This study aims to uncover the messages and social criticisms conveyed through the Wayang Tavip in Rahvayana's play. Wayang Tavip is a contemporary wayang from Bandung that presents Rahvayana's story based on Rahvayana's novel by Sujewo Tejo. The appearance of the Wayang Tavip began when the creators experienced concerns about the lack of youthful interest in Indonesian local wisdom. Environmental issues such as plastic waste did not escape observation. The method used is descriptive-qualitative. The visual meaning is analyzed using Charles S. Peirce's semiotic theory through icons, indexes, and symbols. The results revealed that Every artist has a creative courage that it is sourced from his environment and his frame of mind. The frame of mind of academic artists can raise sociopolitical issues as part of social criticism in their innovations. Cases of corruption and the behavior of a contemporary society that is increasingly deviating from Islam and eastern norms are common topics discussed in Rahvayana's play through the main figures, for example, is Sinta. This method is considered quite effective as a medium of education, propaganda, as well as interesting entertainment for the younger generation.
This study aims to develop a visual promotion design and branding of tourist destinations in Kuningan Regency. In implementation, the Study Program has integrated into the implementation of the 2018 Curriculum. All relevant courses are directed contextually, thematically, and integratively (Permendikbud No.3 of 2020). The study program organizes the learning plan in an integrated theme with the theme "Learning Based on Project Design and Branding Development for Tourism Destinations in Kuningan, West Java". All students of class 2018 in semester 4 (four) as research samples and lecturers who manage study program courses in that semester work collaboratively. Learning that contains practicum in real fields begins with pre-research: problem identification and data collection in eight tourist destinations in the Kuningan Regency, West Java, which are the focus of design development. This study uses a qualitative output approach in the form of an innovative project-based learning model, as well as learning outcomes in the form of videography, photography, and other visual promotions. The results of the implementation of this learning are an effort to improve the quality of learning and strengthen competence in the Visual Communication Design study program, FPSD, Universitas Pendidikan Indonesia.
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