cover
Contact Name
Putra Afriadi
Contact Email
putraafriadi12@gmail.com
Phone
-
Journal Mail Official
jurnal_imaji@uny.ac.id
Editorial Address
-
Location
Kab. sleman,
Daerah istimewa yogyakarta
INDONESIA
Imaji: Jurnal Seni dan Pendidikan Seni
ISSN : 16930479     EISSN : 25800175     DOI : -
IMAJI is a journal containing the results of research/non-research studies related to arts and arts education, including fine arts and performing arts (dance, music, puppetry, and karawitan). IMAJI is published twice a year in April and October by the Faculty of Languages and Arts of Universitas Negeri Yogyakarta in cooperation with AP2SENI (Asosiasi Program Studi Pendidikan Seni Drama, Tari, dan Musik se-Indonesia/Association of Drama, Dance, and Music Education Study Programs in Indonesia).
Arjuna Subject : -
Articles 10 Documents
Search results for , issue "Vol 20, No 2 (2022): IMAJI OKTOBER" : 10 Documents clear
Proses kreatif penciptaan karya tari Barajo Dihati Gilda Nurul Shaesa; Widyanarto Widyanarto; Denny Eko Wibowo
Imaji Vol 20, No 2 (2022): IMAJI OKTOBER
Publisher : FBS UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/imaji.v20i2.45108

Abstract

Karya tari Barajo dihati merupakan koreografi baru yang diangkat dari peristiwa pengalaman pribadi penata bersumber dari karakter diri penata yang dilontarkan oleh keluarga terdekat dalam kehidupan sehari-harinya. Karya tari ini terbagi menjadi tiga adegan, yaitu adegan pertama yang menggambarkan simbolis gerak dari karakter atau watak kareh angok, dimana dalam bahasa minang kareh angok ini memiliki arti sifat yang sulit diatur atau sulit diberitahu, adegan kedua merupakan gambaran watak kareh kapalo, yang artinya ialah keras kepala dimaknai sebagai pribadi yang kukuh atas kehendaknya, dan yang terakhir adegan ketiga menggambarkan watak sampik kalang, watak ini berarti orang yang suka bersempit hati atau pemarah. Tujuan penelitian ini adalah untuk mengetahui proses kreatif karya tari “Barajo dihati”. Penelitian ini menggunakan metode kualitatif. Dalam membedah proses penciptaan karya tari penelitian ini menggunakan teori Alma Hawkins dan Y Sumandiyo Hadi. Sedangkan untuk membedah bentuk penyajian tari menggunakan teori Jacqueline Smith dan Umar Kayam. Hasil penelitian ini memaparkan bahwa segala jenis kreativitas menjadi kebebasan penafsiran kepada siapa saja yang dapat mewujudkan atau menuangkannya kedalam suatu karya atau ide penciptaan. Karya tari ini dipertunjukan dengan pengembangan bentuk tradisi dan kontemporer. Kata Kunci: Barajo dihati, proses kreatif penciptaan, kareh angok, kareh kapalo, sampik kalang  Creative process of Barajo Dihati dance Abstract        Barajo dihati is a choreography that lifted from the choreographer's personal experience as from the choreographer's character that usually expressed by her close family. This dance is become in three parts, the first part which depicts the symbolic motion of the character or character of kareh angok, in Minang language kareh angok has the meaning of an unruly nature or difficult to tell, the second part is a description of the character of kareh kapalo, which means: Stubbornness is interpreted as a person who is strong in her want, and the last is the character of sampik kalang, this character means a person who likes to be narrow-minded or angry. The purpose of this study was to determine the creative process of the dance "Barajo dihati". This study uses a qualitative method. In dissecting the process of creating dance, this research uses the theory of Alma Hawkins and Y Sumandiyo Hadi. Meanwhile, to dissect the form of dance presentation using the theory of Jacqueline Smith and Umar Kayam. The results of this study explain that all types of creativity become freedom of interpretation to anyone who can realize or pour it into the idea. This dance is performed with the development of traditional and contemporary forms.Keywords: Barajo dihati, creative process, kareh angok, kareh kapalo, sampik kalang
Promoting creative imaginative learning for fine art education students in the 21st century Zulfi Hendri
Imaji Vol 20, No 2 (2022): IMAJI OKTOBER
Publisher : FBS UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/imaji.v20i2.52365

