Pub Date : 2024-01-06DOI: 10.55606/jurrsendem.v3i1.2367
Andy Satria, Fajar Azhari Lubis, Zahroina Rosa Pasaribu
The development of science and technology today is growing so rapidly, this has had a huge impact on human life. One example of technology that is developing so rapidly is the use of digital applications as a technique for depicting building structures. For example, these digital applications include AutoCAD, Revit and SketchUp design software. This application is a phenomenon that shows technological developments and the current needs of the architecture and construction industry. Depicting building structures using digital applications is the process of creating a digital model of the building to be built. a process of creating building engineering drawings in 3D (three-dimensional) form using computer applications that meet design standards. Digital applications can simplify and speed up the process of designing, implementing and maintaining buildings. Digital applications can also help save costs, time and resources, as well as reduce errors, conflicts and waste.
当今科技发展日新月异,对人类生活产生了巨大影响。数字应用程序作为一种描绘建筑结构的技术,就是科技飞速发展的一个例子。例如,这些数字应用程序包括 AutoCAD、Revit 和 SketchUp 设计软件。这种应用现象表明了技术的发展以及当前建筑和施工行业的需求。使用数字应用软件描绘建筑结构是创建待建建筑数字模型的过程。使用符合设计标准的计算机应用软件以 3D (三维)形式创建建筑工程图纸的过程。数字化应用可以简化和加快建筑物的设计、实施和维护过程。数字化应用还有助于节约成本、时间和资源,减少错误、冲突和浪费。
{"title":"Optimalisasi Penggunaan Aplikasi Digital Dalam Teknik Penggambaran Struktur Bangunan","authors":"Andy Satria, Fajar Azhari Lubis, Zahroina Rosa Pasaribu","doi":"10.55606/jurrsendem.v3i1.2367","DOIUrl":"https://doi.org/10.55606/jurrsendem.v3i1.2367","url":null,"abstract":"The development of science and technology today is growing so rapidly, this has had a huge impact on human life. One example of technology that is developing so rapidly is the use of digital applications as a technique for depicting building structures. For example, these digital applications include AutoCAD, Revit and SketchUp design software. This application is a phenomenon that shows technological developments and the current needs of the architecture and construction industry. Depicting building structures using digital applications is the process of creating a digital model of the building to be built. a process of creating building engineering drawings in 3D (three-dimensional) form using computer applications that meet design standards. Digital applications can simplify and speed up the process of designing, implementing and maintaining buildings. Digital applications can also help save costs, time and resources, as well as reduce errors, conflicts and waste. \u0000 ","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"94 3","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140513174","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-08-08DOI: 10.55606/jurrsendem.v2i2.1657
Heru Syahputra, Syafei Syafei
This work aims to visualize the problems of adolescents experienced by the author through the image of a guitar which is used as a metaphor in digital painting works. The hope of this work is to improve the messages contained, to be able to inspire and provide support to teenagers who find it difficult to deal with problems. With this work, the author seeks to raise awareness of the importance of mutual understanding and provide space to talk about sensitive issues in the youth environment. The method of creating this work follows five stages, namely: preparation, in which the author makes observations and explorations to find inspiration. Then, at the elaboration stage, relevant references are collected and searched. The third stage, synthesis, involves applying the ideas and main ideas that have been generated. Furthermore, at the concept realization stage, the final work is made based on the previously designed concept. Finally, at the completion stage, the work is exhibited and a report is created covering the entire process from start to finish. In creating works, the author uses the Krita application as a technique in making digital painting works. Each work features a guitar object consisting of 10 works with the titles, "Break up", "Abandoned", "Stuck", "Confused", Depression", "Social Media", "Frenzy", Academic", "Bully", and “trapped”
