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Contact Name
Faizal Erlangga Makawi
Contact Email
faizal.erlangga@unm.ac.id
Phone
+6281245380700
Journal Mail Official
pt.ininnawaparamacitraedukasi@gmail.com
Editorial Address
Jalan Jipang Raya komplek Bumi Palem P-23
Location
Unknown,
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INDONESIA
Journal of Arts Education and Design
ISSN : -     EISSN : 3063803     DOI : 10.62330/artsedes
Artsedes draws its contributions from academics and practitioner-researchers at the interface of new visual and performing arts. It acts as a forum for critical scholarship, innovative practice, and creative pedagogy, addressing themes that may be domain-specific (e.g. Visual Arts, Design, Animation, theatre, dance, music, live art) or situated at the convergence of two or more disciplines. The journal invites original, significant, and rigorous inquiry into all subjects within or across disciplines related to visual and performing arts. It encourages debate and cross-disciplinary exchange across a broad range of approaches. The spectrum of topics includes Animation, Fine Arts, Photography, Music Education, Dance Theatre, Movie and Television, Interior Design, Industrial Design, Media Arts. These topics are addressed in full-length academic articles, critical statements on current issues, developmental practice, and reviews of books and live/media-based visual and performing arts. The journal presents an innovative platform for researchers, students, practitioners and educators to both learn from and contribute to the field. All articles are subject to initial Editor screening and then a rigorous double-blind peer-review process before publication.
Articles 18 Documents
Deconstruction of the Objectification of Female Characters in the Picture Book of Putri Mandalika Putri Maharani, Faiza; Noviana, Eka
Journal of Arts Education and Design Vol. 2 No. 1 (2025): Volume 02 Nomor 01 (Juni 2025)
Publisher : PT Ininnawa Paramacitra Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62330/artsedes.v2i1.237

Abstract

Viewing women as targets of objectification is still tightly grasped by Indonesian culture which is sometimes conveyed through folklore. This research aims to examine one of the folklores of Putri Mandalika as a representation of the deconstruction of women's objectification through picture books. The research was carried out by examining visual elements using the theory of Visual Semiotics which includes Signs, Objects, and Interpretants. The elements other than visuals are in the form of verbal writing. The method used is qualitative descriptive to interpret, analyze, and explain a situation. The results of this study inform that in the picture story book Folklore of Princess Mandalika: A Legend from the Land of Bumi Gora from sasak tribe there are elements of objectification of women where Princess Mandalika is considered an object that can be owned, exchanged, and silenced, but Princess Mandalika succeeded in opposing this and sacrificed for the peace of her people. With more introduction of folktales that resist or without objectification of women, it is possible that Indonesian cultural habits that position women as objects will fade away.
The Benefits of Picture Storybooks in Helping Children Recognize Their Emotions from an Early Age Purnawarman, Farah Amani Hessa Hasana; Resmisari, Ganis
Journal of Arts Education and Design Vol. 2 No. 1 (2025): Volume 02 Nomor 01 (Juni 2025)
Publisher : PT Ininnawa Paramacitra Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62330/artsedes.v2i1.242

Abstract

Feelings are emotional experiences that we experience in response to events, people, or situations. Feelings can be positive or negative. Recognizing our own feelings is very important so that we can understand ourselves and others well, build good relationships with others, solve problems better, and improve our quality of life. Unfortunately, the prevailing culture and social norms are obstacles for most Indonesian people to recognize, understand, and express their own feelings, especially from an early age. Therefore, efforts are needed to help children recognize and understand their feelings from an early age. One way is through picture story books. This study discusses the theories of the importance of recognizing and understanding feelings from an early age, the benefits of picture story books for children, and an analysis of the results from the researcher’s questionnaire about the people’s perception and awareness of the importance of education for children to recognize and understand their feelings from an early age. This study uses a qualitative approach in the form of a literature study and a quantitative approach by distributing questionnaires to 108 adolescent and adult respondents.
Analysis of the Impact of Success Indicators Spread on Social Media on the Mental Health of Generation Z Ramadhan, Wisnu; Karnita, Rosa
Journal of Arts Education and Design Vol. 2 No. 1 (2025): Volume 02 Nomor 01 (Juni 2025)
Publisher : PT Ininnawa Paramacitra Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62330/artsedes.v2i1.277

