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Memahami Ritual Aci Keburan Melalui Sajian Multimedia Ariningsih, Kadek Ayu; Adnyana, I Nyoman Widhi
An1mage Jurnal Studi Kultural Vol 2 No 2 (2017): An1mage Jurnal Studi Kultural
Publisher : an1mage

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (807.877 KB)

Abstract

Keberadaan teknologi memiliki pengaruh yang besar dalam kehidupan manusia. Masyarakat tidak bisa lepas dari penggunaan teknologi dan membawa manusia kepada era modern. Masyarakat Desa Pakraman Kelusa ikut dibawa dalam pengaruh gencarnya perkembangan ilmu pengatahuan dan teknologi saat ini yang berpengaruh besar dalam tatanan hidup masyarakatnya. Masyarakat Desa Pakraman Kelusa banyak yang mengalami pengaburan makna tentang makna pelaksanaan ritual Aci Keburan di Pura Hyang Api. Makna Ritual Aci Keburan disampaikan kembali dengan menggunakan teknologi dalam sajian multimedia. Dipilihnya multimedia mengingat sifat dari sajian multimedia adalah mengatasi keterbatasan ruang dan daya indera. Sehingga diharapkan masyarakat Desa Pakraman Kelusa memahami kembali makna pelaksanaan ritual Aci Keburan yang sebenarnya. 
UPAYA MENINGKATKAN KARAKTER SISWA KELAS 1 SEKOLAH DASAR MELALUI MATERI PELAJARAN AGAMA HINDU DENGAN PENDEKATAN CONTEXTUAL TEACHING LEARNING (CTL) Ariningsih, Kadek Ayu
Adi Widya: Jurnal Pendidikan Dasar Vol 5, No 1 (2020)
Publisher : Institut Hindu Dharma Negeri Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/aw.v5i1.1284

Abstract

Learning to know, learning to do, learning to live together, and learning to be are the four pillars of education. The four pillars of education become a reference in the development of the National Education System in Indonesia to form human characters so that they can compete and be ready to face global challenges. Character education in the education unit has been identified 18 values originating from religion, Pancasila, culture, and national education goals, namely: 1) Religious; 2) Honestly; 3) Tolerance; 4) Discipline; 5) Hard Work; 6) Creative, 7) Independent; 8) Democratic; 9) Curiosity; 10) Nationalism; 11) Love the Motherland; 12) Appreciate Achievement; 13) Friendly / communicative; 14) Peace in love; 15) Love reading; 16) Care for the environment; 17) Social care; 18) Responsibility. These character values must be instilled early on, bearing in mind their current character formation will determine their character in the future. At the grade 1 elementary school level, using the 2013 Curriculum through Hinduism subject matter is expected to form religious skills and manifest spiritual attitudes and social attitudes of learners that are balanced, encompassing human relations with their Creator, fellow humans, and human relations with the natural surroundings. Learning and teaching with the Contextual Teaching Learning (CTL) approach invite students to make connections that express meaning. 
PERSEPSI MAHASISWA TERHADAP PENERAPAN GAMIFIKASI DALAM PEMBELAJARAN Winatha, Komang Redy; Ariningsih, Kadek Ayu
Jurnal Pendidikan Teknologi dan Kejuruan Vol 17, No 2 (2020): Edisi Juli 2020
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (334.842 KB) | DOI: 10.23887/jptk-undiksha.v17i2.26010

Abstract

Penelitian bertujuan menerapkan dan mengkaji gamifikasi dalam pembelajaran di STMIK STIKOM Indonesia. Metode penelitian yang digunakan dalam penelitian ini adalah metode deskriptif kualitatif yang bertujuan untuk mendeskripsikan semua respon mahasiswa setelah dilakukan penerapan gamifikasi melalui kuesioner. Data diperoleh dari hasil pengisian kuesioner melalui google form yang berisikan 33 pernyataan. Pernyataan dikelompokkan menjadi dua bagian, Bagian pertama untuk menggali pendapat mahasiswa tentang penerapan gamifikasi, sedangkan bagian yang kedua untuk menggali sejauh mana manfaat dari penerapan gamifikasi bagi mahasiswa. Hasil penelitian menunjukkan bahwa penerapan gamifikasi dalam pembelajaran memberikan manfaat positif kepada mahasiswa dimana mereka lebih bersemangat, merasa senang, tidak merasa bosan dan dapat berpartisipasi dengan aktif dalam mengerjakan latihan-latihan materi.
Mayadenawa In Digital Comic Preview Ariningsih, Kadek Ayu; Putra, Putu Satria Udyana; Adnyana, I Nyoman Widhi
Vidyottama Sanatana: International Journal of Hindu Science and Religious Studies Vol 4, No 2 (2020)
Publisher : Institut Hindu Dharma Negeri Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/ijhsrs.v4i2.1836