{"title":"Gitar Dalam Karya Digital Painting","authors":"Heru Syahputra, Syafei Syafei","doi":"10.55606/jurrsendem.v2i2.1657","DOIUrl":"https://doi.org/10.55606/jurrsendem.v2i2.1657","url":null,"abstract":"This work aims to visualize the problems of adolescents experienced by the author through the image of a guitar which is used as a metaphor in digital painting works. The hope of this work is to improve the messages contained, to be able to inspire and provide support to teenagers who find it difficult to deal with problems. With this work, the author seeks to raise awareness of the importance of mutual understanding and provide space to talk about sensitive issues in the youth environment. The method of creating this work follows five stages, namely: preparation, in which the author makes observations and explorations to find inspiration. Then, at the elaboration stage, relevant references are collected and searched. The third stage, synthesis, involves applying the ideas and main ideas that have been generated. Furthermore, at the concept realization stage, the final work is made based on the previously designed concept. Finally, at the completion stage, the work is exhibited and a report is created covering the entire process from start to finish. In creating works, the author uses the Krita application as a technique in making digital painting works. Each work features a guitar object consisting of 10 works with the titles, \"Break up\", \"Abandoned\", \"Stuck\", \"Confused\", Depression\", \"Social Media\", \"Frenzy\", Academic\", \"Bully\", and “trapped”","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114694607","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-08-04DOI: 10.55606/jurrsendem.v2i2.1646
Rezki Pratama, Yofita Sandra
The purpose of the creation of this work is as social criticism and conveying messages about river pollution behavior that occurs in the Batang Arau river in Padang city by visualizing the impact of river pollution on humans. which is poured into graphic artworks. The creation of the work uses the art consortium method with 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 the impact of river pollution, the resulting works are 10 works with a size of 55 x 40 cm with titles including: Hal Baik yang Terganggu, Blind, Seiring Sejalan, Tanpa Sadar, Ingin Tapi Tak Bisa, Malam yang Sulit, Dimatanya, Meniru, Luapan, Dari dan untuk diri sendiri.
创作该作品的目的是通过视觉化河流污染对人类的影响,对巴东市巴塘阿劳河发生的河流污染行为进行社会批判和传达信息。这些都被注入到图形艺术作品中。作品的创作采用艺术联合体的方法,分为五个阶段,即准备阶段(观察和探索),阐述阶段(查找和收集参考资料),综合阶段(主要思想的应用),概念的实现(制作作品)和完成阶段(艺术家报告和最终作品展览)。为了实现作者以河流污染影响为主题创作的十幅作品,最终的作品是10幅55 x 40厘米的作品,标题包括:Hal Baik yang Terganggu, Blind, Seiring Sejalan, Tanpa Sadar, Ingin Tapi Tak Bisa, Malam yang Sulit, Dimatanya, Meniru, Luapan, Dari dan untuk diri sendiri。
{"title":"Kehidupan di Tepi Sungai Batang Arau dalam Karya Seni Grafis","authors":"Rezki Pratama, Yofita Sandra","doi":"10.55606/jurrsendem.v2i2.1646","DOIUrl":"https://doi.org/10.55606/jurrsendem.v2i2.1646","url":null,"abstract":"The purpose of the creation of this work is as social criticism and conveying messages about river pollution behavior that occurs in the Batang Arau river in Padang city by visualizing the impact of river pollution on humans. which is poured into graphic artworks. The creation of the work uses the art consortium method with 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 the impact of river pollution, the resulting works are 10 works with a size of 55 x 40 cm with titles including: Hal Baik yang Terganggu, Blind, Seiring Sejalan, Tanpa Sadar, Ingin Tapi Tak Bisa, Malam yang Sulit, Dimatanya, Meniru, Luapan, Dari dan untuk diri sendiri.","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121665389","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-08-02DOI: 10.55606/jurrsendem.v2i2.1632
Dini Sritika, Eliya Pebriyeni
The purpose of making this final work is to create a work of art of batik painting and embroidery whose idea comes from the life of honey bees that can be exemplified by humans in everyday life. The method of creation in this final work is carried out in stages, starting from the preparatory stage of observing phenomena that occur directly, then elaboration (the stage of exploring), the synthesis stage (the creation of ideas), then the realization of the concept of preparing maps, materials, tools, and the process of working on the work. Finally, the completion or finishing stage of the work. All works use the methods of written batik and embroidery. Each work has a different size, based on the theme of nature conservation with the idea of honey bee life in everyday life with the titles, "Queen Bee", "Fight for Throne", "Metamorphosis", "Building a Hive", "Communication", "Sucking Sari", "Sharing", "Hard Work", "Not Destructive", "Threatened".
