According to the Indonesian Ministry of Communication and Informatics data, at least 30 million children and adolescents in Indonesia are internet users, and digital media is currently the main choice of communication channels they use. One of the content that is the choice of users, especially children, is an interactive game. There is a strong assumption that interactive games can inhibit children's education, which makes children lazy to learn. The other side of character education is a target of the Indonesian government. Education about caring and perseverance is an important topic for children's character education. This article will discuss thematic learning media for raising children's awareness and perseverance which combines "game" and "learning" which are packaged with asynchronous models. Asynchronous was chosen because this character education still requires students to meet and discuss with teachers to find out the results of this education. This research is through a descriptive procedural research model, which outlines the steps that must be followed to produce a product. The data obtained in this design was taken by data observation, interview and documentation methods. Data observation method consists of visual data, library data and survey target audience. With the improvement of educational game design to increase children's care and perseverance, there will be an introduction, pattern and knowledge that can improve the character of children in life. This research can also be a guide for character education or one of the learning materials.
Batik is an Indonesian cultural heritage in the form of various decorative patterns on a garment in a traditional way, passing the imprinting technique using batik wax to produce a motif. One of the motifs that is particularly interesting to be studied is the mok-ramok motif, which is derived from the word ramok that means ‘root’. This motif is unique because the root motif is actually not root-shaped, and it tends to have tiny and detailed root sizes. This is what underlies this research with the aim of analyzing the aesthetics of the mok-ramok batik motif, because essentially batik do not only have economic value but also beauty value. The aesthetic value contained in this motif is divided into two, namely extrinsic and intrinsic. Mok-ramok motifs have a lot of varieties, however, this study only focused on analyzing the three of them. They are the mok-ramok kembhang motif, the mok-ramok engser motif, and the mok-ramok kates motif. The data collection methods in this research were observation, interviews, and documentation. The results discover the aesthetic value of the mok-ramok kembhang motif, the mok-ramok engser motif, and the mok-ramok kates motif in terms of extrinsic and intrinsic values. Keywords: batik, batik motifs, mok-ramok, aesthetics Abstrak: Batik merupakan warisan budaya Indonesia dengan corak ragam hias yang dituangkan pada satu kain dengan cara tradisional, dengan melewati teknik percantingan menggunakan lilin batik sehingga menghasilkan suatu motif. Salah satu motif yang menarik perhatian untuk diteliti adalah motif mok-ramok yang memiliki arti ‘akar’ dari kata ramok. Motif ini memiliki banyak peminat dan memiliki keunikan yaitu motif akar yang tidak berbentuk akar dan cenderung memiliki ukuran akar yang sangat kecil dan detail. Hal tersebutlah yang melandasi penelitian ini dengan tujuan menganalisis estetika motif batik mok-ramok karena pada dasarnya karya batik tidak hanya memiliki nilai ekonomis tetapi juga memiliki nilai keindahan. Nilai estetika yang terkandung dalam motif mok-ramok terbagi menjadi dua yaitu nilai ekstrinsik dan nilai intrinsik. Motif mok-ramok memiliki jenis yang cukup banyak, akan tetapi dalam penelitian ini hanya menganalisis tiga motif yaitu motif mok-ramok kembhang, motif mok-ramok engser, dan motif mok-ramok kates. Metode pengumpulan data dalam penelitian ini adalah observasi, wawancara, dan dokumentasi. Hasil penelitian ini dapat diketahui nilai estetika pada motif mok-ramok kembhang, motif mok-ramok engser, dan motif mok-ramok kates yang ditinjau dari nilai ekstrinsik dan nilai intrinsik. Kata kunci: batik, motif batik, mok-ramok, estetika
Malang has several thematic tourist destinations, one of which is the village of Sanan. Sanan is known as an educational tourism destination. As the center of the tempe industry, the people of Sanan are able to process tempe into 50 types of preparations, such as tempeh chips with various flavors, tempeh satay, mendol sticks, tempeh brownies, dry tempeh, and nata de soya. Some Sanan people also use the soybean waste to feed their cattle. Many local tourists visit Sanan Village, including school students, university students, employees from government and private agencies, civilian officials, military officers and businessmen. Unfortunately, this tourist destination does not yet have any unique souvenirs which represent the identity of Sanan, and can be used for promotion and as keepsakes for tourists. Because of this, a group of mothers who are members of the Sanan community were given training to make special souvenirs in the form of decorative stones or painting stones with the medium of andesite stone tiles. Keywords: souvenirs, Sanan, decorative stones
Wayang Panji is a puppet based on Panji stories that developed in Southeast Asia. The story of Panji in the art of wayang is found in Malang mask puppet art, Krucil Kediri puppets, Madurese puppeteers’ puppets, Banjar Kalimantan puppets, Thai Siamese puppets, and wayang puppets in Kelantan Malaysia. The development of Panji culture in Indonesia has been partly through the Panji Nusantara Week activity, which is held once a year, and features performances of Panji-themed arts in several cities in Indonesia. The Panji Cultural Week, which has been held for the past few years, has yet to touch all areas of Panji-themed art, both in Indonesia and abroad. Panji wayang art, which is one of the Panji cultural products, is overlooked by practitioners of Panji culture, even though Panji wayang art is spread across several regions in Indonesia and in several Southeast Asian countries. This research sought to develop Panji-themed wayang art in the Southeast Asian region, so that it has parallels with other Panji-themed arts, through the development of the Panji wayang network in the Southeast Asian region. The Panji Nusantara wayang network aims to build cultural communication between actors and observers of Panji wayang art in the Southeast Asia region and serve as a publication media for Panji puppets for the general public. The cultural communication media was formed as a virtual collaborative performance event, while the wayang Panji publication media is in the form of a digital application-based platform that contains a database for the Panji Nusantara puppet, profiles of the Panji wayang artists, and a roster of the performance activities. This research used the Willis design development method combined with ethnographic methods. The research data were collected in East Java and Kelantan Malaysia. Keywords: Development, puppet, panji nusantara, southeast asia
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