8 research outputs found

    Rancang Desain Media Pembelajaran Berbasis Game Sejarah Perjalanan Jendral Soedirman dalam Perang Gerilya Kabupaten Pacitan

    Get PDF
    Digitalisasi pendidikan indonesia tidak lepas dari peran serta media pembelajaran. Media pembelajaran menjadi tumpuan utama setelah tumpuan teknis pelaksanaan yang dibuat oleh tim pengembang pendidikan di Indonesia. Media pembelajaran bukan hanya menjadi bagian transfer visualisasi, tetapi harus memuat unsur tujuan pembelajaran, menarik, efektif dalam menyampaikan pesan, mempunyai sisi kearifan lokal dan mempunyai kepraktikalitasan produk. Akan tetapi, proses pembelajaran sejarah di Kabupaten Pacitan hanya memuat media konvensional yang kurang menarik minat siswa. Rancang desain media pembelajaran berbasis game sejarah perjalanan jendral Soedirman dalam perang gerilya Kabupaten Pacitan diimplementasikan menggunakan model ADDIE dengan hasil uji coba validasi ahli media 85% dan validasi ahli materi 90%, berkaitan dengan kedua hal tersebut uji coba perangkat lunak pengguna mendapatkan nilai 88,4% dan dinyatakan layak untuk digunakan dan diseminasika

    Strengthening the Tempe Souvenir Packaging Design in Sanan Village, Malang

    Get PDF
    Sanan village is an area in Malang city that is strong in small and medium enterprises (SMEs), and its economy is growing because of the Tempe chips business. In the world of marketing, competition is normal and natural. In this regard, various efforts have been made on the part of Sanan village to get ahead of the competition. One of these has been to make an interesting product packaging design to attract potential consumers. With a large industrial scale, packaging is one of the important factors that must be considered to grab consumers’ attention. Packaging can be an effective strategy in product marketing to attract consumer buying interest. Packaging can also give an overview of the product, both in terms of quality and value offered by the manufacturer. However, in the Tempe industry in the Sanan area, the researchers found that much of the packaging lacks any unique characteristics. Unattractive packaging will make this product less well-known, especially in terms of souvenir packaging. Based on these findings, the implementation team of the Sanan souvenir packaging design program carried out an asset-based community development (ABCD) approach, which consisted of the steps of discovery, brainstorm, design, define, and implement, to provide effective packaging for the regional industry. Keywords: Sanan, packaging, design, featured product

    Virtual Reality Trimatra and Dwimatra Laboratory Visual Art Materials for Higher Education

    Get PDF
    Dwimatra and trimatra are currently the main material for university fine arts courses. As a partner campus for the MBKM program, it is obligatory to provide compulsory courses in two dimensions and three dimensions. However, this course is prone to learning misconceptions. As a learning process that prioritizes aesthetics, students are not provided an optimal environment in understanding and experiencing aesthetics due to the lack of accessible virtual infrastructure. This research aims to reduce the misconceptions of the learning problem by providing virtual infrastructure for virtual reality laboratories. The research uses the ADDIE Model method (analysis, design, development, implementation, and evaluation) to develop learning empirically, structurally, and holistically. Validation tests were carried out by material and media experts to determine the media validity. The match pair test is used as a data analysis technique to determine the level of learning outcomes in pre-test and post-test. The hypothetical decision-making guideline on the match pair test refers to the significance value (Sig) if Sig. (2 tailed) < 0.05, then H0is rejected and Hais accepted, if Sig. (2-tailed) > 0.05, then H0is accepted and Hais rejected. The practicality test was conducted to determine the level of media practicality that is obtained from R/SM x 100% with the information R (Achievable Value) and SM (Maximum Score). In this regard, the design of virtual reality laboratories for trimatra and dwimatra art materials for higher education can avoid misconceptions about learning with virtual infrastructure technology. Keywords: trimatra, dwimatra, misconceptions, virtual realit

    Pagelaran Smartland: Using Virtual Reality Media to Increase Hybrid Tourist Visits for the Pottery Industry

    Get PDF
    Pagelaran Village is a projected educational tourism village that focuses on the development of traditional pottery. However, with the number of visitors decreased during the pandemic, there are several difficulties to attract enthusiastic visitors and increase tourist visits. This causes higher turnover rates which is projected to increase significantly when the pandemic ends. The Pagelaran SmartLand design aims to provide a digital infrastructure for virtual tourist visits through virtual reality technology that can be accessed easily and is able to be integrated with the pottery craftsmen of Pagelaran Village. The media development method used an asset-based community development (ABCD) approach that focuses on integrating local assets with the latest technology through asset inventory. The media validity level was obtained through validity testing by material and media experts. The profitability growth rate of the Pagelaran Village pottery industry after the media implementation was measured through a paired t-test with guidelines based on the significance value (Sig). If Sig. (2 tailed) < 0.05, then H0is rejected and Hais accepted and if Sig. (2-tailed) > 0.05, then H0is accepted and Hais rejected. A practicality test was carried out to identify the media practicality which was obtained through obtained value/maximum score x 100%. In this regard, the Pagelaran SmartLand can accommodate an increase in hybrid tourism visits to the pottery industry in Pagelaran Village and has the potential to provide an increase in turnover for pottery craftsmen. Keywords: SmartLand, Pagelaran village, tourism, virtual realit

    Interactive Batik & HR Incubation for Art-Technopreneurship: Mantraman Village Pilot Project