Abstract

The development of science, technology, and art, and changes in the socio-cultural environment must be managed properly by the practitioners of fine art education at universities in preparing future art teachers. Learning methods that have been believed to be appropriate by lecturers must be reviewed, managed, and oriented to scientific truth and student needs. Today's art learning must prioritize creative imagination to the current level of development, so that later students will be professionally competent in their fields. The use of a creative imaginative approach is due to the fact that in art learning there is a relationship between the stages of the creative process (preparation, incubation, illumination, verification) and the psychological product of creating fine art. With creative imaginative learning models for art education students, the works made will always have novelty in ideas, forms, and techniques as one of the main goals of 21st century education that emphasizes the creativity development.Keywords: creative imaginative learning, art education Mewujudkan pembelajaran yang imajinatif kreatif bagi mahasiswa pendidikan seni rupa di abad 21AbstrakPerkembangan ilmu pengetahuan, teknologi, dan seni,  serta perubahan lingkungan sosial-budaya, harus disikapi  dengan baik oleh penyelenggara pendidikan seni rupa di perguruan tinggi dalam menyiapkan calon guru seni rupa. Cara-cara pembelajaran yang selama ini diyakini benar oleh dosen harus ditelaah ulang, disesuaikan dan diorientasikan pada kebenaran ilmiah serta kebutuhan mahasiswa. Pembelajaran seni rupa sekarang ini harus mengutamakan kepada imajinasi kreatif sampai pada tingkat perkembangannya yang kekinian, sehingga kelak mahasiswa memiliki kompetensi dalam bidangnya secara profesional. Penggunaan pendekatan yang imajinatif kreatif dikarenakan dalam pembelajaran seni rupa ada hubungan antara tahap-tahap proses kreatif (persiapan, inkubasi, iluminasi, verifikasi) dan produk psikologis berkarya seni rupa. Dengan model pembelajaran yang imajinatif kreatif bagi mahasiswa pendidikan seni rupa, maka karya yang diciptakan akan selalu memiliki kebaruan dalam ide/gagasan, bentuk, dan teknik yang menjadi salah satu tujuan utama pendidikan abad 21 yang menekankan pengembangan kreativitas.Kata kunci: pembelajaran imajinatif kreatif, pendidikan seni rupa 
Cerita pada ornamen medalion di relief candi Penataran sebagai ide penciptaan batik lukis Ahmad Suhadak; Anak Agung Gde Rai Arimbawa; Lisa Sidyawati
Imaji Vol 20, No 2 (2022): IMAJI OKTOBER
Publisher : FBS UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/imaji.v20i2.51492

Abstract

Ornamen medalion pada bangunan Candi Penataran memiliki cerita dan nilai filosofis yang terkandung di dalamnya. Secara historis keberadaan ornamen medalion pada bangunan Candi Penataran terjadinya proses akulturasi antara kebudayaan India dan Indonesia. Namun sayangnya banyak wisatawan tidak mengerti sejarah dan makna simbolisasi yang terkandung didalamnya. Berdasarkan permasalahan tersebut penciptaan batik lukis ini memiliki tujuan untuk memaparkan pencarian sumber ide yang berasal dari ornamen medalion sebagai karya batik lukis, memberikan gambaran proses penciptaan batik lukis dari cerita ornamen medalion, dan menghasilkan karya batik lukis yang bersumber dari cerita pada ornamen medalion di relief Candi Penataran. Metode penciptaan yang digunakan terdiri atas tiga tahapan yaitu eksplorasi, perancangan, dan perwujudan. Hasil penciptaan batik lukis menghasilkan tiga buah karya. Tiga karya tersebut bercerita tentang Tinarunge Wisnu lan Hiranyaksa, Sabung Ayam Raja, dan Airawata Mabur Kayangan. Keseluruhan karya batik lukis ini dapat memberikan wawasan mengenai nilai kepahlawanan, cinta kasih dan pengorbanan yang perlu untuk ditanamkan dalam kehidupan masyarakat. Kata Kunci: Ornamen Medalion, Relief, Candi Penataran, Batik Lukis The story of the medalion ornament in the relief of Penataran temple as an idea for painting batik Abstract         The medallion ornament on the Penataran Temple building has a story and philosophical value contained in it. Historically, the existence of medallion ornaments on the Penataran Temple building occurred an acculturation process between Indian and Indonesian cultures. But unfortunately many tourists do not understand the history and meaning of the symbols contained therein. Based on these problems, the creation of painted batik has the aim of explaining the search for ideas originating from the medallion ornament as a painted batik work, providing an overview of the process of creating painted batik from the story of the medallion ornament, and producing painted batik works that are sourced from the story on the medallion ornament in the temple reliefs. Upgrading. The creation method used consists of three stages, namely exploration, design, and embodiment. The results of the creation of batik painting resulted in three works. The three works tell the story of Tinarunge Wisnu and Hiranyaksa, the King's Cockfighting, and Airawata Mabur Kayangan. All of these painted batik works can provide insight into the values of heroism, love and sacrifice that need to be instilled in people's lives. Keywords: Ornament, Medallion, Relief, Penataran Temple, Batik Painting
Kuasa pemain Dungeons & Dragons dalam analisis teater kaum tertindas Rizal Sofyan
Imaji Vol 20, No 2 (2022): IMAJI OKTOBER
Publisher : FBS UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/imaji.v20i2.48803

