Jurnal Riset Rumpun Seni, Desain dan Media (JURRSENDEM)
Sub Rumpun ILMU SENI PERTUNJUKAN 1 Senitari 2 Seni Teater 3 Seni Pedalangan 4 Seni Musik 5 Seni Karawitan 6 Seni Pertunjukkan Lainnya yang Belum Disebut Sub Rumpun ILMU KESENIAN 1 Penciptaan Seni 2 Etnomusikologi 3 Antropologi Tari 4 Seni Rupa Murni (seni lukis) 5 Seni Patung 6 Seni Grafis 7 Seni Intermedia 8 Bidang Ilmu Kesenian Lain Yang Belum Tercantum Sub Rumpun ILMU SENI KRIYA 1 Kriya Patung 2 Kriya Kayu 3 Kriya Kulit 4 Kriya Keramik 5 Kriya Tekstil 6 Kriya Logam (dan Logam Mulia/Perhiasan) 7 Bidang Seni Kriya Lain Yang Belum Tercantum
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Penerapan Desain Grafis Dalam Memasarkan Aplikasi Bangbeli Guna Meningkatkan Pendapatan Mitra Bisnis Pelaku UMKM di PT. Doa Anak Digital (Bangbeli)
Abdillah Hanif Isna S;
Maharani Ikaningtyas
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional
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DOI: 10.55606/jurrsendem.v2i2.1481
Seiring dengan perkembangan zaman dan teknologi yang semakin maju, masyarakat semakin sadar akan pentingnya kebutuhan informasi. Dunia digital dan internet juga berdampak pada dunia pemasaran, dengan perusahaan dan organisasi semakin menyadari pentingnya strategi pemasaran yang terintegrasi. Digital marketing dapat memudahkan para pelaku bisnis untuk memantau dan menyediakan segala kebutuhan dan keinginan calon pelanggan. Ada berbagai cara untuk memasarkan produk melalui media sosial, salah satunya adalah desain grafis. Desain grafis sendiri digunakan untuk menyampaikan pesan yang tepat sasaran dengan konsep komunikasi dan kreativitas menggunakan berbagai media dan teknik. Tujuan dari proyek ini untuk mengaplikasikan desain grafis dalam memasarkan aplikasi Bangbeli yang diharapkan dapat membantu memulihkan perekonomian masyarakat khususnya pelaku UMKM sebagai mitra usaha untuk mendapatkan penghasilan tambahan. Pada project ini penulis menggunakan skema diseminasi hasil dengan membagikan pengetahuan dan pengalaman yang diperoleh kepada masyarakat agar dapat dimanfaatkan secara lebih luas oleh masyarakat. World Health Organization., (2018), menurutnya diseminasi hasil merupakan proses mengkomunikasikan informasi yang berkaitan dengan penelitian atau temuan kepada pemangku kepentingan yang relevan untuk menginformasikan kebijakan, praktik, dan pengambilan keputusan. Hasil proyek ini diharapkan dapat mendorong terobosan baru bagi masyarakat berupa aplikasi yang dapat memberikan tambahan penghasilan dari rumah.
Game Digital “Ramadan Adventure”
Muhammad Fajri;
Dwi Mutia Sari
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional
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DOI: 10.55606/jurrsendem.v2i2.1485
This study aims to develop an Android-based educational game that focuses on learning about fasting. This game is designed to provide a fun, exciting and educational interactive experience for users, especially children aged 6-12 years who want to learn about fasting in the month of Ramadan. The method used in developing this game is the Design Thinking method, which involves five stages of the process, namely (emphasize) understanding, (define) definition, (ideate) idea, (prototype) prototype and, (test) testing. In research and data collection, the authors used questionnaires, and observations as primary data, and secondary data including literature and internet reviews. Making educational games is developed using the game engine Construct 2. The games developed are only limited to prototypes so that more implementation and application is needed, therefore further research is still needed to perfect this Ramadan Adventure game. The results of this study are expected to make a positive contribution in the development of educational games that are useful for learning about fasting. This game can be used as an interesting and interactive educational tool to help users better understand and practice fasting. In addition, this research also has the potential to become a foundation for the development of other Android-based educational games that focus on religious and cultural learning.