{"title":"Lebah Madu Dalam Karya Batik Lukis Dan Sulam","authors":"Dini Sritika, Eliya Pebriyeni","doi":"10.55606/jurrsendem.v2i2.1632","DOIUrl":"https://doi.org/10.55606/jurrsendem.v2i2.1632","url":null,"abstract":"The purpose of making this final work is to create a work of art of batik painting and embroidery whose idea comes from the life of honey bees that can be exemplified by humans in everyday life. The method of creation in this final work is carried out in stages, starting from the preparatory stage of observing phenomena that occur directly, then elaboration (the stage of exploring), the synthesis stage (the creation of ideas), then the realization of the concept of preparing maps, materials, tools, and the process of working on the work. Finally, the completion or finishing stage of the work. All works use the methods of written batik and embroidery. Each work has a different size, based on the theme of nature conservation with the idea of honey bee life in everyday life with the titles, \"Queen Bee\", \"Fight for Throne\", \"Metamorphosis\", \"Building a Hive\", \"Communication\", \"Sucking Sari\", \"Sharing\", \"Hard Work\", \"Not Destructive\", \"Threatened\".","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115105767","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-07-27DOI: 10.55606/jurrsendem.v2i2.1597
Yofri Hardiansah, Yasrul Sami
The purpose of this final work is to visualize the elo pukek activity in South Pesisir in realist painting. This is a form of the author's anxiety towards fishermen who participate in elo pukek activities who have less income in proportion to the hard work and risks faced, such as erratic waves, changing weather and sea animals that suddenly attack. The method of creation in the final work is carried out in stages, namely the preparation stage by searching for information, elaboration by analyzing the problem, synthesis setting the idea, realization of the concept by making realist paintings and the completion stage by conducting an exhibition. Ten paintings with a size of 100 cm x 100 cm with acrylic media on canvas based on the theme of "social phenomena" in accordance with the predetermined idea of elo pukek activities by South Pesisir fishermen were developed through ten work titles namely "starting", "hope", "compactness", "spirit", "tough", "unwinding", "results", "buying", "carefree", "sweat".
{"title":"Aktivitas Elo Pukek Di Pesisir Selatan Dalam Seni Lukis Realis","authors":"Yofri Hardiansah, Yasrul Sami","doi":"10.55606/jurrsendem.v2i2.1597","DOIUrl":"https://doi.org/10.55606/jurrsendem.v2i2.1597","url":null,"abstract":"The purpose of this final work is to visualize the elo pukek activity in South Pesisir in realist painting. This is a form of the author's anxiety towards fishermen who participate in elo pukek activities who have less income in proportion to the hard work and risks faced, such as erratic waves, changing weather and sea animals that suddenly attack. The method of creation in the final work is carried out in stages, namely the preparation stage by searching for information, elaboration by analyzing the problem, synthesis setting the idea, realization of the concept by making realist paintings and the completion stage by conducting an exhibition. Ten paintings with a size of 100 cm x 100 cm with acrylic media on canvas based on the theme of \"social phenomena\" in accordance with the predetermined idea of elo pukek activities by South Pesisir fishermen were developed through ten work titles namely \"starting\", \"hope\", \"compactness\", \"spirit\", \"tough\", \"unwinding\", \"results\", \"buying\", \"carefree\", \"sweat\".","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"17 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120862482","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-07-06DOI: 10.55606/jurrsendem.v2i2.1481