Abstract

Social media has become inseparable from every young person's life in today's digital age, especially in Generation Z. However, overexposure to standards of achievement characterized by success indicators displayed on various social media platforms can harm young people's mental and emotional health. Indicators of success on social media often create feelings of anxiety, low self-esteem, and social anxiety, especially with comparisons to others' achievements on social media that seem idealized and unattainable and worry about the future. This study aims to identify the adverse effects of social media success indicators on young people's mental health and provide a deeper understanding of the impact of these issues. The methods used in this study were questionnaires, netnographic observations, and a literature review focusing on the social media exposure of Generation Z, aged 18 - 24. The data collected revealed the behavioral patterns and perceptions of Generation Z towards expectations on social media. In addition, the results of this study can be recommended to find practical steps so that Generation Z is not easily influenced by indicators of success and achievement of others only seen on social media. By providing a perspective on the use of social media, this research seeks to help Generation Z develop their inner talents and not get hung up on the often unrealistic standards of achievement in life through educational campaigns on social media.
Primary Packaging Design Development For Donutsmue As A Means To Increase Brand Awareness Salsabilla, Nabilla Fitri; Retnoningsih, Sri
Journal of Arts Education and Design Vol. 2 No. 1 (2025): Volume 02 Nomor 01 (Juni 2025)
Publisher : PT Ininnawa Paramacitra Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62330/artsedes.v2i1.302

Abstract

In the era of modern competition, packaging design is one of the important elements in increasing the attractiveness and selling value of a product, especially for small and medium businesses in the food and beverage sector. Based on guidelines from the Indonesian Ministry of Cooperatives and SMEs, ideal packaging must contain complete information as a product identity and differentiator in addition to its function as a product protector. Donutsmue, a donut business that was established in 2021 and reopened in January 2025, still uses general packaging on the market without a clear brand identity. In fact, based on the results of interviews with the owner, the current marketing target is aimed at consumers aged 20 years and over who need attractive and informative packaging. This study aims to design Donutsmue's primary packaging design in three box sizes as a means of building brand awareness. The method used is descriptive qualitative, with primary data collection methods through interviews, observations, documentation, and distributing questionnaires to consumers. Secondary data was obtained from literature studies relevant to packaging design. The results of this study are in the form of a Donutsmue primary packaging design that emphasizes visual identity, values of togetherness, and a soft and sweet visual approach. This design is expected to strengthen the brand image and increase Donutsmue's competitiveness in the market.
Illustrated Book Design As A Medium For Introducing Toraja Carvings: Illustrated Book about Toraja Carvings Rezki Amnur, Abdul Haq Rezki Amnur; Aswar; Satriadi
Journal of Arts Education and Design Vol. 2 No. 1 (2025): Volume 02 Nomor 01 (Juni 2025)
Publisher : PT Ininnawa Paramacitra Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62330/artsedes.v2i1.323

Abstract

The design of an illustrated book about Toraja carvings has become a necessary effort to preserve and introduce the cultural heritage of the Toraja Regency. Toraja is one of the regions in Indonesia that possesses an extraordinary wealth of culture, one of which is the traditional wood carving art known as Pa’sura’, which is rich in philosophical and aesthetic values. This design project employs the Research and Development (R&D) method with the 4D development model approach: Define, Design, Develop, Disseminate. In the Define stage, it involves identifying needs, analyzing data/information, and setting development objectives for the design. The Design stage includes visual planning, layout design, and the creation of visual concepts that depict the culture and traditions of the Toraja people. The Development stage focuses on creating a prototype of the illustrated book and validating it through feedback from cultural and design experts. In the final stage, Disseminate, the book is distributed through both print and digital platforms to reach a wider target audience. The outcome of this project is expected to produce an illustrated book that provides readers with a deep understanding of Toraja carving art and enhances appreciation for local cultural arts. This book is intended not only as an educational medium but also as a means of promoting Toraja culture at the national level.
Innovation in Early Childhood Vocal Technique Learning through Interactive Music Activities Riau Wika; Ramadhina, R. Mekar Liza
Journal of Arts Education and Design Vol. 2 No. 2 (2025): Volume 02 Nomor 02 (Desember 2025)
Publisher : PT Ininnawa Paramacitra Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62330/artsedes.v2i2.414