Abstract

Dungeons Dragons adalah permainan table-top berjenis storytelling dan role-playing. Permainan ini menginstruksikan pemainnya untuk membuat sekaligus memainkan karakter yang nantinya akan hadir di dalam sebuah skenario. Salah satu fitur dalam permainan ini adalah kebebasan untuk berimajinasi dan menulis cerita baik oleh Dungeon Master (pemimpin permainan) maupun pemain. Hal ini menciptakan ruang kuasa pemain atas cerita dalam permainan. Penelitian ini menganalisis ruang kuasa tersebut dengan pendekatan teater kaum tertindas pada salah satu sesi permainan dengan skenario berjudul Horror at Havel’s Cross. Metode penelitian practice-led research digunakan untuk memahami hubungan antara praktik saat permainan berlangsung dan teori teater kaum tertindas. Tujuan penelitian ini ialah untuk menjelaskan ruang kuasa pemain atas cerita dalam permainan table-top Dungeons Dragons. Kata Kunci: Dungeons Dragons, Teater Kaum Tertindas, Kuasa Pemain  The power of Dungeons Dragons players in the theatrical analysis of the oppressed AbstractDungeons Dragons is a storytelling and role-playing table-top game. This game instructs players to create and play characters that will later appear in a scenario. One of the features of this game is the freedom for both the Dungeon Master (the game leader) and the players to imagine and write stories. This creates a space of power for the players over the story in the game. This study analyzed the space of power with the theatrical approach of the oppressed in one of the game sessions with a scenario entitled Horror at Havel's Cross. A practice-led research method was used to understand the relationship between play-time practice and the theatrical theory of the oppressed. The purpose of this study was to explain the players’ space of power over the story in the Dungeons Dragons table-top game. Keywords: Dungeons Dragons, Theater of the Oppressed, Power of Players
Lantunan gendhing Jawa untuk menggugah semangat kebangsaan Purwadi Purwadi
Imaji Vol 20, No 2 (2022): IMAJI OKTOBER
Publisher : FBS UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/imaji.v20i2.48656

Abstract

This article seeks to examine Javanese gendhing which is used as a means to inspire the spirit of nationalism. Love for the homeland and the nation is an obligation for all citizens. Artists create Javanese songs to increase the sense of nationalism. For traditional Javanese people, Javanese songs are an effective medium to convey noble messages. The creation of Javanese gendhing with the theme of nationality is present as a medium of education and entertainment. By studying the virtues of Javanese songs, the younger generation is expected to be able to foster the spirit of nationalism. Keyword : Javanese gendhing, nationality, traditional society
Variasi penggunaan media pembelajaran seni rupa oleh mahasiswa calon guru sekolah dasar Sultan Ahmad; Julia Julia
Imaji Vol 20, No 2 (2022): IMAJI OKTOBER
Publisher : FBS UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/imaji.v20i2.47266

