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Contact Name
Agung Suharyanto
Contact Email
suharyantoagung@gmail.com
Phone
+628126493527
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mahesarc1@gmail.com
Editorial Address
Griya Nafisa 2, Blok A No. 10 , Bandar Khalipah, Percut Sei Tuan, Sumatera Utara.
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INDONESIA
Jurnal Pendidikan dan Penciptaan Seni
Published by Mahesa Research Center
ISSN : -     EISSN : 27769801     DOI : 10.34007
Jurnal Pendidikan dan Penciptaan Seni, is a source of scientific information and communication for academics, and educational reviewers, and art creators visuals, music, dance, and performance. The articles published are the results of research, and reports on the creative process of art creation that are critical, actual in the sphere of education and art creation. All articles are reviewed by two experts in their field on a system without identity (authors name). The scope of the Jurnal Pendidikan dan Penciptaan Seni, is based on pedagogical scholarship and artistic creation.
Articles 87 Documents
Pengembangan Media Kartu "Juragan Kuliner Nusantara" untuk Meningkatkan Minat P5 Kewirausahaan Siswa SD Kamaliah, Aulan Nisa Ulil; Prasetyo, Abdul Rahman
Jurnal Pendidikan dan Penciptaan Seni Vol 5, No 1 (2025): Jurnal Pendidikan dan Penciptaan Seni - Mei
Publisher : Mahesa Research Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34007/jipsi.v5i1.756

Abstract

In creating learning media, innovation is needed to create an effective and interesting learning environment. Fun learning innovations enable students to be more actively involved and gain meaningful experiences. This research aims to analyze the needs for P5 entrepreneurship learning in elementary schools, develop card game-based learning media as a solution, and test its impact on students' entrepreneurial interest. This research uses the ADDIE development method (Analyze, Design, Development, Implementation, and Evaluate). The expert validation results showed that the material feasibility was 90.8% (Very Feasible category) and the media feasibility was 78.1% (Decent category). The N-gain calculation of 0.75 indicates an increase in students' entrepreneurial interest in the High category. Apart from that, field observations in December 2024 recorded the suitability of the cards and rulebook for the game "Juragan Culinary Archipelago" at 94.4% (Very Feasible category). The percentage of student interest in the game reached 89.25%, categorized as Very Interesting. These findings indicate that the card game "Juragan Kuliner Nusantara" is not only interesting and worth using, but also has the potential to increase students' interest in entrepreneurship. The implication of this research is that card game-based learning media can be widely applied to support entrepreneurship learning in elementary schools.
Pengemasan Seni Tradisi Jaranan Turonggo Yakso Di Sanggar Purwo Budoyo Trenggalek Vitaloka, Frenita Aniss; Pratamawati, Endang Wara Suprihatin Dyah; Istiandini, Winda
Jurnal Pendidikan dan Penciptaan Seni Vol 5, No 1 (2025): Jurnal Pendidikan dan Penciptaan Seni - Mei
Publisher : Mahesa Research Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34007/jipsi.v5i1.767

Abstract

The reason the researcher chose Sanggar Purwo Budoyo is because the studio has packaged the traditional art of Jaranan Turonggo Yakso in Dongko District, Trenggalek Regency. The purpose of this study is to describe the Jaranan Turonggo Yakso Packaging Process by Sanggar Purwo Budoyo. The research method uses descriptive qualitative with data collection through interviews, observations, and documentation studies. Data verification uses source triangulation and technique triangulation. The results of this study, namely the first discussion through pre-packaging concerning the initial design to the end of activities in a production, the second discussion is packaging regarding shooting and editing activities, in the packaging process it is very complicated, the third stage is post-packaging which goes through the stages of the shooting results carried out for (editing) is a final process of production. Conclusions are made systematically to ensure good and attractive product quality. This stage includes content preparation, label and cover creation, labeling, cover installation, quality control, to final packaging. Suggestions for using more attractive label and cover designs, reflecting the identity of local arts and culture, with striking yet aesthetic color and font elements, add interesting information such as a short description of Jaranan Turonggo Yakso or a short profile of the studio.
Pengembangan Media TikTok untuk Meningkatkan Motivasi Belajar Seni Lukis Peserta Didik SMP Dewi, Seryawati Kusuma; Prasetyo, Abdul Rahman
Jurnal Pendidikan dan Penciptaan Seni Vol 5, No 1 (2025): Jurnal Pendidikan dan Penciptaan Seni - Mei
Publisher : Mahesa Research Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34007/jipsi.v5i1.740

