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Ponimin
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jadecs.journal@um.ac.id
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Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang Gedung E8 Ruang 206
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INDONESIA
JADECS (Journal of Art, Design, Art Education and Culture Studies)
ISSN : 20884419     EISSN : 25486543     DOI : -
Core Subject : Humanities, Art,
JADECS (Journal of Arts, Design, Art Education and Culture Studies) contains scientific articles of research, conceptual ideas, assessment, creation, learning, related to art, design, multimedia, and culture. The published articles prioritize the analysis of the results of the research, including: the results of study or art creation, educational studies and art learning, or socio-cultural studies linked to art, design and multimedia.
Arjuna Subject : -
Articles 131 Documents
PEMANFAATAN INSTAGRAM SEBAGAI MEDIA EDUKASI TERHADAP PISO SUHUL GADING KHAS SUKU BATAK SIMALUNGUN Irenia Jastisia; Annida Salsabila; Siti Afifah
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 7, No 1 (2022)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v7i12022p84-92

Abstract

Every region in Indonesia has a cultural heritage. Piso suhul gading is a legacy of traditional weapons typical of the lowly tribes that are historically but rarely known to the public. Piso suhul gading was used by the royal family but now used as a complement to the custom. Therefore, qualitative descriptive research is being done by conducting interviews and observations on ceremonies using the piso suhul gading. This research aims to analyze the piso suhul gading and create media eduction through an Instagram aimed at introducing piso suhul gading as one of Indonesia's cultural heritage.
THE ROLE OF VISUAL ART IN FACING THE CORONA PANDEMIC Duaa Mohammed Alashari
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 7, No 1 (2022)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v7i12022p30-37

Abstract

Art is constantly inspired by what happens in its social and cultural context. The arts cannot be separated from life and the significant events in the world, whether it is a war, a natural disaster, or the spread of a disease an epidemic. Today, the whole world is witnessing the Coronavirus (Covid-19) pandemic, one of the worst in human history. The current scene has taken hold of artwork and the visual arts. The spread of the virus has inspired many artists to produce paintings, posters and artwork. This study aims to reveal the role and importance of Arab artists regarding the message they present regarding the situation at hand. In this study, the qualitative data was amassed as part of the methodology. The qualitative descriptive method and the case study approach are the primary approaches for the data collection. The results section focuses on the answers obtained from Arab artists through their artwork. It is held via a virtual exhibition. The discussion section focuses on a detailed analysis of the paintings. The study results concluded that art is a kind of documentation of all of the events that happen to humans. Art is a record of historical events, so it is a bright spot in times of crisis and darkness. Through these paintings, Arab artists have provided a light to those who feel gloomy in these difficult times, indicating that those in the Arab world focus on the unity of place, language and religion. Therefore, this artistic movement moves between all its countries so that no matter how harsh the situation, people will remain unified.
KREASI MOTIF BATIK DENGAN TEKNIK PRINTING KHAS JOMBANGAN DARI INSPIRASI TOPENG JATIDUWUR Anisa Luh Sakinah; Lisa Sidyawati; Ike Ratnawati
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 7, No 1 (2022)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v7i12022p59-73

Abstract

Abstrak: Kesenian Wayang Topeng Jatiduwur merupakan peninggalan Majapahit yang hidup dan berkembang ratusan tahun di desa Jatiduwur sebagai kesenian khas Jombang. Tetapi masih banyak dari masyarakat tidak mengetahui keberadaan Topeng Jatiduwur yang memiliki keunikan bentuk visual Topeng, warna, ornament, pertunjukan dan nilai sejarahnya. Tujuan penciptaan ini adalah mendeskripsikan ide konsep motif batik inspirasi Topeng Jatiduwur Jombang, mendeskripsikan proses kreatif motif kain batik dari tokoh Triloka dan upaya pelestarian Topeng Jatiduwur melalui motif batik. Metode yang digunakan adalah metode kreatif terdiri dari beberapa tahap; merumuskan kreasi ide motif batik inspirasi Topeng Jatiduwur Jombang, eksplorasi ide konsep, eksplorasi desain dan teknik, proses kreatif mewujudkan motif batik, hasil kreatif motif batik, dan analisis hasil kreatif. Hasil kreatif  penciptaan berupa enam kain motif batik dengan teknik digital printing diharapkan memberikan efektifitas proses produksi kain batik skala besar, dan nantinya kain dapat digunakan sebagai bahan sandang dengan judul karya sebagai berikut; Jadur Darana, Jadur Prasasta, Jadur Wahya, Jadur Danurweda, Jadur Jasayasa, dan Jadur Lembahmana. Kreasi motif batik bertema Wayang Topeng Jatiduwur ini, sebagai upaya pelestarian kesenian dan pemajuan kebudayaan daerah Jombang. Kata kunci: Motif Batik, Topeng Jatiduwur, Printing, Jombang
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS ANIMASI “ADOBE FLASH PROFESSIONAL CS6” UNTUK MENINGKATKAN KETERTARIKAN SISWA SMP NEGERI 1 KALIBARU TERHADAP PEMBELAJARAN SENI RUPA Anggia Erdi Pratiwi; Iriaji Iriaji; Abdul Rahman Prasetyo
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 7, No 1 (2022)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v7i12022p74-83

