cover
Contact Name
Mukhsin Patriansah
Contact Email
jurnalvisart@gmail.com
Phone
+6282386846177
Journal Mail Official
jurnalvisart@gmail.com
Editorial Address
Jl. Tj. Barangan, Jl. Tj.Majid, Bukit Baru, Kec. Ilir Barat. I, Palembang, Provinsi Sumatera Selatan
Location
Kota palembang,
Sumatera selatan
INDONESIA
VisArt: Jurnal Seni Rupa dan Design
ISSN : 30262135     EISSN : 30262143     DOI : https://doi.org/10.61930/visart.v2i1.662
VisArt: Jurnal Seni Rupa dan Design focuses on the research of visual art studies through the experiences exchange among educators, artists, and researchers. Its primary goals is to promote quality research on conceptual ideas, studies, application of theories, and visual art reviews. Topics of special interest to Arty include scholarly reports that enhance knowledge regarding art in general, Fine Art, Art History, Visual Culture, Design Methodology, Design Process, Design Discourse, Design and Culture, Art Critism, Anthropology of Art, Artifact Design, Visual Communication Design, Creative Industry, and other historical, critical, cultural, psychological, educational and conceptual research in visual art and design
Articles 113 Documents
Nilai Pendidikan Karakter Dalam Kesenian Dusun Lantaboko Mar, Dzulfitra Ramadani; Ramli, Asia; Sjahrir, Nurlina
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 2 (2025): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v3i2.1397

Abstract

This study aims to describe and analyze the representation of character education values in traditional art performances in Dusun Lantaboko, Bontokassi Village, Parangloe District, Gowa Regency. The art form examined is gambus music, which, as one of the traditional arts of the Makassar community, serves a broader function than mere entertainment. It acts as a medium for conveying moral messages, a space for social interaction, and a means of character formation rooted in local wisdom. This study employs a descriptive qualitative approach, with data collected through participatory observation, in-depth interviews with gambus performers and community leaders, and documentation of performances. The findings reveal that gambus art in Dusun Lantaboko embodies four main representations of character education values: (1) honesty, reflected in the spontaneity of the lyrics, openness of expression, and alignment of moral messages with social realities; (2) responsibility, manifested in the performers’ commitment to preserving the tradition, discipline in performance, and the community’s awareness of its collective role in cultural preservation; (3) creativity, evident in lyrical improvisation, originality of ideas, and the use of simple artistic tools as supporting instruments; and (4) mutual cooperation, expressed through community collaboration in preparing performances, voluntary social participation, and collective, non-formal patterns of cultural transmission
Permainan Papan Sebagai Media Peningkatan Kesadaran Generasi Z Terhadap Pelestarian Artefak Majapahit Zefanya, Claudia Gabriella
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 2 (2025): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v3i2.1415

Abstract

The Majapahit Kingdom left a wide range of artifacts that represent the height of its civilization and serve as important sources for understanding Indonesian culture and identity. However, Generation Z’s interest in Majapahit history remains relatively low, as history education is often delivered through conventional methods that feel distant and unengaging. In contrast, younger learners tend to prefer interactive learning media that encourage active participation. This study proposes the design of an educational board game themed around the preservation of Majapahit artifacts as an alternative learning medium. A board game is chosen for its ability to foster face-to-face interaction, encourage collaboration, and create an enjoyable learning experience. The game design applies fundamental board game principles, including mechanics, narrative, and visual elements, to effectively convey historical content. The research employs a qualitative descriptive method. Data collection is conducted through interviews with expert informants, observation of existing history-themed board games, and a literature review on Majapahit history and game-based learning. By integrating educational and entertainment elements, this board game is expected to increase Generation Z’s awareness of the importance of preserving Majapahit historical artifacts while making history learning more relevant and engaging.
Strategi Visual Animasi 2d Sebagai Media Edukasi Aksi Bersih Di Sungai Ciliwung Hermawan , Celine
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 2 (2025): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v3i2.1419

Abstract

The Ciliwung River is a major waterway in Jakarta that has been heavily polluted due to indiscriminate waste disposal. This pollution damages ecosystems, triggers flooding, and reduces the quality of life of surrounding communities. The recurring pollution of the Ciliwung River indicates that technical mitigation efforts alone are insufficient without the development of environmental awareness from an early age. Children, as the next generation, play a strategic role in fostering sustainable pro-environmental behavior. The urgency of this research lies in the need for effective, communicative, and child-appropriate visual educational media, so that messages about river conservation can be received, understood, and applied in daily life. This study aims to design an educational 2D animation for children aged 8–12 years to increase awareness of the importance of maintaining river cleanliness. A qualitative approach is employed through interviews with World Cleanup Day Indonesia and residents living around the Ciliwung River, as well as a literature review on pollution and river cleanup efforts. The results will be developed into an animation featuring emotional storytelling, engaging visuals, and easily understood messages to encourage children to stop littering in rivers and actively participate in keeping them clean. It is expected that this animation will serve as an impactful educational medium for the environment and society.

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