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Contact Name
Ponimin
Contact Email
ponimin.fs@um.ac.id
Phone
-
Journal Mail Official
jadecs.journal@um.ac.id
Editorial Address
Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang Gedung E8 Ruang 206
Location
Kota malang,
Jawa timur
INDONESIA
JADECS (Journal of Art, Design, Art Education and Culture Studies)
ISSN : 20884419     EISSN : 25486543     DOI : -
Core Subject : Humanities, Art,
JADECS (Journal of Arts, Design, Art Education and Culture Studies) contains scientific articles of research, conceptual ideas, assessment, creation, learning, related to art, design, multimedia, and culture. The published articles prioritize the analysis of the results of the research, including: the results of study or art creation, educational studies and art learning, or socio-cultural studies linked to art, design and multimedia.
Arjuna Subject : -
Articles 105 Documents
PERANCANGAN BRANDING KABUPATEN LAMONGAN SEBAGAI STRATEGI PROMOSI UNTUK KHALAYAK UMUM Aileena Solicitor Costa Rica El Chidtian; Karnedy Saputro; Bagassani Eka Nabilah; Falah Raka Sakti; Mahrawi Bukamo; Septa Estaffa Muhammad
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 5, No 2 (2020)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v5i22020p96-105

Abstract

Lamongan Regency is a regency in East Java province that has promising potential in tourism and agriculture. The more dominant potential in Lamongan Regency is from pond farming, but in Lamongan Regency does not yet have a brand identity for this potential. One way to introduce the potential in Lamongan Regency is by doing city branding. In designing this research using quantitative and qualitative research methods, the researcher obtained data using a questionnaire for the audience and conducted a documentation study and direct observation in the field. The purpose of this design is to improve and introduce a new image of Lamongan Regency so that the community can understand the potential that exists in Lamongan Regency.Key Words: Branding, Tourism, Lamongan Bahari, Identity
OPTIMISME DALAM KOLABORASI SENI DAN PSIKOLOGI ANAK Moch. Aan Machfudzi
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 6, No 1 (2021)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v6i12021p15-21

Abstract

Hadirnya buku ilustrasi anak memiliki andil besar terhadap perkembangan psikologi, apresiasi, dan imajinasi anak-anak karena bersifat efektif dan efisien. Bella Ansori adalah salah seorang ilustrator dari Kota Malang yang menjadikan buku ilustrasi anak sebagai media untuk mengekspresikan keresahan-keresahan yang ia alami berkaitan dengan psikologi anak. Berdasar dari latar belakang tersebut, tulisan ini bertujuan untuk mengidentifikasi dan memahami proses kreatif dalam merancang karya ilustrasi yang dilakukan oleh Bella Ansori, sehingga dapat memberikan kontribusi positif bagi seluruh masyarakat Indonesia.
PENCIPTAAN INFOGRAFIS TRANSFORMASI VISUAL GARUDA DI MEDIA SOSIAL Mahendra Wibawa
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 5, No 2 (2020)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v5i22020p60-66

Abstract

One of the characters in Hindu mythology known as Garuda is closely related to the development of Indonesia’s visual culture. Visual transformations have occurred in the character of Garuda since the time of Indonesia’s independence to the present. As a visual cultural asset which rooted in the life of the Indonesian nation, comprehensive information about the transformation that occurs needs to be realized as one of the efforts to archive visual data and media that can be used for educational needs. This research will map the visual transformation of Garuda characters through graphic media contained in social media based on changes in visual elements and their anatomy and packaging them in media infographics. The anatomical analysis method was used in this study and followed by design using an illustrative approach. Key Words: Garuda, Visual Transformation, Anatomy, Infographic, Illustration.
MASALAH YANG DIHADAPI MAHASISWA PSTM UM KONSENTRASI TARI PADA MATA KULIAH TARI BALI DI TENGAH PANDEMI COVID-19 ika wahyu widyawati
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 6, No 1 (2021)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v6i12021p60-66

Abstract

The learning process is currently carried out with online media because during this pandemic by the government is encouraged to reduce being in crowded places. This kind of learning process is done at home to break the chain of spread of COVID-19. With this increasingly advanced technology, it can be used as a medium in the learning process. However, there are also shortcomings with this kind of learning model. Most of the students prefer to learn online, especially if they get balinese dance practice materials. Because it will be very effective and understandable material rather than learning online. In addition, there are perceived complaints that more and more tasks while studying online. But not a few also among students, who like to learn through online because learning like this is quite practical and fun. This kind of condition is felt by students of the Dance and Music Arts Education Program of Malang State University in the vocational courses of Balinese Dance.
DESAIN LABORATORIUM ALAM SEKOLAH DASAR BERDASARKAN KENYAMANAN DALAM ARSITEKTUR PERILAKU Hana Rosilawati; Risma Andarini
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 5, No 2 (2020)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v5i22020p106-113