Penerapan Permainan Tradisional Gobag Sodor Untuk Meningkatkan Kemampuan Motorik Kasar Anak Kelas III SDN 2 Tuguraja Tasikmalaya
Nunung Nunung;
Agus Ahmad Wakih;
Deni Chandra
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional
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DOI: 10.55606/jurrsendem.v2i2.1509
Gross motor development is very important for children's growth and development. The purpose of this study was to describe the improvement of children's gross motor skills in PJOK learning in grade III SDN 2 Tuguraja through the application of traditional gobag sodor games. This research method is Classroom Action Research (PTK). Data collection techniques through observation, tests and documentation. The subjects of this study were grade III students of SDN 2 Tuguraja with a total of 26 students. The results showed that there was an increase in children's gross motor skills through the application of traditional gobag sodor games. The increase can be seen from the results of the study; pre-cycle with an average gain of 70.67, namely 11 students (42.30%) completed KKM and 15 students (57.70%) did not complete KKM, after the first cycle action, the average score was 78.36, namely 14 students (53.85%) completed KKM and 12 students (46.15%) did not complete KKM, then in cycle II saw a significant increase, the average score acquisition was 86.53 showing 22 students (84.62%) completed KKM and 4 students (15.38%) were incomplete KKM. Based on the results of research for 2 cycles, it can be concluded that through the application of traditional gobag sodor games can improve gross motor skills of grade III SDN 2 Tuguraja students, especially in balanced and agile movements.
Kampanye Sosial Pencegahan Fenomena Penipuan File.APK
Ayu Ramadia Sali;
Dwi Mutia Sari
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional
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DOI: 10.55606/jurrsendem.v2i2.1549
Technological developments are currently widely used by some people to commit cyber crimes, especially in this case using the .apk file. Android Package Kit / APK is an application format for Android-based smartphones. The number of victims arising from the phenomenon of file.apk fraud, so understandably there are still many who don't know about file.apk fraud. Therefore the designer makes a design for a media campaign as a means of preventing the phenomenon of file.apk fraud. The design method used is Design Thinking which is based on data obtained through questionnaires, documentation, and literature studies regarding the phenomenon of file.apk fraud. In the problem solving process, apply the 5W+1H analysis (what, who, when, why, where, and how). This design produces prevention media in the form of infographic posters.
Redesain Visual Identity Azyanu Batik
Hidayatul Hasanah;
Fauzan Aulia
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional
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DOI: 10.55606/jurrsendem.v2i2.1553
Azyanu Batik is an MSME engaged in the field of batik art based on local Minangkabau culture with "1000 Rumah Gadang" batik motifs which was founded by Zulmi Aryani since 2021, having its address at Muara Labuh, Solok Selatan Regency, West Sumatra Province. In this case, Azyanu Batik already has a visual identity but has not applied design principles and logo criteria to the fullest. The purpose of this design is to redesign Azyanu Batik's visual identity by applying design principles and good logo criteria as an effort to increase brand awareness and Azyanu Batik's image. The design method used is the 4D method, consisting of 4 stages, namely Define, Design, Develop, and Disseminate. While the design analysis used is through SWOT analysis. Azyanu Batik's visual identity redesign will be implemented into the main media and applicable media that can support the effectiveness of the visual identity created.
Company Profile Café Teras Muzaka
Miranda Syafrina;
Eko Purnomo
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional
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DOI: 10.55606/jurrsendem.v2i2.1554
Café Teras Muzaka established since 2020 is a contemporary café that stands in the center of Lubuk Basung sub-district, this café carries an elegant and minimalist concept. Café Teras Muzaka is always the first choice, a lot of people from various circles come to celebrate moments, meetings or just spend their free time. The findings of the problems of Café Teras Muzaka, namely in terms of publicity, have not used effective promotional media, resulting in a lack of Brand Awareness of consumers and potential consumers of Café Teras Muzaka. Therefore, this design aims to design a Company Profile video that can be a source of information for the public about Café Teras Muzaka. The design uses the 4D method (Define, Design, Develop, and Disseminate). Therefore, by using video company profile as the main media, it is possible to produce a company profile that can not only increase Brand Awareness, but also become an effective publicity media.
