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Published By Mahesa Research Institute

2776-9801

2021 ◽  
Vol 1 (2) ◽  
pp. 58-67
Author(s):  
Iis Hannani

The purpose of writing this article is to describe the process of creating a board game that makes the Pasola Ceremony a source of ideas. The Pasola ceremony is one of the cultures originating from eastern Indonesia, namely Sumba, East Nusa Tenggara. This ceremony is part of a series of cultural rituals carried out by the Sumba people who still adhere to the Merapu belief. Therefore, Pasola is a cultural wealth of Indonesia that must be preserved and preserved as a wealth of ancestral heritage. This is a source of inspiration in realizing ideas and ideas, so that they are translated into board game works. The process of creating this board game is adapting from the method of designing the work created by the author. The first stage is to explore the data to be the source of the creation idea. The second stage, deepening the source of ideas and determining the form of the work. The third stage, the form exploration process to enrich the design. The fourth stage enters the creation stage and the last stage is finishing. The visualized work is in the form of an integral part of the Pasola Boardgame.


2021 ◽  
Vol 1 (2) ◽  
pp. 90-97
Author(s):  
Edo Wamirza ◽  
Lamhot Basani Sihombing ◽  
Wiflihani Wiflihani

Penelitian ini bertujuan untuk membahas tentang proses pembelajaran musik ansambel campuran pada musik keroncong, bentuk penyajian musik ansambel campuran pada musik keroncong, di SMP Muhammadiyah 7 Medan. Teori yang digunakan dalam penelitian ini adalah teori pembelajaran, bentuk penyajian, ansamble, dan keroncong. Metode dalam penelitian ini adalah deskriptif kualitatif. Teknik pengumpulan data yang digunakan adalah observasi, wawancara, dokumentasi. Hasil penelitian ini menjelaskan bahwa proses pembelajaran musok ansambel campuran pada musik keroncong  di SMP Muhammadiyah 7 Medan dilaksanakan dalam dua kali pertemuan, masing-masing pertemuan terdapat tiga tahap yaitu pendahuluan, inti, dan penutup dengan alokasi waktu 3 x 40 menit.


2021 ◽  
Vol 1 (2) ◽  
pp. 67-77
Author(s):  
Ni Wayan Satiani Pradnya Paramita

Character building needs to be given as early as possible. Educational toys can be a medium for character building, but it is still rare to find educational toys that have local cultural values. Most of these educational toys refer to popular toys that are oriented towards Western culture. This condition needs to be balanced with the creation of educational toys that have local cultural characteristics as a form of early childhood introduction to their culture as well as a medium for educators to internalize character building. The process of creating educational toys in this paper uses methodological steps that are described in a descriptive qualitative way, starting from data collection, data analysis, and the embodiment process. In this paper, will be described the process of creating educational toys in the form of amigurumi with the theme of Ramayana, represented by the characters Rama and Sinta which visual ideas are based on Kamasan-style puppet paintings and an analysis of their use for early childhood character building. The benefits of using Rama and Sinta amigurumi dolls in learning are: as a visual literacy of local culture for early childhood and as an interesting medium for conveying character building values.


2021 ◽  
Vol 1 (2) ◽  
pp. 78-89
Author(s):  
Aqim Amral Hukmi

Puppet is a culture of the Indonesian nation. Puppet stories originally developed during the Javanese Hindu era. Pewayangan has been appointed as a masterpiece of world culture by UNESCO on 7 November 2003 or the Masterpiece of Oral and Intangible Heritage of Humanity. One of the familiar characters in puppet stories is Hanoman. However, nowadays people, especially teenagers who call themselves millennials, are less interested in puppet stories. To introduce traditional culture to society and millennial adolescents as the younger generation, breakthroughs or new innovative ways are needed, one of which is media that is popular among young people, namely by making a room decoration lamp called the Night Light Shadow Box. The research method used is descriptive qualitative research methods. The research begins by exploring the Hanoman figure. Furthermore, developing the results of observations that have been made through the product design of the Night Light Shadow Box so as to produce creative products that are in accordance with the interests of the community and millennial youth. The purpose of this research is (1) to create creative products with Hanoman local content vision that can compete with foreign products. (2) can foster understanding and love of the community towards the local culture of the archipelago.


2021 ◽  
Vol 1 (2) ◽  
pp. 46-57
Author(s):  
Dian Triwulandari

Dewa Ruci's Batik motif is the work of Sapuan a Junior High School (SMP) teacher from Pekalongan. Dewa Ruci is a unique batik work that represents the life story of the journey of Bima, a puppet character. The story of Bima's life journey visualized through this motif brings the value of character education which is full of goodness values. This research will examine the value of character education contained in the Batik Dewa Ruci motif in terms of the perspective of character education Thomas Lickona. The method used in this study is a qualitative descriptive method, using interview data with the creator of the batik to see the intrinsic motivation of the work, observations of the batik, and supported by library data. Data analysis uses a hermeneutic approach, which is interpreting the expressions that appear in the visuals of the batik. The results of the study show that the Batik Dewa Ruci by Sapuan contains the character values of Thomas Lickona's kindness, It is hoped that this research can inspire educators and artists, to be able to insert value of character education into works of art, and for readers to be able to understand the philosophical meaning of Dewa Ruci's batik.


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