Abstract

Era teknologi abad 21 menuntut guru untuk mampu menggunakan dan/atau mengembangkan media pembelajaran yang inovatif dan beragam sesuai kebutuhan siswa sehingga pembelajaran akan lebih efektif. Penelitian ini bertujuan untuk menganalisis kemampuan para mahasiswa calon guru sekolah dasar yang merupakan mahasiswa program studi pendidikan guru sekolah dasar di beberapa perguruan tinggi di Jawa Barat dalam variasi penggunaan dan pengembangan media pembelajaran seni rupa. Metode yang digunakan dalam penelitian ini adalah adalah metode kualitatif dengan desain studi kasus melalui survey dengan google form. Hasil penelitian menyatakan bahwa para mahasiswa calon guru SD memiliki anggapan bahwa penggunaan media dalam pembelajaran seni rupa itu berperan sangat penting, serta harus digunakan dengan baik agar bisa memunculkan pembelajaran yang efektif. Mereka dapat menggunakan satu media ataupun menerapkan variasi dari beberapa media pembelajaran seni rupa. Oleh karena itu, para mahasiswa calon guru SD dinilai memiliki kemampuan yang baik dalam variasi penggunaan media pembelajaran seni rupa. Kata Kunci: variasi, media pembelajaran, calon guru sekolah dasar, seni rupa Variations of the use of art learning media by prospective elementary school teachers Abstract          The technological era in the 21st century requires teachers to be able to use and/or develop innovative and diverse learning media according to the needs of students so that learning will be more effective. This study aims to analyze the ability of prospective elementary school teacher who are students of elementary school teacher education study programs at several universities in West Java, Indonesia in the variation of the use and development of visual arts learning media. The method used in this research is a qualitative method with a case study design through a survey using google form. The results of the study stated that prospective elementary school teacher students had the assumption that the use of media in learning art had a very important role, and and must be used properly in order to bring about effective learning. They can use one medium or apply variations of several art learning media. Therefore, the prospective elementary school teachers are considered to have good abilities in the use of various visual arts learning media. Keywords: variations, learning media, prospective elementary school teacher, visual arts
The utilization of digital technology in music education at Universitas Negeri Yogyakarta Drijastuti Jogjaningrum
Imaji Vol 20, No 2 (2022): IMAJI OKTOBER
Publisher : FBS UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/imaji.v20i2.51518

Abstract

As is known, the most Indonesians have used digital technology in their daily lives, including in representing the art of music. As one of the adaptive educational institutions, Universitas Negeri Yogyakarta (UNY) is deemed necessary to further enhance the essence of music education that is integrated with digital technology. Based on the results of the literature studies and best practices regarding music technology and art, with a qualitative method that produces descriptive data, it can be seen that the foundation of today's music technology is to represent sound into a series of digital data. The fundamental shift of sound representation to digital media, has challenged the orientation of digital technology and its various effects on the process of music creation, presentation and publication. In this paper, the author examines three main functions of using digital technology in the context of music, namely music technology as a tool, instrument and collaboration media. The results of this study are suggestions for an integrated approach between music and digital technology in the educational process for music arts students. Keywords: Music, Technology, Integration
The “Pakeliran Padat” wayang show as an alternative to evoke interest in wayang and gamelan music Cipto Budy Handoyo
Imaji Vol 20, No 2 (2022): IMAJI OKTOBER
Publisher : FBS UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/imaji.v20i2.48955

