55 research outputs found

    The Role of Cangkruk Culture in Developing Skills and Creativity of Junior Graphic Designers in Surakarta

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    The Javanese culture of Cangkruk, a tradition of casual social interaction, has a positive chain effect for aspiring graphic designer students. This research aims to analyze the role of Cangkruk in developing creativity in junior graphic designers in Surakarta. The method used is a case study on students majoring in fine arts education at Sebelas Maret University, with a Peer Teaching approach and analysis of the creativity process according to Wallas, which includes four stages, which are preparation, incubation, illumination, and verification. This research found that Cangkruk culture functions as a space that supports peer learning and collaboration, a medium for reflection and design criticism, a source of inspiration and creative exploration, as well as emotional support and motivation. The creative process that occurs in Cangkruk allows designers to learn through real practice based on social interaction. By creating an open space that encourages dialog of ideas, collaboration, and reflection of design work, it can enrich the creative process to produce creative products that are compatible with the design industry. In conclusion, cangkruk can be positioned as an alternative pedagogical tool or informal learning space in developing the skills and creativity of junior graphic designers. This research recommends further exploration of the potential of Cangkruk culture in other disciplines and diverse cultural backgrounds and institutions. Peran Budaya Cangkruk dalam Mengembangkan Keterampilan dan Kreativitas pada Desainer Grafis Junior di Surakarta Abstrak Budaya Cangkruk merupakan tradisi masyarakat Jawa berupa interaksi sosial santai, memiliki efek berantai positif bagi mahasiswa calon desainer grafis. Penelitian ini bertujuan untuk menganalisis peran Cangkruk dalam mengembangkan kreativitas pada desainer grafis junior di Surakarta. Metode yang digunakan adalah studi kasus pada mahasiswa jurusan pendidikan seni rupa di Universitas Sebelas Maret, dengan pendekatan Peer Teaching dan analisis proses kreativitas menurut Wallas, yang meliputi empat tahap, yaitu persiapan, inkubasi, iluminasi, dan verifikasi. Penelitian ini menemukan bahwa budaya Cangkruk berfungsi sebagai ruang yang mendukung peer learning dan kolaborasi, media refleksi dan kritik desain, sumber inspirasi dan eksplorasi kreatif, serta dukungan emosional dan motivasi. Proses kreatif yang terjadi dalam Cangkruk memungkinkan desainer untuk belajar melalui praktek nyata berbasis interaksi sosial. Dengan menciptakan ruang terbuka yang mendorong dialog ide, kolaborasi, dan refleksi karya desain dapat memperkaya proses kreatif untuk menghasilkan produk kreatif yang seusai dengan industri desain. Kesimpulannya, cangkruk dapat diposisikan sebagai alat pedagogis alternatif atau ruang pembelajaran informal dalam pengembangan keterampilan dan kreatifitas desainer grafis junior. Penelitian ini merekomendasikan eksplorasi lebih lanjut terhadap potensi budaya Cangkruk dalam disiplin ilmu lain dan latar belakang budaya serta institusi yang beragam

    Penciptaan tata pentas naskah dag dig dug karya putu wijaya

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    Lakon Dag Dig Dug merupakan lakon inkonvensioanl putu wijaya. Lakon ini berkisah tetang sepasang suami isteri yang sudah lanjut usia dan tidak dikarunia seorang anakpun, menempati sebuah rumah dan memiliki indekosan, kejadian terjadi berkisar tahun 1950 an -1960 an di Yogyakarta. Perancang melakukan pendekatan perancangan pada sebuah rumah jawa kuno atau joglo

    Prosiding ICAAE 2014 - PUPPET TOBOS INNOVATIVE LEARNING AS A MODEL (Strategy retention Art Local Culture in a Global Context)

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    The essence of teaching is to help students acquire the ideas , skills , values , perfikir way, a means to express himself. " Increased the student \u27s capabilities to learn more easly and effectively in the future" ( Joyce and Weil , 1986:1 ). This makes Hary Nugroho, an art teacher at SDN 2 Panjunan culture Kalitidu District of Bojonegoro create an innovative learning model Tobos Puppet. Hary Nugroho is also the founder and caregivers Play Arts Group (KSRB) Bojonegoro began to have ideas and use of innovative learning models since 1997 Tobos Puppet on learning skills and drama class at that time experiencing a lack of interest in problems of students in learning skills and drama class. Puppet Tobos learning model is popular and unpopular students up in 2001 Hary Nugroho started trying to combine the work of students from classroom learning in the form of a puppet karon or cardboard with a series of stories and pakeliran, students are taught to be the mastermind with free story based on the problems that exist about the student. Puppet Tobos initially as an innovative learning model for cultural arts subjects are now used also as a model of learning Indonesian and Social Science Lesson eye because it is considered highly effective as a teaching model to deliver material to students. Tobos puppet is then positive response by one of the fine arts artist as well as a puppeteer named pak dhe uban bojonegoro, works a puppet of students learning art and culture in the classroom used by pak dhe uban as a media installation works in 2000. Puppet Tobos first time staged in Bojonegoro in 2005 held at the Women\u27s Building Bojonegoro. Since it was originally a puppet tobos Innovative teaching model in schools has become a new art of puppetry (wayang Contemporary) were staged in various events such as: Festival Binalle Bagong Yogyakarta in 2005, at the ISI in 2007, Javanese literary festival in the village Cakul, Psychology in 2009 and in Ngekir Art Tuban in 2012. In addition Puppet tobos also staged at the anniversary event bojonegoro, performing arts students, circumcision, and so forth. Puppet Tobos is one effort of a teacher in a learning process of art and culture through innovative learning model that evolved into a new form of puppet show (Puppet contemporary) with the spirit of maintaining and introducing the art of puppetry is an art of Indonesian culture with attention to the development of global flows the life of the community, especially the education of students karen puppet Tobos can be made easily in the medium can (cardboard), free puppet characters and stories in accordance with the wishes of the students. Until now there are emerging young mastermind of the students of SDN 2 Panjunan Kalitidu District of Bojonegoro