Abstract

Laboratorium alam ini merupakan sarana prasarana belajar mengajar siswa Sekolah Dasar. Dalam proses belajar mengajar dilakukan metode praktikum, sehingga siswa dapat langsung mengamati tumbuhan dan hewan sebagai obyek pembelajaran. Laboratorium alam sangat diperlukan guru dalam menjelaskan pembelajaran mata pelajaran IPA secara langsung. Perancangan Laboratorium Alam ini berdasarkan Arsitektur Perilaku siswa Sekolah Dasar yang memperhatikan kenyamanannya. Lokasi penelitian berada di Sekolah Dasar Nation Star Academy Surabaya. Sekolah ini belum memiliki laboratorium alam dalam menunjang kegiatan belajar mengajar pelajaran IPA, sehingga guru mata pelajaran IPA kurang optimal dalam menjelaskan ilmu pengetahuan alam secara nyata kepada siswa. Metode penelitian yang digunakan adalah kualitatif. Teknik analisis data dilakukan dengan menyusun secara sistematis data hasil studi literatur, wawancara, observasi obyek sejenis, dan dokumentasi. Hasil penelitian ini mengasilkan desain laboratorium alam yang nyaman dalam bentuk massa bangunan, penataan massa bangunan, warna, ukuran dan bentuk, perabot dan penataannya, suara, temperature, serta pencahayaam untuk penunjang mata pelajaran Sekolah Dasar Nation Star Academy,Surabaya.Laboratorium alam ini merupakan sarana prasarana belajar mengajar siswa Sekolah Dasar. Dalam proses belajar mengajar dilakukan metode praktikum, sehingga siswa dapat langsung mengamati tumbuhan dan hewan sebagai obyek pembelajaran. Laboratorium alam sangat diperlukan guru dalam menjelaskan pembelajaran mata pelajaran IPA secara langsung. Perancangan Laboratorium Alam ini berdasarkan Arsitektur Perilaku siswa Sekolah Dasar yang memperhatikan kenyamanannya. Lokasi penelitian berada di Sekolah Dasar Nation Star Academy Surabaya. Sekolah ini belum memiliki laboratorium alam dalam menunjang kegiatan belajar mengajar pelajaran IPA, sehingga guru mata pelajaran IPA kurang optimal dalam menjelaskan ilmu pengetahuan alam secara nyata kepada siswa. Metode penelitian yang digunakan adalah kualitatif. Teknik analisis data dilakukan dengan menyusun secara sistematis data hasil studi literatur, wawancara, observasi obyek sejenis, dan dokumentasi. Hasil penelitian ini mengasilkan desain laboratorium alam yang nyaman dalam bentuk massa bangunan, penataan massa bangunan, warna, ukuran dan bentuk, perabot dan penataannya, suara, temperature, serta pencahayaam untuk penunjang mata pelajaran Sekolah Dasar Nation Star Academy,Surabaya.
STUDI PERBANDINGAN ANIMASI 360 DERAJAT BERTEMA SEJARAH Arif Sutrisno
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 6, No 1 (2021)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v6i12021p22-34

Abstract

To identify general characteristics of historical-themed 360o animation, visual characteristics, and ways of delivering material in historical learning media, this study attempts to compare three historical-themed 360o animations, namely the game trailler Assassin's Creed Syndicate Jack the Ripper, Dinosaurs World 360 VR, and Dunkirk 'Save Every Breath'. This research method is by determine the benchmark focus, planning and research, data collection, implementation, recommendations, and analysis. In general, historical 360o animation uses 3D animation techniques. The flow used tends to be linear with narrative storytelling. The point of view used is first person. The camera movement used is a follow subject. Key Words: Animation 360 Degree, Learning Media, History
BOARD GAME SEBAGAI MEDIA UNTUK MEMBANGUN KARAKTER KEMANDIRIAN ANAK USIA 4-6 TAHUN Cahyaning Umul Chasanah Nursyifani
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 5, No 2 (2020)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v5i22020p67-74

Abstract

One of the psychological developments that occur when the preschool child(4-6 years)is the emergence of a desire to take care of himself or called independent. In this modern age, Children often get facilities excess from parents so that children are less independent in solving a problem. This condition is often found in Indonesia, especially in urban areas. Learning independence of children who have the potential to be developed in Indonesia is through the board game media. Meanwhile, the board game about developing of attitude for pre-school children is still rarely be found. The board game in Indonesia began to be favored by the community, but the level of enthusiasm of society is still lacking. The result of this research is to stimulate the development of pre-schooler self-reliance through board game media.Key Words: preschool, Independent, Boardgame
DEVELOPING “ANTI-CYBERBULLYING INTELLIGENCE” INSIDE SOCIAL MEDIA USING JOHARI WINDOW-KEN WATANABE-PROBLEM SOLVING 101 METHODS Indra Gamayanto; Sasono wibowo; De Rosal Ignatius Moses Setiadi
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 5, No 2 (2020)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v5i22020p114-125