Abstract

The painting learning in class IX at SMP Shalahuddin Malang is still traditional without interactive media, leading to low student motivation. This study aims to describe the learning needs related to low motivation, develop media based on TikTok effects, and present the results of media trials. Using the ADDIE development model, the research went through five stages: analysis, design, development, implementation, and evaluation. Data were collected through observation, interviews, document studies, expert validation, and product trials. The analysis results showed the need for a more interactive learning approach. The TikTok effect-based media developed using the Effect House app was deemed highly feasible, with material expert assessment at 84% and media expert assessment at 94%. Product trials scored an average of 86%, and this media increased student motivation by an average of 66%, with an N-Gain value of 81.12%. Observations by teachers and researchers showed an N-Gain motivation increase of 73.89%, rising by 78%. This study shows that TikTok effect-based media can be widely applied in educational institutions to support learning relevant to technological developments. This media not only boosts learning motivation but also provides an engaging and innovative learning experience, making it suitable for fostering students' creativity in digital-era art education.
Pendekatan Inovatif Guru dalam Menghidupkan Pembelajaran Batik melalui Pameran di Sekolah Bina Bangsa Malang Oktaviani, Puteri Anisah; Prasetyo, Abdul Rahman
Jurnal Pendidikan dan Penciptaan Seni Vol 5, No 1 (2025): Jurnal Pendidikan dan Penciptaan Seni - Mei
Publisher : Mahesa Research Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34007/jipsi.v5i1.759

Abstract

Learning strategies are plans designed by teachers to achieve learning goals effectively and efficiently. In learning Fine Arts, especially batik material, teachers at the Bina Bangsa School in Malang apply innovative approaches so that students can understand the material in depth. This research aims to describe teachers' teaching strategies in using the Cambridge Curriculum, explain the challenges faced in craft learning, and describe teachers' strategies for overcoming these challenges. This research uses a descriptive qualitative method with a Creswell case study approach, which includes biographical and ethnographic stages, case studies, theory and phenomenology. The research results show that the methods used by teachers such as direct demonstrations, direct practice, and collaborative projects are proven to be able to build students' in-depth understanding of the process and value of batik art. In conclusion, this innovative strategy supports the achievement of Fine Arts learning objectives, especially batik material, with a creative, flexible and effective approach in building students' understanding of the history of batik and teaching traditional arts in a way that is relevant and attractive to the younger generation. This can be seen in the work that has been created by students which is used on certain days and the good work is exhibited in direct collaboration with external parties.
Pengembangan Motif Batik Sedap Malam Sukabumi menggunakan Perangkat Lunak Batik Ganefiani, Shafanissa
Jurnal Pendidikan dan Penciptaan Seni Vol 5, No 1 (2025): Jurnal Pendidikan dan Penciptaan Seni - Mei
Publisher : Mahesa Research Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34007/jipsi.v5i1.769

Abstract

Batik is an Indonesian cultural heritage that continues to grow along with technological innovation. This research aims to develop the batik motif of Sedap Malam Sukabumi using jBatik software as an effort to modernize and increase competitiveness. The research method used is a three-stage design process, which includes problem definition and research, creative exploration, and implementation. The initial stage is carried out by exploring the existing Sedap Malam motif, followed by a digital design process using jBatik to produce a more dynamic motif variation. Research results show that the use of fractal technology in jBatik is able to increase the precision and efficiency of motif design. The implementation of this motif on batik stamp and its application in ready-to-wear fashion design proves that the Sedap Malam motif can be adapted in the modern fashion industry. With a technology-based approach, Sukabumi batik has the potential to be more known and competitive in the global market.
Tantangan dan Hambatan Program Asistensi Mengajar Tingkat SMP oleh Mahasiswa Pendidikan Seni Rupa Adani, Mohammad Rifky; Anggriani, Swastika Dhesti
Jurnal Pendidikan dan Penciptaan Seni Vol 5, No 1 (2025): Jurnal Pendidikan dan Penciptaan Seni - Mei
Publisher : Mahesa Research Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34007/jipsi.v5i1.748

Abstract

The Teaching Assistant Program allows students to develop and practice teaching skills in educational institutions. However, its implementation presents challenges and obstacles that are not well-defined. This study aims to identify the challenges and obstacles students face in the program. The subjects of this study are Art Education students in the Junior High School program in Malang Raya. This research uses a qualitative method with a descriptive approach. The findings show that at each stage of the teaching assistant program, there are issues that create challenges and obstacles for the students. Problems identified in the preparation phase include activities such as socialization, briefing, program preparation on campus, and individual student factors. Challenges and obstacles include the lack of specific training for Art Education students and Field Supervisors (DPL). In the implementation phase, issues arise in areas such as deployment, observation, program planning and implementation, teaching and non-teaching activities, interest conflicts, and personal problems of students. A key challenge is the lack of commitment from some team members. In the reporting phase, challenges include short deadlines for preparing and submitting reports.
Pengembangan E-Modul Meporis Berbasis Android untuk Pembelajaran Pola Organis dan Geometris Widari, Maeyrena Ika; Prasetyo, Abdul Rahman
Jurnal Pendidikan dan Penciptaan Seni Vol 5, No 1 (2025): Jurnal Pendidikan dan Penciptaan Seni - Mei
Publisher : Mahesa Research Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34007/jipsi.v5i1.760