Abstract

Pengembangan multimedia interaktif berbasis animasi ini adalah bentuk  media pembelajaran interaktif yang memiliki beberapa unsur seperti teks, audio, video, animasi, dan gambar yang proses pembuatannya  dari aplikasi adobe flash professional cs6. Tujuan dari pengembangan media interaktif  ini yaitu agar menjadi varian baru dalam menyampaikan pembelajaran secara efektif dan lebih beragam sesuai perkembangan media digital saat ini. Penelitian pengembangan ini menggunakan model pengembangan ADDIE (Analysis, Design, Develop, Implement, dan Evaluate) yang sudah dimulai sejak tahun 1990-an yang dikembangkan oleh Dick dan Carry. Dalam analis penelitian subjek yang diambil adalah perwakilan siswa SMPN 1 Kalibaru kelas VII ,VIII dan IX , serta mengambil hasil validasi dari ahli media bidang animasi dari dosen dan mahasiwa teknologi informasi dari STIKOM Banyuwangi dan ahli materi dari guru seni budaya SMPN 1 Kalibaru. Oleh karena itu media pembelajaran animasi tersebut sudah layak dipergunakan sebagai media bahan ajar di SMPN 1 Kalibaru dengan hasil validasi yang telah dilakukan dan masuk syarat ketentuan yang telah disetujui oleh pihak sekolah yang terkait. Kata kunci: multimedia interaktif, seni budaya , pengembangan  model  IDDIE, validasi
GHANAIAN CLAY PRACTICES: A RETHINKING Samuel Nortey; Edwin K. Bodjawah
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 7, No 1 (2022)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v7i12022p18-29

Abstract

This paper discusses Ghanaian clay practices and how their histories and some practices limit their clay discourse, creating a disconnect from ecologies of practice. Western contemporary and academic ceramics communities acknowledge the present and historic lack of diversity and inclusion of Global south indigenous practice, a condition that has been constant since there has been a conception of “contemporary ceramics”. Documentation of art has been largely the exclusive province of art historians, yet, Ghana never had art history has a major in any Ghanaian university including Achimota School that was set up by the colonial government. There are several ceramic material sites but no processing industries for creating products. This paper signals a rethinking of forms, economic exchange, materiality and recommends that it is expedient to expand Ghanaian clay practice discourse in all forms to connect to the ecologies of practice by forward-thinking, looking at the indigenous ceramic medium outside the pigeonhole, and pushing the boundaries of conventional Ghanaian ceramics.
DESCRIPTION OF 13 RARE INDONESIAN PHONECARD SETS IN FOLDERS FROM ’90S ASSOCIATED TO TELECOMMUNICATIONS Wagner de Souza Tavares; Rani Uli Silitonga
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 7, No 1 (2022)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v7i12022p1-17

Abstract

A few number of Indonesian phonecards are available in folders with several in low mintage. A catalog listing Indonesian phonecards available in folders and packs is unavailable. The objective was to describe 13 rare Indonesian phonecard sets in folders associated to telecommunications. The rarity of the folders was defined based on their low mintage. The folders were described, photographed, classified, and measured (cm). The phonecard folders were successfully described. The mintage varied from 300 to 5000 units. The description of rare Indonesian phonecards available in folders is important as a memory of the rich Indonesian art and culture in phonecards.
PRESERVATION AND VALUES OF SAPE SONOK'S PERFORMING ART TRADITION AS A CREATIVE CULTURE INDUSTRY Jamilatul Hasana; Suryo Tri Saksono
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 7, No 1 (2022)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v7i12022p52-58