Abdillah Hanif Isna S, Maharani Ikaningtyas
Seiring dengan perkembangan zaman dan teknologi yang semakin maju, masyarakat semakin sadar akan pentingnya kebutuhan informasi. Dunia digital dan internet juga berdampak pada dunia pemasaran, dengan perusahaan dan organisasi semakin menyadari pentingnya strategi pemasaran yang terintegrasi. Digital marketing dapat memudahkan para pelaku bisnis untuk memantau dan menyediakan segala kebutuhan dan keinginan calon pelanggan. Ada berbagai cara untuk memasarkan produk melalui media sosial, salah satunya adalah desain grafis. Desain grafis sendiri digunakan untuk menyampaikan pesan yang tepat sasaran dengan konsep komunikasi dan kreativitas menggunakan berbagai media dan teknik. Tujuan dari proyek ini untuk mengaplikasikan desain grafis dalam memasarkan aplikasi Bangbeli yang diharapkan dapat membantu memulihkan perekonomian masyarakat khususnya pelaku UMKM sebagai mitra usaha untuk mendapatkan penghasilan tambahan. Pada project ini penulis menggunakan skema diseminasi hasil dengan membagikan pengetahuan dan pengalaman yang diperoleh kepada masyarakat agar dapat dimanfaatkan secara lebih luas oleh masyarakat. World Health Organization., (2018), menurutnya diseminasi hasil merupakan proses mengkomunikasikan informasi yang berkaitan dengan penelitian atau temuan kepada pemangku kepentingan yang relevan untuk menginformasikan kebijakan, praktik, dan pengambilan keputusan. Hasil proyek ini diharapkan dapat mendorong terobosan baru bagi masyarakat berupa aplikasi yang dapat memberikan tambahan penghasilan dari rumah.
{"title":"Penerapan Desain Grafis Dalam Memasarkan Aplikasi Bangbeli Guna Meningkatkan Pendapatan Mitra Bisnis Pelaku UMKM di PT. Doa Anak Digital (Bangbeli)","authors":"Abdillah Hanif Isna S, Maharani Ikaningtyas","doi":"10.55606/jurrsendem.v2i2.1481","DOIUrl":"https://doi.org/10.55606/jurrsendem.v2i2.1481","url":null,"abstract":"Seiring dengan perkembangan zaman dan teknologi yang semakin maju, masyarakat semakin sadar akan pentingnya kebutuhan informasi. Dunia digital dan internet juga berdampak pada dunia pemasaran, dengan perusahaan dan organisasi semakin menyadari pentingnya strategi pemasaran yang terintegrasi. Digital marketing dapat memudahkan para pelaku bisnis untuk memantau dan menyediakan segala kebutuhan dan keinginan calon pelanggan. Ada berbagai cara untuk memasarkan produk melalui media sosial, salah satunya adalah desain grafis. Desain grafis sendiri digunakan untuk menyampaikan pesan yang tepat sasaran dengan konsep komunikasi dan kreativitas menggunakan berbagai media dan teknik. Tujuan dari proyek ini untuk mengaplikasikan desain grafis dalam memasarkan aplikasi Bangbeli yang diharapkan dapat membantu memulihkan perekonomian masyarakat khususnya pelaku UMKM sebagai mitra usaha untuk mendapatkan penghasilan tambahan. Pada project ini penulis menggunakan skema diseminasi hasil dengan membagikan pengetahuan dan pengalaman yang diperoleh kepada masyarakat agar dapat dimanfaatkan secara lebih luas oleh masyarakat. World Health Organization., (2018), menurutnya diseminasi hasil merupakan proses mengkomunikasikan informasi yang berkaitan dengan penelitian atau temuan kepada pemangku kepentingan yang relevan untuk menginformasikan kebijakan, praktik, dan pengambilan keputusan. Hasil proyek ini diharapkan dapat mendorong terobosan baru bagi masyarakat berupa aplikasi yang dapat memberikan tambahan penghasilan dari rumah.","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115300973","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-06-23DOI: 10.55606/jurrsendem.v2i1.1393
Hanifa Hafshah, Ferdian Ondira Asa
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.