Analisis Semiotika Terhadap Fenomena Bullying Dalam Animasi “A Silent Voiceâ€
Halil Hidayatur Ramadhan;
Jupriani Jupriani
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional
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DOI: 10.55606/jurrsendem.v2i2.1568
This research aimed to analyze bullying scenes in "A Silent Voice" animation from Kyoto Animation Studio directed by Naoko Yamada. In this study, the researcher used Roland Barthes Semiotics analysis research method consisted of three analysis meanings which are denotation, connotation, and myth utilized an analysis unit which are some scenes in "A Silent Voice" animation, and used information source in a form of documentation from "A Silent Voice" animation. The research result indicates that "A Silent Voice" movie has bullying scenes which can be categorized into three types namely physical bullying, verbal bullying, and relational bullying. Other than that, "A Silent Voice" animation illustrates that there are still many unjustice and bullying in school. This movie is useful so that people do not ignore bullying cases in school or other places
Analisis Bentuk Dan Makna Visual pada Film Animasi Pacu Baluluak (Tinjauan Semiotika)
Diana Erwilla Rahmi;
Jupriani Jupriani
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional
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DOI: 10.55606/jurrsendem.v2i2.1569
This research aimed to describe visual meaning in animation movie Pacu Baluluak. study used qualitative descriptive method. This research problem on visual analysis (colour, gesture, and character), with a little review about Pacu Baluluak animation. In order to analyze the data, the researcher used semiotics review by Roland Barthes to define three meaning levels (denotative, connotative, and myth) on some scenes and visual (colour, gesture, and character) in Pacu Baluluak animation documented by the researcher. From the research result, it can be concluded that Pacu Baluluak animation has a good visual communication strategy in creating character, in a form of gesture, colour, and character so that it illustrates a strong character. The moral value in this animation is arranged well with a simple illustration, so that we can easily follow and understand the storyline.
Pengaruh Sarana Dan Prasarana Terhadap Motivasi Siswa Belajar Seni Budaya (Seni Musik)
Firman Hidayat;
Ardipal Ardipal
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional
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DOI: 10.55606/jurrsendem.v2i2.1588
This study aims to determine and describe how the influence of facilities and infrastructure on student motivation in learning cultural arts in class X MAN 2 Padang Panjang. This type of research is quantitative research using descriptive methods. Data collection techniques are carried out through questionnaires, as well as documentation. Data management techniques are editing, coding, scoring, tabulating data. Data analysis techniques are instrument tests and prerequisite tests. The results showed that there was an influence of school facilities and infrastructure on the learning motivation of grade X MAN 2 Padang Panjang students, X Koto District, Tanah Datar Regency. It was found that the influence of Facilities and Infrastructure on Motivation (Y) obtained the value of the coefficient of determination written R Square of 0.392 can be explained that the proportion of influence of Facilities and Infrastructure is 41.5% while the remaining 39.2% is influenced by other factors from outside the variables used in this study.
Pelaksanaan Korps Musik (Korsik) Upacara Bendera Di SMA Tamansiswa Padang
Bayu Dimas Saputra;
Esy Maestro
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional
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DOI: 10.55606/jurrsendem.v2i2.1593
The purpose of this study was to describe the implementation of the Music Corps (Korsik) at the Flag Ceremony at Tamansiswa Padang High School. The type of research used is qualitative research with descriptive analysis methods. The types of data used to examine the object are primary data and secondary data. The techniques used in data collection are literature study, observation, interviews, and documentation. Data analysis techniques by identifying, clarifying, and concluding data. The results of the study showed that there were still obstacles and obstacles during the corps music practice and there were still students who were not present when the ceremony started, besides that the corps musical instruments at school were inadequate so that the training process and during the corps implementation were slightly hampered. The implementation of the flag ceremony music corps at Tamansiswa Padang High School was carried out through several stages during the training, namely the trainer prepared the material to be taught to students. The main purpose of holding a music corps at Tamansiswa High School is to accompany the music during the flag ceremony on the Tamansiswa campus. Tamansiswa Padang High School is entrusted with accompanying the music for the flag ceremony. The Principal of SMA Tamansiswa Padang provided music facilities for SMA Tamansiswa Padang students and an arts and culture teacher as well as a coach, immediately made a music corps training schedule with the aim of carrying out the performance of the Flag Ceremony Music Corps.