culture, such as the Malangan masks. "Tapel Saga" attempts to interpret the esoteric aspects of Malangan masks and urban legends into a mobile game format. The representation of traditional cultural values can be visualised in character design by adhering to character design principles and considering the tastes of the target audience, namely the younger generation. The literature review on Malangan masks and Malang urban legends is limited; therefore, most data on Malangan masks was obtained through observation and interviews with practitioners and enthusiasts in the Malang region, specifically Jabung. Characters in the mobile game were created using character design methods that consider design principles such as the utilisation of basic shapes, target audience characteristics, and sources of inspiration from traditional culture. The development of the Tapel Saga mobile game character design serves as an actualisation of conventional culture, providing a reference for visual creativity and expanding ideas for the growth of Indonesia's video game industry, which is currently experiencing significant growth.
Pengenalan Tokoh Wayang Pandawa Lima untuk Anak SD melalui Seri Animasi Motion Graphic Ayu lan Bagus Meilawati, Avi; Mulyana, Mulyana; Arif, Novida Nur Miftakhul; Rianda, Agatia Mega; Sari, Fitriana Kartika
LOKABASA Vol 16, No 2 (2025): Oktober 2025
Publisher : UPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jlb.v16i2.91198

Abstract

Penelitian ini bertujuan untuk mengembangkan seri animasi berjudul "Ayu lan Bagus: Pandawa Lima" dengan episode khusus yang memperkenalkan tokoh wayang kulit Pandawa Lima (Yudistira, Bima, Arjuna, Nakula, dan Sadewa) kepada siswa Sekolah Dasar (SD) di Yogyakarta. Latar belakang penelitian ini adalah rendahnya pengetahuan dan minat siswa terhadap budaya tradisional wayang kulit serta kurangnya efektivitas pendidikan karakter di sekolah dasar. Melalui animasi ini, siswa tidak hanya diajak mengenal tokoh-tokoh wayang, tetapi juga mempelajari nilai-nilai karakter yang terkandung dalam cerita Pandawa Lima, seperti kejujuran, keberanian, kesetiaan, dan kebijaksanaan. Metode yang digunakan meliputi pengembangan konten animasi, produksi, dan distribusi media ke sekolah-sekolah dasar. Animasi ini dirancang dengan pendekatan yang menarik dan interaktif, menggunakan tokoh-tokoh seperti Ayu, Bagus, dan Gareng sebagai narator yang memandu penonton memahami cerita. Target luaran dari penelitian ini adalah terciptanya 1 episode animasi berdurasi pendek dengan 5 episode tambahan, peningkatan pengetahuan siswa tentang tokoh wayang, serta peningkatan minat terhadap budaya tradisional. Selain itu, animasi ini akan didaftarkan sebagai Hak Kekayaan Intelektual (HKI) dan dipublikasikan dalam bentuk artikel ilmiah. Dampak yang diharapkan dari penelitian ini adalah terwujudnya media pembelajaran inovatif yang dapat digunakan secara berkelanjutan dalam kurikulum pendidikan budaya dan bahasa Jawa. Dengan demikian, penelitian ini tidak hanya berkontribusi pada pelestarian budaya tradisional, tetapi juga memperkuat pendidikan karakter berbasis kearifan lokal bagi generasi muda.This study aims to develop an animated series titled Ayu lan Bagus: Pandawa Lima, featuring a special episode introducing the Pandawa Lima wayang kulit characters (Yudistira, Bima, Arjuna, Nakula, and Sadewa) to elementary school students in Yogyakarta. The research is motivated by the low level of students’ knowledge and interest in traditional wayang culture, as well as the limited effectiveness of character education in elementary schools. Through this animation, students are encouraged not only to learn about wayang characters but also to internalize the character values embodied in the Pandawa Lima stories, such as honesty, courage, loyalty, and wisdom. The method involves animation content development, production, and distribution to elementary schools. The animation adopts an engaging and interactive approach, featuring characters like Ayu, Bagus, and Gareng as narrators who guide viewers through the story. The expected outcomes include the production of one short episode with five additional episodes, increased students’ knowledge of wayang characters, and enhanced interest in traditional culture. The animation will also be registered for intellectual property rights (IPR) and published in a scientific article. The expected impact is the creation of an innovative learning medium that can be sustainably integrated into cultural and Javanese language education curricula, thereby contributing to the preservation of traditional culture and strengthening character education based on local wisdom among young generations. 
Improving the Competence of Arts and Culture Teachers Through a Workshop on Creating Traditional House Media Based on Pop-Up and Augmented Reality Ambarwati, Dwi Retno Sri; Arif, Novida Nur Miftakhul; Triawan, Denny Wahyu; Firmansyah, Robby; Yuliana, Tri
Jurnal Abdimas Vol. 29 No. 2 (2025): December 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/abdimas.v29i2.35991

Abstract

This community service program aims to improve the competency of high school and vocational high school arts and culture teachers in Tasikmalaya Regency and City in developing creative, culture-based learning media. This program was motivated by the declining understanding of students about traditional Indonesian architecture due to the lack of engaging and interactive learning media. The activity was carried out through a hybrid workshop method that combined online and offline sessions. A total of 30 participants from various schools participated in the training focused on creating Pop-Up and Augmented Reality (AR) media to visualize traditional Indonesian houses in arts and culture learning. Data were collected through pre- and post-training questionnaires, observations, and interviews, then analyzed descriptively to measure the increase in participant competency. The results showed that 85% of participants experienced an increased understanding of the concept of Pop-Up and AR media, 90% were able to create Pop-Up media independently, and 95% assessed the workshop material as relevant to their learning needs. The integration of Pop-Up and AR media has proven effective in combining manual creativity and digital literacy, creating more interactive, contextual, and technology-integrated learning. This program demonstrates that collaboration between universities and MGMP can produce sustainable cultural learning innovations. It is recommended that similar training be developed in other regions to strengthen teachers' cultural literacy and digital competencies.