Abstract

The preservation of local wisdom in Indonesia, especially in Bali, is still very little brought to the realm of technology. This is especially true for millennial generations. One of the local wisdom is Galungan. Galungan Day begins with the Mayadenawa story. Millennials only know how to run the Galungan procession. There are still few who understand the history of celebrating Galungan. Today technology is often used as a medium to introduce local wisdom. The use of this technology can be used to understand the history of Galungan. Researchers collected data by distributing questionnaires. Data obtained from the results of the questionnaire on 50 millennial generation respondents. The age range of 12-25 years states that 70% do not understand the history of Galungan. Next, to the same respondents, Mayadenawa digital comics were given. The results than stated that 23% did not understand the history of Galungan.
UPAYA MENINGKATKAN KARAKTER SISWA KELAS 1 SEKOLAH DASAR MELALUI MATERI PELAJARAN AGAMA HINDU DENGAN PENDEKATAN CONTEXTUAL TEACHING LEARNING (CTL) Ariningsih, Kadek Ayu
Adi Widya: Jurnal Pendidikan Dasar Vol 5, No 1 (2020)
Publisher : Institut Hindu Dharma Negeri Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/aw.v5i1.1284

Abstract

Learning to know, learning to do, learning to live together, and learning to be are the four pillars of education. The four pillars of education become a reference in the development of the National Education System in Indonesia to form human characters so that they can compete and be ready to face global challenges. Character education in the education unit has been identified 18 values originating from religion, Pancasila, culture, and national education goals, namely: 1) Religious; 2) Honestly; 3) Tolerance; 4) Discipline; 5) Hard Work; 6) Creative, 7) Independent; 8) Democratic; 9) Curiosity; 10) Nationalism; 11) Love the Motherland; 12) Appreciate Achievement; 13) Friendly / communicative; 14) Peace in love; 15) Love reading; 16) Care for the environment; 17) Social care; 18) Responsibility. These character values must be instilled early on, bearing in mind their current character formation will determine their character in the future. At the grade 1 elementary school level, using the 2013 Curriculum through Hinduism subject matter is expected to form religious skills and manifest spiritual attitudes and social attitudes of learners that are balanced, encompassing human relations with their Creator, fellow humans, and human relations with the natural surroundings. Learning and teaching with the Contextual Teaching Learning (CTL) approach invite students to make connections that express meaning. 
Relevansi Nilai Lokasamgraha Terhadap Wacana Politk Identitas Dan Masa Depan Kebangsaan Puspo Renan Joyo; Mujiyono Mujiyono; Kadek Ayu Ariningsih
Jurnal Penelitian Agama Hindu Special Issue Budaya & Pendidikan
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (275.841 KB) | DOI: 10.37329/jpah.v0i0.1611

Abstract

This article is a study of national identity, identity politics, and the value of Lokasamgraha in Hinduism and their relevance to the escalation of identity politics and the discourse of the future of the nation. This is a library research with qualitative approach. Lokasamgraha is a material object in this research. This research used data collection techniques and using data analysis, namely: interpretative, holistic and descriptive. Results of this study are: 1) national identity is Bhinneka Tunggal Ika inspired by Pancasila and Undang-Undang Dasar 1945, and explored into three, fundamental identity, instrumental identity, and natural identity; 2) identity politics is irrelevant and has lost its meaning. The emergence of identity politics lately must be viewed as a threat and sabotage against the existence of Indonesia. And the last is 3) the value of Lokasamgraha is at odds with identity politics but found similar resonance with the discourse on the future of the nation. Lokasamgraha finds its urgency in two things, namely: identity politics and the future of nation.
Mayadenawa In Digital Comic Preview Kadek Ayu Ariningsih; Putu Satria Udyana Putra; I Nyoman Widhi Adnyana
Vidyottama Sanatana: International Journal of Hindu Science and Religious Studies Vol 4, No 2 (2020)
Publisher : Institut Hindu Dharma Negeri Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/ijhsrs.v4i2.1836

Abstract

The preservation of local wisdom in Indonesia, especially in Bali, is still very little brought to the realm of technology. This is especially true for millennial generations. One of the local wisdom is Galungan. Galungan Day begins with the Mayadenawa story. Millennials only know how to run the Galungan procession. There are still few who understand the history of celebrating Galungan. Today technology is often used as a medium to introduce local wisdom. The use of this technology can be used to understand the history of Galungan. Researchers collected data by distributing questionnaires. Data obtained from the results of the questionnaire on 50 millennial generation respondents. The age range of 12-25 years states that 70% do not understand the history of Galungan. Next, to the same respondents, Mayadenawa digital comics were given. The results than stated that 23% did not understand the history of Galungan.
SATWIKA LIFE STYLE THROUGH THE DESIGN OF MEASURING EQUIPMENT BODY MASS INDEX (BMI) BASED ON IOT Kadek Ayu Ariningsih; Anak Agung Gede Ekayana; I Gede Andika; I Kadek Rudi Ariastawan
Vidyottama Sanatana: International Journal of Hindu Science and Religious Studies Vol 5, No 2 (2021)
Publisher : Institut Hindu Dharma Negeri Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/ijhsrs.v5i2.3045

