Strengthening the quality of education, especially in the arts and culture, in Indonesia is very important. This can be achieved via the application of technology. Malang is a city that has a lot of traditional cultures, such as masks (Topeng), of which there are about 67 designs. It is a challenge in developing learning materials for Topeng Malang. The influence of the inclusion of modern styles is one of the factors stimulating the decline of Malang people’s insights related to traditional culture such as Topeng Malang. This research is related to the strengthening of Topeng Malang education media material by using AR technology. This research focuses on insightful content relating to characters in Topeng Malang, especially for supporting models. This research is carried out through descriptive procedural models, which must be followed to produce a development product — data was obtained by interview, data observation, and documentation. Observation data consisted of reference data for the description of supporting character models namely Pranajiwa and Emban, visuals in the form of Topeng Malang, library data and surveys from the target audience. Keywords: Topeng Malang, Augmented Reality, Support character model
Digital storytelling has been a popular part of education used as a medium for telling stories. A digital storytelling platform can facilitate the development of collaborative stories. If the storytelling process is facilitated properly, it will lead to the creation of stories that enhance the relationship between the players. Wayang Topeng is one of the traditional performing arts in Indonesia that needs to be told digitally so that students become more interested in and understand the stories about Wayang Topeng Malang. This is an R&D research that has used the modified Borg and Gall concept. Data were collected through observation, interviews and documents. The result of this study was the development of a digital introduction of the characters of Wayang Topeng Malang in the form of 2D animation. The digital storytelling application was uploaded on YouTube, making the content accessible to everyone. Keywords: digital storytelling, Wayang Topeng
Creative thinking is the ability used to solve a problem with ideas that are owned by an individual. Learning the Art of Music is learning that requires creativity and creative thinking in the learning process, especially in the practice of playing musical instruments. To develop creative thinking skills in playing musical instruments, it is necessary to apply a Project Base Learning Model that can encourage students to express their ideas and creativity in solving problems. This study aims to determine the effect of Project Base Learning Model on students' creative thinking skills in playing simple musical instruments at SMP Negeri 3 Singosari. This research is a Quasi Experiment. The population in this study were all grade VII students of SMP Negeri 3 Singosari with a sample of class VII H and VII I SMPN 3 Singosari who were taken randomly. The hypothesis test results obtained a statistical value t count of -3,775 or 3,775. This value is more than the t table, so the null hypothesis is rejected. The average difference between the experimental and control groups was 0.184 with an average gain score of the experimental group being higher than the control group. These results indicate that the class average score using the project base learning model is higher than the class that does not use the project base learning model. Keywords: Model Project Base Learning, creative thinking ability Abstrak: Berpikir kreatif adalah kemampuan yang digunakan untuk menyelesaikan suatu masalah dengan ide-ide yang dimiliki oleh seorang individu. Pembelajaran Seni Musik merupakan pembelajaran yang membutuhkan kreativitas dan berpikir kreatif dalam proses pembelajarannya terutama pada praktik bermain alat musik. Untuk mengembangkan kemampuan berpikir kreatif dalam bermain alat musik, perlu diterapkan Model Project Base Learning yang dapat mendorong siswa untuk mengekspresikan ide-ide dan kreativitas mereka dalam menyelesaikan masalah. Penelitian ini bertujuan untuk mengetahui pengaruh Project Base Learning terhadap kemampuan berpikir kreatif siswa dalam bermain alat musik sederhana SMP Negeri 3 Singosari. Penelitian ini adalah Quasi Eksperiment. Populasi dalam penelitian ini adalah seluruh siswa kelas VII SMP Negeri 3 Singosari dengan sampel kelas VII H dan VII I SMPN 3 Singosari yang diambil secara acak. Hasil uji hipotesis didapatkan nilai statistik t hitung sebesar -3,775 atau 3,775. Nilai tersebut lebih dari t table, sehingga hipotesis nol ditolak. Perbedaan rata-rata antara kelompok eksperimen dan kontrol sebesar 0,184 dengan rata-rata gain score kelompok eksperimen lebih tinggi dibandingkan dengan kelompok kontrol. Hasil tersebut menyatakan bahwa nilai rata-rata kelas yang menggunakan model project base learning lebih tinggi daripada kelas yang tidak menggunakan model project base leraning. Kata kunci: Model Project Base Learning, kemampuan berpikir kreatif
The Animation Study Program is part of the Art and Design degree from the Faculty of Letters State University of Malan. It is designed to offer guidance to professional beginners in the animation world and applied media, allowing graduates to apply for roles such as a 2D/3D Animator,Character Designer, beginner Developer in Animation Industry, Game Designer/Multimedia, beginner Developer of Game Industry, Game Asset Designer. The graduates from Animation program study gain particular expertise in 3D animation games and using Indonesian local culture. The course also emphasizes education-based animation games in global context and insteal entrepreneurship for the graduates. The goal of this study is to analyze the curriculum and graduate achievement in the animation game study program. This research used a qualitative study case with a descriptive approach. Documentation and interviews were used to collect data. The analysis of data used a descriptive approach. Results of the study show that the curriculum used in Animation Game program is designed based on the graduates in diploma D1, D2, D3, and D4. They are in D1 (Asset Game Operator), D2 (Young Asset Game Designer), D3 (Young Game Designer), and D4 (Senior Game Designer). Meanwhile, the animation field is divided into D1 (Asset Animation Operator), D2 (2D/3D Young Animator), D3 (2D/3D Senior Animator), and D4 (2D/3D Lead Animator). Keywords: Curriculum, Graduates Outcome, Animation Game
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