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Contact Name
Ahmad Ashifuddin Aqham
Contact Email
ahmad.ashifuddin@gmail.com
Phone
+6285726460045
Journal Mail Official
suwandi@prin.or.id
Editorial Address
PUSAT RISET DAN INOVASI NASIONAL UNIVERSITAS SAINS DAN TEKNOLOGI KOMPUTER Alamat: Jl. Majapahit No.304, Palebon, Kec. Pedurungan, Kota Semarang, Jawa Tengah 50199
Location
Kota semarang,
Jawa tengah
INDONESIA
Jurnal Riset Rumpun Seni, Desain dan Media (JURRSENDEM)
ISSN : 28290283     EISSN : 28290186     DOI : 10.55606
Core Subject : Art,
Sub Rumpun ILMU SENI PERTUNJUKAN 1 Senitari 2 Seni Teater 3 Seni Pedalangan 4 Seni Musik 5 Seni Karawitan 6 Seni Pertunjukkan Lainnya yang Belum Disebut Sub Rumpun ILMU KESENIAN 1 Penciptaan Seni 2 Etnomusikologi 3 Antropologi Tari 4 Seni Rupa Murni (seni lukis) 5 Seni Patung 6 Seni Grafis 7 Seni Intermedia 8 Bidang Ilmu Kesenian Lain Yang Belum Tercantum Sub Rumpun ILMU SENI KRIYA 1 Kriya Patung 2 Kriya Kayu 3 Kriya Kulit 4 Kriya Keramik 5 Kriya Tekstil 6 Kriya Logam (dan Logam Mulia/Perhiasan) 7 Bidang Seni Kriya Lain Yang Belum Tercantum
Articles 156 Documents
Analisis Musikologis Lagu Anak Domba Allah berdasarkan tema lagu gelang lite cela’d karya Gab Edy Langgu Paskalis Romanus Langgu
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 1 (2023): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v2i1.893

Abstract

Tujuan dari penelitian ini adalah untuk mendapatkan pemahaman yang lebih baik mengenai hubungan antara bentuk musikologis, pemahaman syair dan pembawaan dinamika di dalam lagu di dalam gereja Katolik. Bentuk lagu Anak Domba Allah karya Gab Edy Langgu yang menggunakan motif lagu Manggarai Timur gelang lite cela d' sebagai bagian dari ordinarium misa. Lagu Anak Domba Allah adalah bentuk lagu yang secara musikologis dibuat untuk misa yang sering digunakan oleh umat awam dan rohaniwan. Bentuk lagu ini tidak dipahami oleh semua orang di gereja tersebut. Metodologi yang digunakan adalah sebuah penelitian musikologis terhadap bentuk lagu Anak Domba Allah, yang dikatikan antara makna syair dan dinamika di dalam lagu tersebut. Lagu ini memiliki potensi untuk diterima dan digunakan untuk membantu umat beribadah dalam penghayatan iman mereka. Peran gereja-gereja Katolik di Kota Kupang adalah menyanyikan lagu pujian ordinarium anak Domba Allah ini.
Penggambaran Watak Tokoh Film Pendek “Lenyap Dalam Sunyi” Sutradara Muhammad Fajruchi K Surya Darma
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 1 No. 2 (2022): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v1i2.998

Abstract

The film Lenyap dalam Sunyidirected by Muhammad Fajruchi K is a film produced by Fisabilillah Production which won the 2016 Bandung Islamic Film Festival at Pasundan University, Bandung. The purpose of this research is to analyze the characterization of the short film Lenyap dalam Sunyiusing Roland Barthes' semiotic analysis. The meaning of the denotation related to the depiction of the film characters Vanishing in Silence appears in scene 1 with the main characters Prana, and Bardi with the boarding house setting in the morning, then the supporting characters, namely Ziya and Sukma, appear in scenes 4 and 5, scenes meeting at the campus park. The connotative meaning that appears in the character description of the film Lenyap dalam Sunyiis that the character Bardi is a religious person, Bardi is a figure who always reminds Prana in terms of kindness. Prana is a young man who is energetic, looks fashionable, and likes poetry (a poetic person), while Ziya is a Muslim woman, marked by a syar'i dress that covers her nakedness. Ziya is a cousin of Bardi, while Sukma is a symbol of a Muslim woman who is characterized by wearing a khimar and syar'i robe that covers her genitals. Sukma's character is different from Ziya, the depiction of Sukma's character is an energetic woman who seems shy. The myth in this study is the reality that occurs in society that everyone has different characters according to the upbringing of both parents, as well as their education.
Pelaksanaan Pembelajaran Seni Budaya (Musik) Materi Bernyanyi Berbasis Kurikulum Merdeka Anisa Ababil; Jagar Lumbantoruan
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 1 (2023): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v2i1.1191