Abstract

The satwika lifestyle refers to the understanding that the physical body should be maintained through wise thoughts and behavior in determining what is good and bad for the body so that it is always in a fit and fit state. Technology affects the lifestyle of modern society. Practical lifestyles are not necessarily balanced with health awareness. Fast food variations and online food delivery services are practical choices even though they do not meet nutritional standards that can affect health quality. Body Mass Index (BMI) can be an indicator of health, so it can guide a person to control the food consumed. This study innovates the development of a manual BMI measurement tool at STMIK STIKOM Indonesia into a BMI measurement tool that can be accessed online with a concept called IoT (Internet Of Things). The design of the IoT Based BMI Measurement Tool at STMIK STIKOM Indonesia is expected to help lecturers, staff, and students at STMIK STIKOM Indonesia to be able to check their BMI regularly so that they can optimize the satwika lifestyle. The data of this research were obtained by conducting observation, e-questionnaire, and interview methods and then elaborated with qualitative descriptive to describe that the BMI measuring instrument can function and assist the academic community of STMIK STIKOM Indonesia in maintaining a satwika lifestyle.
PERSEPSI MAHASISWA TERHADAP PENERAPAN GAMIFIKASI DALAM PEMBELAJARAN Komang Redy Winatha; Kadek Ayu Ariningsih
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 17 No. 2 (2020): Edisi Juli 2020
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (334.842 KB) | DOI: 10.23887/jptk-undiksha.v17i2.26010

Abstract

Penelitian bertujuan menerapkan dan mengkaji gamifikasi dalam pembelajaran di STMIK STIKOM Indonesia. Metode penelitian yang digunakan dalam penelitian ini adalah metode deskriptif kualitatif yang bertujuan untuk mendeskripsikan semua respon mahasiswa setelah dilakukan penerapan gamifikasi melalui kuesioner. Data diperoleh dari hasil pengisian kuesioner melalui google form yang berisikan 33 pernyataan. Pernyataan dikelompokkan menjadi dua bagian, Bagian pertama untuk menggali pendapat mahasiswa tentang penerapan gamifikasi, sedangkan bagian yang kedua untuk menggali sejauh mana manfaat dari penerapan gamifikasi bagi mahasiswa. Hasil penelitian menunjukkan bahwa penerapan gamifikasi dalam pembelajaran memberikan manfaat positif kepada mahasiswa dimana mereka lebih bersemangat, merasa senang, tidak merasa bosan dan dapat berpartisipasi dengan aktif dalam mengerjakan latihan-latihan materi.
ANALISIS DAMPAK PENERAPAN TEKNOLOGI BAGI MASYARAKAT DI MASA PANDEMI COVID-19 Kadek Ayu Ariningsih; I Gusti Ngurah Made Desnanjaya; Putu Wirayudi Aditama; Tantri Pramawati
Aptekmas Jurnal Pengabdian pada Masyarakat Vol 4 No 3 (2021): APTEKMAS Volume 4 Nomor 3 2021
Publisher : Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (346.51 KB) | DOI: 10.36257/apts.v4i3.3522

Abstract

Corona Virus or Covid-19 is still a threat to society. This virus spreads very quickly through droplets or liquid droplets from coughing and sneezing, personal contact such as shaking hands, and touching objects or surfaces with the virus on them, then touching the mouth, nose, or eyes before washing hands. From observations made in the community, people need handwashing tools and automatic hand sanitizer to avoid direct contact with objects' surfaces. Technology in the form of Automatic Hand Sanitizer Using Ultrasonic Sensor and Arduino as hand sanitizer from bacteria without touching the hand sanitizer bottle that can be used and utilized by the public. This tool is implemented in Lodtunduh Village on Gianyar Regency, placed in one of the residents' houses Mr. Wayan Adhe Suwetha. This Automatic Hand Sanitizer technology makes it possible to work without any touch or pressure on objects, which will reduce the spread of viruses from objects that are often used to maximize the application of health protocols for the community, especially for Lodtunduh Gianyar community. The research was conducted using a descriptive qualitative method with data obtained through observation and sampling of the population regarding the impact of using the Automatic Hand Sanitizer technology.