The aim of this study is to develop wayang beber animation media that used as a means to preserve the tradition of wayang beber Pacitan. This study was developmental research that consists of 5 phases, including problem identification, planning, design and development, stabilization, and dissemination. The data were stories and pictures of wayang beber, obtained through filed observation and interviewing informants, namely dalang (puppeteers) and expert in animation. Data validity was tested through data triangulation techniques, including source of data and theory. The result of this study produces wayang beber animation media that is disseminated to several government institutions, namely office for culture and tourism, elementary schools, junior high schools and senior high schools in Pacitan District. The existence of wayang beber animation media will supposedly be utilized as a media for introducing wayang beber to community and students in Pacitan District.
Research in art creation is an effort to preserve traditional arts, especially wayang kulit in the form of character development of the Hanoman character in the Ramayana story through animated 2D media which aims to introduce traditional skills among the younger generation in Surakarta. This research method of art creation uses a qualitative descriptive approach through data sources, including Ramayana puppet shows, literature studies, and competent speakers in the field of puppetry and animation. The stages of analysis from various sources of results from information from both literature reviews and interviews were carried out using an interactive model, where each component of the research includes the stages of data collection, data reduction, presentation and conclusion drawing. Test the validity of the data using data triangulation techniques, namely triangulation of data sources and triangulation of theories. The locations of designing 2D animated Hanoman characters go through several processes, namely: the Envisioning Phase, the Planning Phase, the Design/Design Stage, the Stabilizing Phase, and the Deploying Phase. The Hanoman character in the Ramayana wayang story collaborates with 2D animation technology as an alternative to introducing wayang characters and educational media that are suitable for the younger generation segmentation.
Desa Wisata Tamanan merupakan sebuah desa wisata yang terletak di daerah Bondowoso Jawa Timur dengan berbagai potensi wisata yang jika ditinjau melalui kelima bidang yang ada, seperti agrowisata, seni kriya, kuliner, seni pertunjukan, dan perikanan menghasilkan tema konsep Eduwisata (wisata pendidikan). Kurang gencarnya promosi desa wisata tersebut membuat sebagian besar masyarakat luar Bondowoso belum mengetahui secara mendalam. Maka dibuatlah suatu langkah perancangan yang diawali dengan membentuk sebuah corporate identity yang nantinya diaplikasikan kedalam berbagai media promosi yang sudah terencana seperti stationery, leaflet, sign system, poster, facebook, instagramdan merchandising seperti kaos, packaging kaos, gantungan kunci, tas serta kalender yang secara visualisasi terlihat seragam (tematik) agar membentuk image yang khas. Metode yang digunakan adalah metode perancangan dengan mengumpulkan berbagai data dengan wawancara dan dokumentasi, dan metode analisa yang digunakan menggunakan deskriptif kualitatif dan SWOT. Hasil yang didapat adalah identitas visual yang khas, media promosi yang efektif dan efisien menggunakan website dan iklan koran serta media pendukung lainnya.
Animated learning media using cartoon characters is an appropriate means of supporting learning methods in Early Childhood Education in the Surakarta area, Central Java, Indonesia. This research method includes data collection, data analysis, and presentation of data analysis. This research method uses a qualitative descriptive approach through data sources that include learning materials, animated cartoon characters, literature study through the stages of analysis obtained from various sources of information in interactive references. The investigation stages from multiple sources of information, both literature reviews and interviews, were carried out using an interactive model, where each research component includes the steps of data collection, data reduction, presentation, and conclusion drawing. The use of cartoon characters in animation learning media is beneficial for students who are very interesting and able to receive material and participate in learning activities. Also, animated audiovisual media are needed by students and teachers by using cartoon characters in it.
This study aims to identify the types of illocutionary speech acts contained in 100 poster designs containing appeals for the prevention of Covid-19 and the application of health protocols posted on social media Facebook. This study uses a qualitative descriptive method by applying the data collection techniques of Miles, Huberman, and Saldana, namely data condensation, data display, and conclusion. This study uses Searle's theory of illocutionary speech acts to analyze the collected data. The theory includes the types of illocutionary speech acts, namely directive, assertive, expressive, commissive, and declarative. The results of this study indicate that of the 100 poster designs analyzed, there were 64 posters containing directive speech acts, 27 posters containing assertive speech acts, 8 posters containing expressive speech acts, and 1 poster containing commissive speech acts. The large number of posters containing declarative speech acts indicates that the poster is aimed at hearers or audiences to do or carry out something related to the prevention of Covid-19 and the application of strict health protocols. This is in line with the purpose of the poster, which is persuasive, which means it can influence people who see or read it.
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