Abstract

This study aims to determine and describe the Implementation of Cultural Arts (Music) Learning Singing Material Based on the Independent Curriculum Class VII B SMP Unp Laboratory Development. This type of research is qualitative, with a descriptive approach. Research instruments are researchers themselves and are assisted by supporting instruments such as stationery, cameras and mobile phones. Data collection techniques are carried out through literature study, observation, interviews and documentation. Data analysis techniques are collecting data, classifying data, clarifying data, analyzing data, describing data and inferring data. The results showed that learning planning has not been fully guided by the teaching modules in the independent curriculum, the impact of these conditions, the learning outcomes of students are still not optimal. Then, at the stage of implementing learning, it has not been carried out optimally because when carrying out learning the teacher is not fully guided by the teaching modules made. Assessments, methods and learning strategies used by teachers have not been implemented in accordance with the stage of cultural arts learning outcomes based on the independent curriculum. Teachers who are too fixated on the material and lack of teacher intervention in the learning process of students Furthermore, at the evaluation stage, a full summative assessment has not been carried out, such as teachers do not do.
Pembelajaran Materi Musik Tradisional Minangkabau Fardha Dewi Sandra; Jagar Lumbantoruan
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 1 (2023): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v2i1.1192

Abstract

This study aims to find out and describe how the implementation of learning traditional Minangkabau music material at UNP Laboratory Development High School. This type of research is qualitative research using descriptive methods. Data collection techniques are carried out through literature studies, interviews, observations, and documentation. Data analysis techniques are collecting data, classifying data, analyzing data, describing data and inferring data. The results showed that the lack of appropriate strategies and learning methods used by teachers. The strategy used by teachers in the learning process is an expository strategy, in the implementation of this expository strategy teachers use textbooks, references and other auxiliary media, but this strategy is not effectively used in learning because not all students are comfortable for learning that is only spoken. The method used in this learning is the lecture method, where learning is delivered by telling stories so as to make students feel bored and sleepy during learning, and it seems that the teacher has not been able to vary the method that is suitable for the implementation of traditional Minangkabau music learning which in fact in the delivery of learning can use several methods for the smooth achievement of the desired learning objectives.
Visual Identity BW Kurir Lubuk Basung Wivia Trirahma Melani; Fauzan Aulia
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 1 (2023): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v2i1.1299

Abstract

BW Courier was founded in 2019 as a service for picking up goods, online motorcycle taxis, delivering food, documents, and others. BW Kurir has the opportunity to make it easier for the people of Lubuk Basung Around in their daily lives. The problem finding from BW Kurir is having an inconsistent logo, color and typography as its visual identity. These problems make BW Kurir difficult to recognize by the local community, therefore this design aims to design a visual identity that is conceptualized and has a philosophy. The design uses the Glass Box method so that it is able to produce a visual identity that is consistent or easy to recognize, enhances the brand, and facilitates promotion. BW Kurir's visual identity includes logograms, logotypes, taglines, and colors that will be used in various media in the form of manual books, shopping invoices, motions, delivery bags, courier jackets, courier helmets, paper bags, x-banners, posters and feeds. Instagram.
Perancangan Cerita Bergambar Legenda Objek Wisata Goa Putri Menggunakan Gaya Paper Cut Digital Vergiawan Aldrianto Putra; Hendra Afriwan
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 1 (2023): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v2i1.1305

Abstract

Books are one of the media that provide various information and knowledge on each page. Picture storybooks are among the most popular media for children because they contain interesting illustrations. Most regions in Indonesia have folklores or legends that contain strong local cultural elements, one of which is the legend of Goa Putri. At this time the legend of Goa Putri is conveyed through the signboard in front of the entrance to the Goa Putri Destination which has faded due to weather factors. In addition, the legend of Goa Putri is still conveyed orally by parents to their children from generation to generation without any supporting media. So the need for visual communication media to convey the legend of Goa Putri in the form of Pictures Book as a medium of information that can increase knowledge about existing local cultures. Therefore, this design is used to get a design concept and create a picture story based on the visualization of the legend of the Goa Putri the Paper Cut Digital style that applies Shading, silhouette style, Perception of depth and detailing. The method used in the design of the Glass Box method and for data analysis using the 5W + 1H method. In this design, in addition to the picture book as the main media, there are supporting media presented in the form of E-Book media, Paper Cut Shadow Box, Poster, Tote Bag, Pouch, Sticker, and Bookmark.
Perancangan Buku Cerita Bergambar Legenda Terciptanya Lembah Harau Qatrun Nada; Ariusmedi Ariusmedi
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 1 (2023): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v2i1.1331