Abstract

"Sape Sonok" Tradition rely on obedience, the aesthetics of the cow in walking, climbing wooden steps, and discipline. The purpose of this study is to find out how the Madurese people interpret Sape Sonok as part of their life and its relationship with the tourism industry. In order to answer these questions, this study will be carried out by applying ethnographic methods, especially Developmental Research Sequence (Spradley, 1997: 57). The use of this method is based on considerations that will be studied are cultural issues, especially traditional arts, in relation to the tourism industry. This study is included in qualitative research. Sape Sonok is a performing art that has been going on for decades. Sape Sonok cultural tourism can be applied starting from the Sape Sonok village to the landmark “image of the Madura region through the Sonok cattle performing arts tour package, which offers a variety of performing arts and creative economy.
PERANCANGAN KOMUNIKASI VISUAL PERMAINAN PAPAN HOLOGRAFIK PENGENALAN HEWAN LAUT YANG TERANCAM PUNAH PADA ANAK-ANAK DI KOTA PALEMBANG Yuriantika, Rizka
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 7, No 2 (2022)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v7i22022p150-161

Abstract

Indonesia merupakan negara kepulauan terbesar di dunia karena memiliki laut yang luas dan jumlah pulau yang banyak. Keberadaan hewan laut di Indonesia semakin terancam yang dipengaruhi oleh faktor alam dan manusia. Upaya dalam pelestarian hewan laut yang terancam punah masih belum diketahui terutama oleh anak-anak di kota Palembang. Pengenalan hewan laut yang terancam punah digunakan melalui permainan papan dengan memanfaatkan teknologi holografik. Teknik holografik ini dapat menarik perhatian anak-anak dalam mengenali hewan laut yang terancam punah. Dalam memecahkan permasalahan tersebut perancang menggunakan metode Design Thinking untuk pengumpulan data dan analisis data melalui metode 5W+2H (what, why, who, where, why, how dan how much), sehingga menghasilkan suatu ide yang dapat diterapkan pada tahap tes untuk anak-anak berusia 6-13 tahun. Karya yang dirancang dikategorikan menjadi tiga media, yaitu media utama berupa permainan papan holografik ”Hologame”, media isu diantaranya, poster, brosur, x-banner dan media pendukung diantaranya, t-shirt, tumbler, stiker, cap tangan, buku tulis, sampul buku, pensil, penghapus, handuk, mistar, miniatur, sampul kado, sapu tangan, piramida holografik, color markers dan video. Penerapan media tersebut menggunakan ilustrasi karakter hewan laut yang terancam punah, sehingga anak-anak di kota Palembang lebih menarik dalam mengenal hewan laut yang terancam punah.
VEEMEE : ARCHITECTURE DESIGN OF WEBSITE FOR 3D VIRTUAL SHOW Kusumawati, Yudhistya Ayu; Liemantara, Nyssa Averina
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 7, No 2 (2022)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v7i22022p93-102

Abstract

In the pandemic, the stress level due to the covid- 19 outbreak has increased. Now the entertainment industry is required to provide a variety of entertainment so that people's stress levels will reduce. The impact of high-stress levels can lead to social, economic issues. Therefore stress and mental illness need to be solved immediately. This research aims to reduce people's stress levels because of the covid-19 outbreak. To achieve that aim, the researcher presents a solution in the form of an application and website of a virtual concert that will be held in 3D.  The target to be achieved in this research is that this media is expected to reduce people's stress levels and develop entertainment in the music industry. In developing this research, the researcher conducted design thinking research and data collection methods by questionnaire. Although the solution provided is in the form of a website, it is possible to be developed into an application.
APPLICATION OF GAMIFICATION IN ETHNIC EXCELLENCE-BASED CHARACTER EDUCATION PROGRAMS Lasambouw, Carolina M; Nuryati, Neneng; Sutjiredjeki, Ediana; Farid N., Moh.; Sumeru, Sumeru; Yuliawati, Sri N; Hodijah, Ade
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 7, No 2 (2022)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v7i22022p103-114

Abstract

This paper describes how the game is a tool to support the strengthening of character education for its users. In implementing the Independent Learning Education, Merdeka Campus, Bandung State Polytechnic, collaborated with the industry to apply gamification to the concept of character education and the nation's cultural values. Some of the objectives of this gamification activity are: (a) Getting the ethnic group’s information; (b) Providing users inspiration to develop themselves; (c) Growing a better direction mindset. The game developed is a web-based application (online gamification), so as many students/students and lecturers as possible can use the game to support strengthening character education and the nation's cultural values. The manual version of the video game content (prototype) is available, namely the 2021 research output containing Pancasila character content based on ethnic excellence. The elements of educational content in online gamification contain the results of identifying the prominent characters of 10 ethnic groups in Indonesia with the largest population (Dayak, Madura, Jawa, Sunda, Baduy, Batak, Banjar, Minahasa, Betawi, Minang). This study used three approaches which are Qualitative-Explorative, Qualitative-Descriptive, and Evaluation. The method used to know how gamification was implemented in character education and the nation's cultural values. It is hoped that gamification can integrate into the learning process for compulsory national subjects. Thus, students can become users and a market for the gamification industry.

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