    MANAJEMEN PENDIDIKAN SENI TEATER DI KOMUNITAS SONGGOLANGIT CREATIVE SPACE SEBAGAI UPAYA MEMBANGUN RUANG KREATIF DAN STRATEGI REGENERASI

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    This research was conducted in the bathara sandiwara division of the songgolangit community to answer the biggest obstacle of limited extracurricular theater arts activities in educational institutions. This research examines the management of theater arts education in the songgolangit creative space community as an effort to build a creative space consisting of several aspects, namely planning, organizing, mobilizing, controlling. Researchers used a qualitative approach method. The data collection techniques used are observation, interviews, and literacy studies, while in analyzing the data the steps taken first reduce the data, then proceed with the presentation of data and at the end draw conclusions. Researchers used triangulation of sources, techniques and time for data validity. Based on the results of the research in organizing theater arts education management, the songgolangit creative space community applies four management functions consisting of planning which is regulated in long and short term planning, realized with community programs that have been made, organizing with the preparation of community structures in organizing theater arts education, mobilizing which is carried out simultaneously with the implementation of art education and supervision carried out directly by the head of the community, this is done so that art education activities can run well and in accordance with the vision, mission, and goals of national education

    CHARACTER OF ABU IN "KAPAI-KAPAI" SCRIPT BY ARIFIN C. NOER WITH A REVIEW OF SOCIAL PSYCHOLOGY

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    This study aims to analyze the character of Abu in the script of the drama "Kapai-Kapai" by Arifin C. Noer using a social psychology approach. This approach was chosen to understand how the social environment and psychological conditions affect the character of Abu who lives in material and spiritual poverty. The script "Kapai-Kapai" describes Abu's struggle in seeking happiness in the midst of social and economic pressure. Abu is portrayed as a representation of the marginalized lower class, with hope being his main motivation to survive. Through sociological, psychological, and physiological analysis, the study found that Abu is a complex character, caught between reality and imagination in his quest to achieve happiness. The results of the study show that this manuscript not only reveals the socio-political conditions of his time, but also provides a reflection on the injustice and social pressure experienced by individuals like Abu. This research is expected to provide insight for readers and theater actors in understanding the character of Abu and his social context. Keywords: Character Analysis, Social Psychology, Kapai-Kapai, Arifin C. Noer, Drama, Povert

    Development of Audio-Visual Based Pantomime Learning Media in Grade VIII Students at SMP Plus Zainuddin Pamekasan Regency

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    This research aims to increase the appreciation of students' art, expression, and creativity in the art of pantomime performance. By using the research  and development of ADDIE, this research develops effective and efficient learning products. The results of alpha and beta testing show a high level of validity from various points of view. The conclusion highlights the importance of careful planning in the development of audio-visual-based pantomime learning media and emphasizes the integration of media with other learning approaches as a solution to optimize student learning outcomes. This research contributes to the development of innovative and creative learning methods, and is expected to be the foundation for further research in improving the quality of pantomime learning media and creating a more effective and enjoyable learning experience for students.   Keywords: Learning Media, Pantomime, Audio-Visua

    Kreativitas Siswa Slbn Gedangan Sidoarjo dalam Membuat Batik Menggunakan Canting Cap Berbahan Kertas

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    Vocational learning in SLB is prioritized learning when compared to academic learning. This is because vocational programs are considered to be more needed by SLB students regarding the independence of students if they have graduated, they are expected to have the provision of work skills and be ready to live in society. Comparison of vocational learning is 60% and 40% of academic learning. Vocational programs are educational programs that aim to prepare personnel who can define expertise and skills in their fields, are ready to work and able to compete in the world of work globally. Gedangan SLBN is a driving and referral SLB school in East Java so that it becomes a reference school for other SLB in East Java. One of the vocational programs in the Gedangan Sidoarjo SLBN is the vocational batik. In the vocational batik program, students are taught to make stamped batik using canting stamps made of paper. In this study, an analysis was carried out on the creativity of students when working on batik accompanied by the batik they produced. The method used is descriptive qualitative. In the process of making, student creativity can be seen from the changes in the results of one work with another. The difference between the results of the work and those exemplified by the teacher indicates that there is a creative thinking process carried out by student

    Problematika Kreativitas Anak Usia 5-6 Tahun dalam Kegiatan Menggambar Bebas

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    The purpose of writing this article is to examine the problems that affect the creativity of children aged 5-6 years in drawing activities. This topic is important because children's creativity in drawing needs to be nurtured from an early age as a provision for them to be able to think critically and creatively when attending the next level of education. Many educators or parents do not understand the importance of drawing activities for children so that this activity is underestimated. Whereas through free drawing activities it can be seen that children have creative abilities which can be seen from how children express their ideas or imagination naturally without getting pressure from outside. The research conducted was library research using primary and secondary data sources, with data collection techniques: literature. Writing this article concludes that there are problems caused by two factors, namely internal and external factors that affect children's creativity in free drawing. On the internal factor there is the readiness of the child in learning and the introduction of tools, materials, media and free drawing techniques. While the external factors are factors that come from parents, the school environment, and also the social environment including the provision of motivation, creativity support facilities, and opportunities for exploration given to childre
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