Abstract

The illustrated story book The Legend of Harau Valley is a book designed by bringing folklore from Harau. This comic book was created to preserve local folklore and become a medium for introducing folklore to the younger generation. Currently, the younger generation's interest in culture is decreasing, so many people don't know the story about this legend. With this design, it is hoped that the Legend of Harau Valley will be increasingly recognized by the wider community so that it becomes a regional identity and its sustainability is maintained. The illustrations in this design use a semi-realist and full color illustration style to make it more easily accepted and liked by the younger generation. The method used in designing this picture book is the glass box method based on data obtained through observation, interviews, literature studies and documentation of the folklore The Legend of Harau Valley. In the problem solving process, 5W+1H analysis is used. This design resulted in a main media in the form of a picture story book entitled "The Legend of the Creation of the Harau Valley". Supporting media options used are bookmarks, e-books, x-banners, hand fans, mini notebooks, posters and tote bags.
Alat Make Up Sebagai Objek Dalam Karya Seni Lukis Hanifa Hafshah; Ferdian Ondira Asa
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 1 (2023): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v2i1.1393

Abstract

The purpose of this work is to convey a message by visualizing negative behavior in the form of women's insecurity with the object of make-up tools that are metaphorized in contemporary painting. The method of creating works using an art consortium through five stages, namely, the preparation stage (observation and exploration), the elaboration stage (searching and collecting references), the synthesis stage (application of main ideas), the realization of concepts (making works), and the completion stage (artist report and final work exhibition). So that the realization of ten works that the author made with the theme of feelings of insecurity, the resulting works are 9 works with a size of 120x100 cm and 1 work with a size of 150x100 cm, with the titles lipatan, keinginan, paksaan, apakah aku sudah berbeda?, logika, kenyataan, pengangggu, penyamaran, mencoba, dan obsesi.
Penerapan Desain Grafis Dalam Memasarkan Aplikasi Bangbeli Guna Meningkatkan Pendapatan Mitra Bisnis Pelaku UMKM di PT. Doa Anak Digital (Bangbeli) Abdillah Hanif Isna S; Maharani Ikaningtyas
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v2i2.1481

Abstract

Along with the times and increasingly advanced technology, people are increasingly aware of the importance of information needs. The digital and internet worlds are also having an impact on the marketing world, with companies and organizations increasingly realizing the importance of an integrated marketing strategy. Digital marketing can make it easier for business people to monitor and provide for all the needs and wants of potential customers. There are various ways to market products through social media, one of which is graphic design. Graphic design itself is used to convey messages that are right on target with the concept of communication and creativity using various media and techniques. The purpose of this project is to apply graphic design in marketing the Bangbeli application which is expected to help restore the community's economy, especially MSME players as business partners to earn additional income. In this project the author uses a results dissemination scheme by sharing the knowledge and experience gained with the community so that it can be utilized more widely by the community. World Health Organization., (2018), according to him the dissemination of results is a process of communicating information related to research or findings to relevant stakeholders to inform policies, practices, and decision making. The results of this project are expected to encourage new breakthroughs for the community in the form of applications that can provide additional income from home.
Game Digital “Ramadan Adventure” Muhammad Fajri; Dwi Mutia Sari
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v2i2.1485

Abstract

This study aims to develop an Android-based educational game that focuses on learning about fasting. This game is designed to provide a fun, exciting and educational interactive experience for users, especially children aged 6-12 years who want to learn about fasting in the month of Ramadan. The method used in developing this game is the Design Thinking method, which involves five stages of the process, namely (emphasize) understanding, (define) definition, (ideate) idea, (prototype) prototype and, (test) testing. In research and data collection, the authors used questionnaires, and observations as primary data, and secondary data including literature and internet reviews. Making educational games is developed using the game engine Construct 2. The games developed are only limited to prototypes so that more implementation and application is needed, therefore further research is still needed to perfect this Ramadan Adventure game. The results of this study are expected to make a positive contribution in the development of educational games that are useful for learning about fasting. This game can be used as an interesting and interactive educational tool to help users better understand and practice fasting. In addition, this research also has the potential to become a foundation for the development of other Android-based educational games that focus on religious and cultural learning.

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