Abstract

This study aims to examine the effect of the "Pakeliran Padat" wayang show on the interest and sense of belonging towards wayang and gamelan music (the accompaniment music for wayang show). The study was conducted in the effort to address the concern about the possibility that one of the nation’s cultural resources and a noble form of art, namely the arts of wayang and gamelan, may be abandoned by the future generation as the owner of this heritage. The method used in this study was the quantitative method using the t-test procedure to obtain information about whether the "Pakeliran Padat" wayang show has any effect on the interest of the respondents in wayang kulit and gamelan before and after the show. In this study, students watched the wayang and gamelan show to completion with an appreciative expression in an enjoyable atmosphere. Based on the questionnaires they filled in after the show about their perception on the wayang and gamelan show, it is evident that they enjoyed the show. This indicates a real (significant) difference compared to their perception before watching the wayang and gamelan show several months prior. The difference in mean scores between the before (81.53) and after watching the show (86.40) is 5.13, meaning that it has a significance of 0.012 or smaller than the standard significance number of 0.05. Keywords : Pakeliran Padat, interest, sense of belonging Pergelaran wayang “Pakeliran Padat” sebagai alternatif membangkitkan rasa menyukainya sekaligus menyukai musik gamelanAbstrakPenelitian ini bertujuan untuk mengungkap pengaruh pertunjukan Wayang Kulit Pakeliran Padat terhadap rasa menyukai dan rasa memiliki terhadap pertunjukan wayang kulit dan terhadap musik gamelan (musik pengiring pertunjukan wayang kulit). Hal ini dilakukan oleh karena adanya upaya untuk menepis keprihatinan terhadap kemungkinan ditinggalkannya salah satu kekayaan budaya berupa seni yang agung yaitu seni pewayangan dan gamelan oleh oleh pemilik/pewarisnya sendiri (generasi penerus bangsa). Metode yang digunakan dalam penelitian ini adalah metode kuantitatif, dengan menggunakan prosedur uji-t untuk mendapatkan informasi ada dan tidaknya pengaruh pertunjukan wayang kulit pakeliran padat terhadap suka atau tidak sukanya responden terhadap wayang kulit dan gamelan, antara sebelum dan sesudah adanya pertunjukan wayang kulit dan gamelan sebagai pengiringnya. Dalam penelitian yang telah dilakukan menunjukkan bahwa di samping mahasiswa menonton pertunjukan wayang dan gamelan hingga selesai dengan suasana dan ekspresi yang menyenangkan, ketika usai pertunjukan diminta mengisi kuesioner tentang persepsi mereka terhadap wayang dan gamelan tersebut, ternyata mereka merasa menyukai. Ini berbeda secara nyata (signifikan) dengan keadaan sebelumnya (beberapa bulan sebelum adanya pertunjukan wayang kulit dan gamelan): selisih mean antara sebelum (81,53) dan sesudah (86,40) = 5,13 dengan signifikansi 0,012 lebih kecil dari 0,05 (bilangan standar signifikansi).Kata kunci : pakeliran padat, rasa menyukai, rasa memiliki
Simulator Tato Tradisional Papua dengan Aplikasi Inkhunter Mengunakan Model ADDIE Bayu Aji Suseno; Retnoning Adji Widi Astuti; Muchammad Rizky Kadafi
Imaji Vol 20, No 2 (2022): IMAJI OKTOBER
Publisher : FBS UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/imaji.v20i2.48506

Abstract

Penelitian ini bertujuan untuk mengeksplorasi pengembangan dan penggunaan aplikasi InkHunter berbasis Augmented Reality untuk mengoptimalkan aspek pengetahuan dan keterampilan mahasiswa dalam merancang motif tato tradisional Papua dalam perkuliahan ornamen di Jurusan Seni Rupa dan Desain Institut Seni Budaya Indonesia Tanah Papua. InkHunter adalah aplikasi simulator tato yang menggunakan metode marker based tracking untuk mengidentifikasi pola atau marker dari motif ornamen pada tato tradisional Papua melalui kamera perangkat mobile (smartphone atau gadget) menjadi objek virtual 3D ke lingkungan nyata secara real time. Penelitian ini termasuk jenis penelitian dan pengembangan (research and development) yang bertujuan untuk mengembangkan perangkat lunak (software) menjadi media pembelajaran dalam prosedur praktikum mata kuliah. Model ADDIE digunakan dalam penelitian pengembangan desain pembelajaran yang terdiri dari lima fase yaitu analysis (A), design (D), development (D), implementation (I) dan evaluation (E). Hasil penelitian ini menunjukkan bahwa teknologi augmented reality dapat digunakan untuk membuat media pembelajaran interaktif, sehingga mampu meningkatkan kemampuan mahasiswa untuk memahami keberadaan tato tradisional di Papua yang terancam punah. Kata Kunci: augmented reality, inkhunter, motif, tato, papua. Papuan Traditional Tattoo Simulator with Inkhunter Application Using the ADDIE Model Abstract        This study aims to explore the development and use of Augmented Reality-based InkHunter applications to optimize students' knowledge and skills in designing traditional Papuan tattoo motifs in ornamentation lectures at the Department of Fine Arts and Design at the Indonesian Institute of Cultural Arts, Tanah Papua. InkHunter is a tattoo simulator application that uses a marker-based tracking method to identify patterns or markers from ornamental motifs on traditional Papuan tattoos through a mobile device camera (smartphone or gadget) into 3D virtual objects to a real environment in real time. This research is a type of research and development which aims to develop software into learning media in course practicum procedures. The ADDIE model is used in learning design development research which consists of five phases, namely analysis (A), design (D), development (D), implementation (I) and evaluation (E). The results of this study indicate that augmented reality technology can be used to create interactive learning media, so as to improve students' ability to understand the existence of traditional tattoos in Papua which are threatened with extinction. Keywords: simulator, augmented reality, inkhunter, motif, tattoo, papua, ADDIE
Analisis kebutuhan seni dalam PAI di sekolah dasar melalui inspirasi batik Rifa’iyah Batang Gallah Akbar Mahardhika; Sunarto Sunarto; Wahyu Lestari
Imaji Vol 20, No 2 (2022): IMAJI OKTOBER
Publisher : FBS UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/imaji.v20i2.50396

