The aim of this study is to develop wayang beber animation media that used as a means to preserve the tradition of wayang beber Pacitan. This study was developmental research that consists of 5 phases, including problem identification, planning, design and development, stabilization, and dissemination. The data were stories and pictures of wayang beber, obtained through filed observation and interviewing informants, namely dalang (puppeteers) and expert in animation. Data validity was tested through data triangulation techniques, including source of data and theory. The result of this study produces wayang beber animation media that is disseminated to several government institutions, namely office for culture and tourism, elementary schools, junior high schools and senior high schools in Pacitan District. The existence of wayang beber animation media will supposedly be utilized as a media for introducing wayang beber to community and students in Pacitan District.
Research in art creation is an effort to preserve traditional arts, especially wayang kulit in the form of character development of the Hanoman character in the Ramayana story through animated 2D media which aims to introduce traditional skills among the younger generation in Surakarta. This research method of art creation uses a qualitative descriptive approach through data sources, including Ramayana puppet shows, literature studies, and competent speakers in the field of puppetry and animation. The stages of analysis from various sources of results from information from both literature reviews and interviews were carried out using an interactive model, where each component of the research includes the stages of data collection, data reduction, presentation and conclusion drawing. Test the validity of the data using data triangulation techniques, namely triangulation of data sources and triangulation of theories. The locations of designing 2D animated Hanoman characters go through several processes, namely: the Envisioning Phase, the Planning Phase, the Design/Design Stage, the Stabilizing Phase, and the Deploying Phase. The Hanoman character in the Ramayana wayang story collaborates with 2D animation technology as an alternative to introducing wayang characters and educational media that are suitable for the younger generation segmentation.
ABSTRAKTujuan utama penelitian ini, yaitu menciptakan dan mempergelarkan wayang golek lakon Menak lakon Adam makna Kawedhar sebagai bentuk akulturasi cerita lokal masyarakat Jawa. Cerita kepahlawan Amir Hamzah, paman Nami Muhammad SAW disisipi dengan cerita asal-usul kitab Betal Jemur Adam Makna. Dalam kehidupan nyata, kitab ini oleh orang Jawa digunakan untuk menamai sebuah buku primbon. Target penelitian, yaitu: (1) terciptakannya struktur pertunjukan wayang golek lakon Menak Sarehas; (2) terciptakannya naskah pertunjukan wayang golek lakon Menak Sarehas; (3) tersediakannya vokabuler catur, sabet, dan iringan pertunjukan wayang golek lakon Menak Sarehas yang mudah dimengerti generasi muda; (4) tersajikannya pertunjukan wayang golek lakon Menak Sarehas garap padat secara online di channel youtube); (5) terbit artikel ilmiah pada jurnal nasional terakreditasi; (6) terdokumentasikannya satu bentuk pertunjukan wayang golek lakon Menak Sarehas; dan (7) diperoleh 1 sertifikat HKI. Metode penciptaan dan penyajian meliputi: (1) observasi untuk menentukan struktur pertunjukan; (2) eksplorasi menyusun naskah lakon; (3) menyusun vokabuler gerak, catur, dan iringan; (4) merancang struktur pertunjukan, sabet, catur, dan iringan; (5) penyajian wayang golek lakon Menak Sarehas; dan (6) evaluasi hasil penciptaan. Hasil penelitian berupa naskahwayang golek lakon Adam Makna Kawedhar yang dipergelarkan pada event Hari Wayang Dunia VII ISI Surakarta yang disiarkan melalui ISI TV channel. Kata Kunci: wayang golek, Menak Sarehas, akulturasi, primbon.
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