Abstract

Abstract: Cyberbullying is a complex problem because it produces a large impact on the individuals who experience it. Furthermore, cyberbullying is a problem that may not have found the right solution in this day and sometimes, there is no problem-solving. Furthermore, this research is a development from three research: The Development and Implementation of Wise Netizens (E-Comments) in Indonesia and journals; the journal Developing "Culture Intelligence (CI3) Framework" Inside Social Media Using Johari Window Methods and the journal Developing "Leadership Intelligence (CI2) Framework" Inside Social Media to Develop an Ethical Leader using the Johari Window Method. Moreover, the method used in this research is the Johari window and Ken Watanabe-Problem Solving. The results of this research are the formula CB = P.B2 and the cyberbullying methodology framework 2020-2025 that is useful for overcoming cyberbullying problems in several categories. Key Words: Cyberbullying, Social media, Traditional bullying, Ken Watanabe, Johari Windows
REPRESENTASI ASPEK PERLAWANAN PADA DOMINASI PATRIARKI BUDAYA BALI DALAM KARYA I GAK MURNIASIH DAN CITRA SASMITA Fika Khoirun Nisa
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 6, No 1 (2021)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v6i12021p35-43

Abstract

In the current Indonesian art discourse, the reading of works is no longer limited only to the results of the analysis and interpretation of formal elements, but also considering the relationship with the socio-cultural factors of artists so as to give a picture of the multifaceted character of art. This study was designed to identify the representation of resistance aspects in the dominance of Balinese cultural patriarchy in Indonesian fine art and interpret its symbols. The artists whose works were chosen as a case study in this study are I Gusti Ayu Kadek Murniasih and Citra Sasmita. This study used a multidisciplinary approach (Feminism and Semiotics). Based on the results of the analysis, the aspect of resistance is represented through visual symbols that are typical in the two works of artists tend to be born from the experience of the environment that is close to everyday life to a traumatic experience that gives birth to pain and fear. For both of them, painting is a catharsis process and as a medium to transform ideas and alignments so that the message to be conveyed can reach a wider scope.
PERANCANGAN BUKU CERITA BERGAMBAR “PENEMUAN GENI” SEBAGAI PENUMBUH RASA PERCAYA DIRI TERHADAP ANAK USIA 2-6 TAHUN Mochammad Chafid Rizki Alma'arij; Didiek Rahmanadji; Dhara Alim Cendekia
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 5, No 2 (2020)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v5i22020p75-85

Abstract

Prasekolah adalah masa ketika anak-anak suka bereksplorasi dan meniru hal-hal di sekitar mereka. Akan tetapi, tingkah laku anak tersebut dapat membuat mereka tertekan dan menurunkan kepercayaan diri mereka. Solusi yang diyakini dapat mengatasi masalah tersebut adalah melalui buku cerita bergambar tentang kepercayaan diri. berdasarkan permasalahan di atas, target audience pada perancangan ini adalah anak prasekolah (2-6 tahun). Model perancangan yang digunakan dalam perancangan ini adalah model perancangan Pranata. Tahapan dari model perancangan tersebut adalah identifikasi masalah, penentuan tujuan perancangan, pengumpulan data, analisis data, sintesis data, penyusunan konsep perancangan, dan produk perancangan. Terdapat tiga teknik data yang dikumpulkan untuk mendukung perancangan buku cerita bergambar ini. Ketiga teknik data tersebut adalah literatur, forum group discussion, dan kuesioner. Data literatur didapat dari sumber-sumber informasi berdasarkan kepustakaan. Data forum group discussion didapatkan dari diskusi dengan 13 anak TK A Akademika. Data kuesioner didapatkan dari 43 responden dengan usia 21-43 tahun. Hasil dari data-data tersebut kemudian dianalisis dan disintesis. Hasil analisis menunjukkan anak usia 2-6 tahun suka dengan buku cerita bergambar dengan tema fantasi dan keluarga, dan mereka butuh dorongan dari orang-orang sekitar agar kepercayaan diri mereka meningkat. Proses perancangan media utama menggunakan proses perancangan Arleen A.. Proses perancangan tersebut terdiri dari proses penulisan dan proses ilustrasi. Konsep dari perancangan ini terbagi atas dua media. Kedua media tersebut adalah media utama yang berupa buku cerita bergambar dan media pendukung yang berupa alat promosi. Konsep perancangan buku cerita bergambar (media utama) terbagi atas dua konsep. Kedua konsep tersebut adalah konsep verbal dan visual. Konsep verbal menghasilkan cerita seorang anak berambut api yang ingin menjadi pemadam kebakaran. Akan tetapi, cita-citanya tersebut bertolak-belakang dengan identitasnya. Anak tersebut menggunakan penemuannya untuk membantunya meraih cita-citanya. Konsep visual buku cerita bergambar ini menggunakan beberapa referensi gaya ilustrasi yang didasarkan dari hasil data forum group discussion dan data kuesioner. Proses perancangan media pendukung terdiri dari sketsa kasar, pembuatan comprehensive layout, dan pembuatan mockup. Perancangan ini menghasilkan buku cerita bergambar (media utama) berjudul “Penemuan Geni” yang terdiri dari 32 halaman dan media pendukung yang terdiri dari x-banner, poster, mahkota kertas, gantungan kunci, buku tulis, stiker kecil, stiker sedang, dan stiker besar.

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