Abstract

Art in Education (AIE) memungkinkan seni untuk terintegrasi dengan materi Pendidikan Agama Islam di Sekolah Dasar, sehingga dapat tercipta Pendidikan Agama Islam yang lebih menyenangkan. AIE diterapkan oleh K.H. Ahmad Rifa’i melalui Batik Rifa’iyah, sebagai sarana pendidikan agama Islam bagi masyarakat Batang. Batik Rifa’iyah juga dirasa dapat digunakan sebagai inspirasi pendidikan agama Islam di sekolah dasar. Tujuan penulisan menjelaskan analisis kebutuhan seni dalam pendidikan agama Islam di sekolah dasar melalui inspirasi Batik Rifa’iyah. Penelitian menggunakan pendekatan kualitatif dengan metode deskriptif analitik. Teknik pengumpulan data berupa observasi, wawancara, dan analisis dokumen. Teknik analisis data berupa reduksi data, sajian data, dan penarikan simpulan. Hasil penelitian menunjukkan kebutuhan seni dalam pendidikan agama Islam di sekolah dasar melalui inspirasi batik Rifa’iyah Batang meliputi; materi pembelajaran, lokasi pembelajaran, media pembelajaran, jenis motif batik, dan tahap pembelajaran. Pendekatan Art in Education melalui inspirasi batik Rifa’iyah dapat diterapkan pada tahap instruksional pembelajaran PAI siswa kelas 1 SD sebagai tahap inti dalam kegiatan pembelajaran, sekaligus menjadi tahap siswa dalam menerima materi dari pengajar. Kata Kunci: analisis kebutuhan, Pendidikan Agama Islam, Batik Rifa’iyah  Needs analysis of art in elementary school’s Islamic education through batik Rifa'iyah Batang inspiration Abstract          Art in Education (AIE) allows art to be integrated with Islamic Education in Elementary Schools, so that a more enjoyable Islamic Education can be created. AIE was implemented by K.H. Ahmad Rifa'i through Batik Rifa'iyah, as a means of Islamic religious education for the Batang community. Rifa'iyah batik is also considered to be used as an inspiration for Islamic religious education in elementary schools. The purpose of writing is to explain the analysis of the need for art in Islamic religious education in elementary schools through the inspiration of Batik Rifa'iyah. This research uses a qualitative approach with analytical descriptive method. Data collection techniques were observation, interviews, and document analysis. Data analysis techniques were data reduction, data presentation, and drawing conclusions. The results of the study indicate the need for art in Islamic religious education in elementary schools through the inspiration of Rifa'iyah Batang batik including: learning materials, learning locations, learning media, types of batik motifs, and learning stages. The Art in Education approach through the inspiration of Rifa'iyah batik can be applied to the instructional stage of PAI learning for grade 1 elementary school students as the core stage in learning activities, as well as the stage for students to receive material from the teacher. Keywords: needs analysis, Islamic Education, Batik Rifa’iyah

Page 1 of 1 | Total Record : 10