Abstract

This research produces learning media in the form of e-modules based on Android applications which are effective in increasing students' understanding of organic and geometric pattern material. The trial results showed that the material validity test reached 75% and the media validity test reached 85%, the effectiveness score was 90% with an increase in learning outcomes based on the N-Gain value of 64%, so this e-module is suitable for implementation in schools. The research model used is 4D, including four stages: Define (define), Design (design), develop (development), and disseminate (dissemination). Data was obtained through observation, interviews, document studies, expert validation, and product trials. The completeness analysis revealed that conventional learning media was less interesting causing low student learning outcomes, so media was needed that utilized interactive technology. The Android application-based e-module was chosen because it suits current developments and students' preferences, allows them to learn independently flexibly and understand the material well. This research aims to describe needs analysis, develop learning media, and test the effectiveness of the media.
Kreasi Applique Payet Dan Kain Songket Motif Flora Pada Evening Gown Top 3 Miss Cultural Indonesia 2024 Maulana, Dani; Suharno, Suharno; Marlianti, Mira
Jurnal Pendidikan dan Penciptaan Seni Vol 5, No 1 (2025): Jurnal Pendidikan dan Penciptaan Seni - Mei
Publisher : Mahesa Research Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34007/jipsi.v5i1.787

Abstract

The creator of this work is in order to fulfill the invitation from the founder of Mister Miss Cultural Indonesia who asked the author to be the top 3 evening gown designer at the Mister Miss Cultural Indonesia 2024 event. In this work, the author places the 2024-2025 Fashion Trend Recilient Reminisence as the idea that ignites the work. This choice is based on artistic needs that are in line with the presentation of the work, namely the Miss Cultural Indonesia 2024 event which is dominated by elegant, magnificent, and luxurious navy and gold colors. Therefore, the combination of sequin appliqués and floral motif songket fabrics is an important part of this work, because in addition to presenting an impression according to the event concept, it also presents a new form of evening gown that explores navy and gold colors. For this reason, the purpose of this work is not only to fulfill but also to enrich the form of evening gowns. The method used in this work is based on Frangipani, The Secret Steps of Art Fashion from Ratna Cora. The result of this creative process is a three-look evening gown presented at the grand finale of Mister Miss Cultural Indonesia 2024 at Kuningan City Mall Jakarta.
Penerapan Cooperative Learning untuk Meningkatkan Keterampilan Bernyanyi Unisono: Studi di SMP Negeri 1 Dau Rahmawan, Tegar Punanda; Dyah Pratamawati, Endang Wara Suprihatin; Gusanti, Yurina
Jurnal Pendidikan dan Penciptaan Seni Vol 5, No 1 (2025): Jurnal Pendidikan dan Penciptaan Seni - Mei
Publisher : Mahesa Research Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34007/jipsi.v5i1.749

Abstract

The jigsaw cooperative learning model is  student-centered learning model which the students collaborate with each other in a study group. In the previous unisono singing lessons, teachers applied an inquiry model where students could not collaborate with each other between groups, so that students could not master the material of condicing techniques and sing at the same time. There is a factor in low achievement of the psychomotor aspect of unisono singing material. The purpose of this study is improve the singing skills of unisono in VII B, which obtained KKTP 60 under the school KKTP which is 75 with a graduation percentage of VII B of 60%. The research method is use spiral-shaped Kurt Lewin model Class Action Research with two cycles. The results of the study showed that in the first cycle, VII B obtained percentage completeness in the assessment of 82%. In cycle II, class VII B obtained an increase in the percentage of completeness from 82% to 100%. Can be concluded the jigsaw-type cooperative learning model successful in increasing value of unisono singing skills of students in VII B SMP Negeri 1 Dau.
Creative Approaches in Art Education to Enhance Students' Creativity Wiflihani, Wiflihani; Suroso, Panji; Razak, Amir
Jurnal Pendidikan dan Penciptaan Seni Vol 5, No 1 (2025): Jurnal Pendidikan dan Penciptaan Seni - Mei
Publisher : Mahesa Research Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34007/jipsi.v5i1.763

Abstract

This study explores the significant role of creative approaches in art education in fostering students' creativity and critical thinking. Art education encourages active engagement in the creative process by emphasizing exploration, improvisation, and the integration of innovative media. The findings indicate that providing space for experimentation enhances students' technical skills and strengthens their problem-solving and collaboration abilities. Furthermore, integrating technology into art education broadens students' artistic horizons through digital art forms, design software, and multimedia tools, making learning more dynamic and relevant. This study underscores the importance of creative pedagogy in preparing students for real-world challenges, equipping them with adaptability and innovation skills essential in the evolving modern landscape. The implications of these findings highlight the necessity of adopting creative strategies in art education to cultivate a more interactive, meaningful, and future-oriented learning experience.