这个作品的目的是通过视觉化女性不安全感的消极行为,以当代绘画中隐喻的化妆工具为对象来传达一种信息。采用艺术联合体进行创作的方法,要经过五个阶段,即准备阶段(观察探索)、阐述阶段(查找和收集参考资料)、综合阶段(运用主要思想)、概念实现阶段(制作作品)和完成阶段(艺术家报告和最终作品展览)。从而实现作者以不安全感为主题创作的十件作品,最终作品为9件尺寸为120x100 cm的作品和1件尺寸为150x100 cm的作品,标题为lipatan, keinginan, paksaan, apakah aku sudah berbeda?, logika, kenyataan, penganggu, penyamaran, mencoba, Dan obsesi。
{"title":"Alat Make Up Sebagai Objek Dalam Karya Seni Lukis","authors":"Hanifa Hafshah, Ferdian Ondira Asa","doi":"10.55606/jurrsendem.v2i1.1393","DOIUrl":"https://doi.org/10.55606/jurrsendem.v2i1.1393","url":null,"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.","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117203427","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Perancangan Cerita Bergambar Legenda Objek Wisata Goa Putri Menggunakan Gaya Paper Cut Digital","authors":"Vergiawan Aldrianto Putra, Hendra Afriwan, D. Hamka, Perancangan Cerita, Bergambar Legenda, Objek Wisata, Goa Putri","doi":"10.55606/jurrsendem.v2i1.1305","DOIUrl":"https://doi.org/10.55606/jurrsendem.v2i1.1305","url":null,"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.","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128170263","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This study aims to describe coloring extracurricular activities in developing the creativity of grade I Min 2 students in Palangka Raya City. The method used in this study is a descriptive qualitative data collection tool in the form of interviews. The results obtained in this study were that the coloring extracurricular activities which were attended by grade I students and carried out every Saturday at MIN 2 Palangka Raya City were quite effective in increasing creativity and also training students' imaginations.
本研究旨在描述色彩课外活动在帕朗卡拉雅市一二年级学生创造力发展中的作用。本研究使用的方法是以访谈形式的描述性定性数据收集工具。本研究的结果是,一年级学生参加的每周六在Palangka Raya City进行的课外着色活动在提高创造力和培养学生想象力方面非常有效。
{"title":"Kegiatan Ekstrakurikuler Mewarnai dalam Mengembangkan Kreativitas Siswa Kelas I MIN 2 Kota Palangka Raya","authors":"Isnaini Nurul Istiqomah, Yuliyatin Yuliyatin, Istiyati Mahmudah","doi":"10.55606/jurrsendem.v2i1.1079","DOIUrl":"https://doi.org/10.55606/jurrsendem.v2i1.1079","url":null,"abstract":"This study aims to describe coloring extracurricular activities in developing the creativity of grade I Min 2 students in Palangka Raya City. The method used in this study is a descriptive qualitative data collection tool in the form of interviews. The results obtained in this study were that the coloring extracurricular activities which were attended by grade I students and carried out every Saturday at MIN 2 Palangka Raya City were quite effective in increasing creativity and also training students' imaginations.","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126726975","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-04-30DOI: 10.55606/jurrsendem.v2i1.1192
Fardha Dewi Sandra, Jagar Lumbantoruan
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.
{"title":"Pembelajaran Materi Musik Tradisional Minangkabau","authors":"Fardha Dewi Sandra, Jagar Lumbantoruan","doi":"10.55606/jurrsendem.v2i1.1192","DOIUrl":"https://doi.org/10.55606/jurrsendem.v2i1.1192","url":null,"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.","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128898336","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}