Abstract

This study discusses the implementation of interactive musical activities in vocal technique learning for early childhood. The main issue addressed is how musical activities can help children understand and master basic vocal techniques through enjoyable experiences that suit their developmental stage. The purpose of this research is to describe the forms of interactive musical activities in learning vocal techniques, which include body posture, breathing, intonation, articulation, resonance, dynamics, and reflection, as well as their impacts on the vocal abilities of young children. The study employs a qualitative descriptive approach through observation of the vocal learning process in early childhood. The results show that each vocal technique provides different benefits: proper body posture supports good singing habits, breathing exercises train voice control, articulation improves lyric clarity, intonation enhances pitch sensitivity, resonance enriches vocal tone quality, while dynamics and expression help children convey emotions in their singing. Interactive musical activities are proven effective in helping children learn vocal techniques in an engaging, active, and developmentally appropriate way. Keywords: Interactive Musical Activities, Vocal Technique Learning, Early Childhood
Designing A Visual Identity To Promote Tadongkon Cultural Village As Part Of The Cultural Heritage Of North Toraja Regency Fario Caesaro; Abd. Aziz Ahmad; Muhammad Muhaemin
Journal of Arts Education and Design Vol. 2 No. 2 (2025): Volume 02 Nomor 02 (Desember 2025)
Publisher : PT Ininnawa Paramacitra Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62330/artsedes.v2i2.446

Abstract

Perancangan ini bertujuan menghasilkan identitas visual promosi wisata Desa Budaya Tadongkon di Kabupaten Toraja Utara, yang merefleksikan kekayaan budaya Toraja yang terjaga kelestariannya. Ketiadaan identitas visual terstandarisasi saat ini dianggap sebagai faktor pelemah citra desa sebagai destinasi budaya. Penelitian ini mengaplikasikan pendekatan Research and Development (R&D) yang dipadukan dengan mix method (Kualitatif dan Kuantitatif). Kerangka metode yang digunakan adalah Design-Based Research (DBR) yang dikolaborasikan dengan model perancangan Design Thinking. Studi etnografi digunakan sebagai teknik pengumpulan data untuk mengeksplorasi nilai budaya lokal melalui instrumen ethnographic fieldwork guide ciptaan Design Ethno Lab ITB berupa notes, canvas, dan report form. Hasil eksplorasi tersebut kemudian diterjemahkan ke dalam proposisi 6 elemen visual utama. Prototipe logo dikembangkan dalam 3 alternatif dan dievaluasi melalui kuisioner hingga terpilih 1 desain. Logo terpilih kemudian diejawantahkan menjadi sistem identitas visual komprehensif dan diimplementasikan pada berbagai media. Simpulan penelitian menunjukkan bahwa implementasi pendekatan partisipatif dan kontekstual dalam perancangan desain efektif dalam menghasilkan identitas visual yang komunikatif dan relevan secara kultural, serta berpotensi mendukung pelestarian budaya dan memperkuat posisi Tadongkon sebagai destinasi budaya berkelanjutan.
Redesign of the Arcana Studio Makassar Logo Alifia zaskia anwar, Fia; lugis, muhlis; Makawi, Irfan
Journal of Arts Education and Design Vol. 2 No. 2 (2025): Volume 02 Nomor 02 (Desember 2025)
Publisher : PT Ininnawa Paramacitra Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62330/artsedes.v2i2.496

Abstract

Metode Penelitian Kuantitatif, Kualitatif dan R&D, Bandung :Alfabeta Perancangan ini bertujuan untuk merancang logo baru. Arcana Studio, yang dapat mencerminkan visi, misi, agar Arcana studio lebih dikenal. Perancangan ini menggunakan visualisasi yang menarik dan sesuai dengan target audiens yang merupakan masyarakat yang berlangganan diarcana studio usia 15- 30 tahun. Metode yang digunakan dalam perencanaan ini adalah metode penelitian Research and Development ataupenelitian dan pengembangan. Penelitian diawali dengan kegiatan observasi lansung ke arcana studio kemudian dilanjutkan dengan sesi wawancara dengan owner mengenai asal usul sampai dengan visi misi arcana studio kemudian melakukan pendokumentasian model perancangan yang digunakan adalah 4D. Beberapa analisis juga dilakukan penulis selama proses perancangan berlansung untuk menghadirkan positioning dan differensiasi dalam proses pengenalan identitas.

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