Novida Nur Miftakhul Arif
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Animasi Motion Graphic Ayu Lan Bagus Sebagai Media Pembelajaran Unggah-Ungguh Bahasa Jawa Untuk Anak SD Meilawati, Avi; Novida Nur Miftakhul Arif; Erna Istikomah; Fatkur Rohman Nur Awalin
Piwulang: Jurnal Pendidikan Bahasa Jawa Vol. 13 No. 1 (2025): Piwulang: Jurnal Pendidikan Bahasa Jawa
Publisher : Prodi Pendidikan Bahasa dan Sastra Jawa Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/piwulang.v13i1.21638

Abstract

The degradation of local cultural values, particularly *unggah-ungguh* (Javanese etiquette), has become an urgent issue that needs to be addressed. One possible response is through engaging educational media that make learning *unggah-ungguh* easier for children to understand. This study aims to develop *Ayu lan Bagus* animation as a learning medium that incorporates the characters Ayu and Bagus to teach *unggah-ungguh* to elementary school students, while also preserving Javanese culture. The research method involves animation film development, including pre-production, production, and post-production stages. To enhance its effectiveness, the process is supported by the Design Thinking approach (Empathize, Define, Ideate, Prototype, and Test). The animation is designed using motion graphic techniques that are feasible for small teams and offer high sustainability. The *Ayu lan Bagus* episode on *unggah-ungguh* was tested at SDN Kebonagung, Imogiri, Bantul, involving 40 students from grades 1–2 and 5 teachers. Data were collected through observation, questionnaires, and documentation, and analyzed both quantitatively and qualitatively to measure the effectiveness and acceptance of the media. The results show that the *Ayu lan Bagus* animation successfully attracted students' interest and received positive responses from the trial participants. Teachers also provided constructive feedback, stating that this medium is effective for Javanese language learning. The conclusion of this study indicates that the *Ayu lan Bagus* animation is feasible for further development as a fun and effective learning medium to instill local cultural values in the younger generation.
Hantu Jawa sebagai Inspirasi Perancangan Desain Karakter Karakter Video Game Tempa Atma Novida Nur Miftakhul Arif
Eduarts: Jurnal Pendidikan Seni Vol. 13 No. 3 (2024): Eduarts: Jurnal Pendidikan Seni
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/eduarts.v13i3.3149

Abstract

Folklore and literary works in Indonesia have the potential to be developed in new forms and expressions that can serve as engaging mediums for conveying messages to the younger generation. Beliefs regarding ghosts among Javanese society can serve as a source for creating works in the current digital era, such as designing character design for a video game. Combined with the study of Kakawin Sena, an ancient literary work from approximately the 16th to 18th centuries, which narrates the story of a knight who fearlessly confronts various challenges embodied in diverse ghosts to achieve his goals. The video game Tempa Atma attempts to utilize the richness of Javanese folklore, namely the belief in Javanese ghosts, and the ancient Indonesian literary work Kakawin Sena as the foundation for designing enemy character design. The method used is divided into two main phases: conceptual (idea generation, goal determination, target audience analysis, data collection, pre-production, production, and post-production) and visualization (sketching, creation of main objects along with coloring, shading, and finishing) carried out digitally. Each enemy character design is crafted by considering the original sources from literary studies, creatively developed while paying attention to the characteristics of the primary target audience, namely elementary school-aged children. It is hoped that the resulting works can compete on the global stage by bringing forth a strong local identity.