    Get PDF
    The implementation of this activity presents an innovative approach to promote the sustainability of the Javanese batik industry by developing interactive batik designs and fostering human resources in the arts and technopreneurship fields. The research project undertaken in Mantraman Village, Pagelaran, aims to brand Mantraman Village as a unique destination embodying Javanese Cultural Village characteristics. The cutting-edge approach combines age-old batik techniques with the latest in digital augmented reality technology. By doing so, it aims to boost visitor engagement and offer a hands-on experience in the batik design process. This implementation also focuses on fostering human resources in the arts and technopreneurship fields. These educational activities are designed to impart both theoretical knowledge and practical skills, empowering individuals to venture into or further develop their own art-technopreneurial pursuits. Training programs and workshops are conducted to develop participants’ skills and knowledge in batik design, business management, marketing, and related technological aspects. This implementation methodology involves conducting participatory surveys, observations, and interviews with relevant stakeholders, as well as testing and evaluating prototypes of interactive batik design systems. The data collected will be analyzed qualitatively and quantitatively to measure the project’s impact on increasing public interest, improving the quality of batik products, and developing human resources in the arts and technopreneurship fields. The results of the implementation of this activity made a positive contribution through an inventory of interactive batik motif designs with augmented reality technology, contributing to the development of the batik industry in Mantraman Village, Pagelaran Village as an iconic tourism village branding. Through these efforts, the project contributes positively to the sustainable growth of the batik industry and cultural branding of the village. Keywords: interactive, pattern, batik, mantraman village, pagelara

    Pagelaran Pottery Village: Culture-Education Resin-Concrete Souvenir in Industrial Tourism

    Get PDF
    This implementation aims to develop resin-concrete souvenirs as a superior product for the pottery industry tourism in Pagelaran Village, with the aim of promoting cultural education and enhancing the visitor experience. Pagelaran Village, renowned for its heritage in pottery production and traditional cultural practices, faces challenges in preserving its cultural identity and attracting tourists amid changing consumer preferences. Consequently, this activity explores the concept of resin-concrete souvenirs as a method to convey the cultural identity of Pagelaran Village pottery according to tourist preferences. Implementation of this activity employed a mixed approach, combining qualitative interviews with local artisans and quantitative surveys of tourists, to gather insights into the village’s cultural heritage and visitor preferences. The resin-concrete souvenir prototype in the form of merchandise was designed by amalgamating traditional pottery motifs and cultural elements unique Pagelaran Village. Subsequently, it underwent user tests and feedback sessions to ensure their aesthetic appeal, durability, and ability to evoke cultural narratives. The resin-concrete souvenir prototype has significant potential as a superior product in industrial tourism. The integration of traditional pottery with modern materials enables the creation of products that are both visually appealing and culturally relevant. Additionally, tourist responses show high interest in souvenirs characterized by authentic and narrative cultural experiences. This implementation contributes to the development of souvenirs in the context of industrial tourism, emphasizing the significance of education and preservation of cultural heritage. Besides bolstering the economy of Pagelaran Village, resin-concrete souvenirs can educate visitors about the village’s cultural heritage, thereby encouraging sustainable tourism practices. Keywords: resin, concrete, souvenir, pottery, pagelara

    MOOC for Pagelaran Pottery Village: Boosting Income through Design Educational Tourism

    Get PDF
    The implementation of this activity aims to design and build educative tourism infrastructure using the Massive Open Online Course (MOOC) as a means to increase the income potential of Pagelaran Village. Pagelaran Village is famous for its pottery crafts, which are rich in cultural values. However, the potential for tourism and related revenues has yet to be fully realized. Therefore, employing MOOC as a tool to provide an online learning experience for a package of pottery production training activities is expected to attract tourists and boost the income of the local community. The methods used in this implementation include field surveys, literature studies, and analysis of tourist needs and preferences. The approach adopted is the asset-based community development (ABCD) approach, which consists of five stages of activity including: 1) Discovery, 2) Dream, 3) Design, 4) Define, and 5) Destiny. The infrastructure built includes the development of the MOOC platform, offering learning materials related to history, manufacturing techniques, and the art of pottery. Additionally, practical learning facilities are also provided for tourists desiring to undertake direct courses without constraints by space and time. During initial testing, this MOOC garnered favorable responses from travelers who participated the course. The results of the implementation of this activity indicate that the use of MOOC as an educative tourism infrastructure can increase potential income in Pagelaran Village. Keywords: MOOC, income, pagelaran pottery, educational, infrastructur

    Rancang Desain Media Pembelajaran Berbasis Game Sejarah Perjalanan Jendral Soedirman dalam Perang Gerilya Kabupaten Pacitan

    Full text link
    Digitalisasi pendidikan Indonesia tidak lepas dari peran serta media pembelajaran. Media pembelajaran menjadi tumpuan utama setelah tumpuan teknis pelaksanaan yang dibuat oleh tim pengembang pendidikan di Indonesia. Media pembelajaran bukan hanya menjadi bagian transfer visualisasi, tetapi harus memuat unsur tujuan pembelajaran, menarik, efektif dalam menyampaikan pesan, mempunyai sisi kearifan lokal dan mempunyai kepraktikalitasan produk. Akan tetapi, proses pembelajaran sejarah di Kabupaten Pacitan hanya memuat media konvensional yang kurang menarik minat siswa. Rancang desain media pembelajaran berbasis game sejarah perjalanan jendral Soedirman dalam perang gerilya Kabupaten Pacitan diimplementasikan menggunakan model ADDIE dengan hasil uji coba validasi ahli media 85% dan validasi ahli materi 90%, berkaitan dengan kedua hal tersebut uji coba perangkat lunak pengguna mendapatkan nilai 88,4% dan dinyatakan layak untuk digunakan dan diseminasika
    corecore