This study aims to examine the ability of ‘Z Generation’ students to interpret poetry. The z generation lives in the digital technology era where they tend to possess liberal and intelligent character. Poetry was chosen since this literature type has historical closeness to Keroncong music, especially in the Keroncong Stambul and Keroncong eras in the 1950s. The issue of Keroncong, whose development has been stagnant since the 1980s, is expected to trigger the Z generation to emerge a solution in the form of Keroncong music. The action research model used in this research was implemented through 6 stages: preparation, implementation, production, mixing and mastering, discussion and evaluation, upload, and publication. This project was applied to 33 students who were divided into five groups of 6 to 7 members each. Each group received a different poem. The project resulted in 5 Keroncong works and emerged a new Keroncong music genre called ‘Kroncongisasi Puisi.’ The study found that the learning achievements of the Z generation were achieved due to several factors: (1) their brilliant abilities in accessing various information digitally; (2) the digital age contains all the information they need; (3) their liberal nature makes them open to modernity. Regarding the process of creating Keroncong, the researcher found ten steps in the composting process: 1) interpretation, 2) composing song melody, 3) implementing the melody with accompanying musical instruments, 4) creating harmony framework, 5) practicing, 6) recording, 7) Mastering, 8) Shooting, 9) editing, 10) publishing. This study result was recommended to the Keroncong community, government, and education community.
According to a study of the news in the mass media, it is known that many online games contribute a negative impact on the attitude or behavior of its addict, even up to the brutal or fatal level both for himself and what he does to others. Adverse effects of playing online games that are difficult to control even categorized as a mental illness by WHO. When cases of deviant behavior rooted in online games are brought to the surface, these cases are often discussed as social, psychological, parenting, educational, law, and other issues without ever being revealed or questioned from the perspective of online games themselves as animation products. The writing of this article aims to discuss the results of a study on the issue of the online game's brutal effects on gamers from the animator's perspective. This research uses a descriptive qualitative approach with the main data from interviews with several animation experts, and studies of the literature written by animators recommended by the experts. The result of this study explains that the worst effect of games that can be revealed within the reach of the animator's sight is that the consequence of game addiction may be experienced by gamers. Animators recognize that opium can be triggered by the quality of games that are attractive and provide virtual satisfaction. The quality itself would not have resulted unless the animator carefully applies the principles of animation design. Whereas for issues that go further than the opium such as the brutal effects of online gaming are problems that are beyond the animator's capacity to explain. The animator's perspectives and epistemology cannot be forced to reveal the case further unless by collaborating with experts from inter-disciplines.
This study aims to examine short videos as an alternative medium for assessing students' English presentation skills during distance lectures, and how other platforms can be synergized in supporting the assessment. This study uses a Design-Based Research approach conducted by assigning English presentations presented in short videos to 105 art students in English subject. The assessment was guided by the IELTS Speaking Band Descriptor and Student Assessment Rubric. The research results reveal that short videos presented potential opportunity to be used as an assessment medium. All competency indicators contained in the guidelines can be observed through the video as long as it contains no audio-visual noises and the presenter shows himself clearly in front of the camera when presenting. In addition, the synergyzing Google Classroom can facilitate the delivery, organization, and repository of assignment material, while Zoom Video Conference can be used by lecturers as a practical alternative medium for recording lecture presentations and assignments. The assignments have also allowed students to hone their confidence in doing public speaking, increase technological literacy, and stimulate their creativity in presenting videos as a work worthy of appreciation rather than just a task.
Festival film saat ini menjadi kegiatan yang semakin popular dan juga menjadi salah satu kegiatan multidisiplin yang menampung banyak ide praktisi di dalamnya. Penelitian ini melihat praktik kerja kuratorial yang dilakukan oleh kurator dalam penyelenggraan festival film. Dalam penelitian ini metode yang digunakan adalah analisis deskriptif yang bertitik berat pada pola komunikasi massa yang dilakukan oleh kurator saat menyampaikan pesan dalam proses kerja kuratorialnya. Data yang digunakan adalah kumpulan hasil pengamatan, wawancara dan data pendukung lain dari para kurator yang terlibat dalam Festival Film Sineas Mahasiswa 2020. Penelitianini menjabarkan kecenderungan praktik kerja kuratorial pada penyelenggaraan sebuah festival film, terutama pada proses perancangan program kegiatan dan pemilihan film yang dilakukan selama festival berlangsung. Dalam penelitian ini, dapat dikemukakan bahwa proses kuratorial tidak sematamata membahas perihal teknis pelaksanaan sebuah kegiatan festival film, namun lebih jauh, praktik kerja kuratorial menjadi media penyebar informasi pada khalayak publik dan juga bagian penting dalam proses pembentuk wacana dan isu yang akan menjadi kecenderungan bentuk karya para peserta festival pada umumnya.
The art residency program is a new art practice which starts to grow in Indonesia in the past ten years. This practice provides ongoing influence for artist to be more intense in their work processes. Living in a new place until deciding to conduct an experiment with the new media that was recently found, became one of the factors that made the art residency program attracted by many artist. The art residency program emphasizes the creative process rather than the final result. The focus of this research is on the creative process of Apip, the artist who have had the opportunity to do an art residency program at Mogus Lab, Yogyakarta. The method for this research using descriptive analysis, data in the form of creative process archives and work are collected as primary data. The data will be completed by texts from catalogs and artist notes. The aim of most art residency programs is not the completion of work. Art activities such as the art residency program become a place for artist to gain an understanding from new environment through creative work by constructing identities based on ways of thinking and action.
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