bluuebunny/crossref_metadata_2025_split huggingface dataset:
Video pembelajaran seni pertunjukan Sandur untuk siswa kelas X SMA
Authors: Oktavia Sri Linda , Hidajat Robby , Zandra Rully Aprilia 
Published: November 2022

Penelitian ini adalah riset yang bertujuan untuk menghasilkan produk berupa video pembelajaran seni pertunjukan Sandur. Menyediakan media pembelajaran sebagai alat yang membantu guru dan siswa dalam pelaksanaan proses pembelajaran khususnya materi tari tradisi daerah setempat. Subjek uji coba dalam riset ini yaitu siswa kelas X SMA. Metode yang digunakan dalam penelitian ini adlah metode penelitian pengembangan yang dikemukakan Allesi dan Trollip. Pengembangan media video pada penelitian ini telah diriview oeh ahli materi, media, dan pembelajaran. Hasil review dari ahli materi menunjukkan bahwa Hasil dari data pre-test secara keseluruhan menunjukkan presentase sebesar 47,6%. Hasil dari data post-test secara keseluruhan menunjukkan presentase sebesar 97,9% dengan nilai rata-rata 97,9. Nilai tersebut daat dikategorikan bahwa hasil belajar dari siswa sudah mencapai taraf tuntas. Selain pre-test dan post-test, peneliti membagikan angket keterbacaan produk untuk menguji keterbacaan produk yang sudah dibuat. Hasil dari data angket menunjukkan presentase 95,5%, sangat layak. Sehingga dalam hal ini dapat disimpulkan bahwa media video pembelajaran seni pertunjukan Sandur berupa video dokumenter lebih efektif dan dapat digunakan untuk meningkatkan hasil belajar siswa. Kata kunci: Sandur, video pembelajaran, pengembangan media Sandur performance art learning video for students Xth graders AbstractThis research is research that aims to produce a product in the form of a learning video for Sandur's performing arts. Provide learning media as a tool that helps teachers and students in the implementation of the learning process, especially local traditional dance materials. The test subjects in this research were students of class X SMA. The method used in this research is the development research method proposed by Allesi and Trollip. The development of video media in this study has been reviewed by material, media, and learning experts. The results of the review from material experts show that the results of the pre-test data show a percentage of 47.6%. The results of the post-test data show a percentage of 97.9% with an average value of 97.9. This value can be categorized that the learning outcomes of students who have reached the level of completion. In addition to the pre-test and post-test, the researcher distributed a product readability questionnaire to test the readability of the products that had been made. The results of the questionnaire data showed a percentage of 95.5%, very feasible. So, in this case it can be concluded that the video media for learning Sandur's performing arts in the form of a documentary video is more effective and can be used to improve student learning outcomes. Keywords: Sandur, tutorial video, media development
Makna simbolik Topeng Panji gaya Yogyakarta dalam representasi estetika kekriyaan
Authors: Prayoga Ismayan Dwi 
Published: November 2022

Topeng Panji merupakan salah satu karya seni tradisional warisan budaya yang sudah ada sejak zaman nenek moyang. Topeng Panji gaya Yogyakarta merupakan topeng yang bentuknya ditransformasi dari sebuah cerita rakyat Panji. Menurut pemahamannya, seni topeng Panji memiliki makna yang terkandung di dalamnya. Penelitian ini menganalisis bagaimana pemahaman makna topeng Panji gaya Yogyakarta dalam merepresentasikan estetika kekriyaan. Metode yang digunakan dalam penelitian ini adalah menggunakan pendekatan deksriptif kualitatif. Objek dalam penelitian yaitu karya seni topeng Panji gaya Yogyakarta. Instrumen dalam penelitian ini adalah penulis sendiri dan sumber data diperoleh dari dokumen arsip atau kepustakaan. Hasil dari penelitian ini menemukan bahwa topeng Panji gaya Yogyakarta merupakan jenis topeng yang termasuk ke dalam jenis topeng klasik sehingga struktur dan bentuknya masih terpaku pada pakem-pakem tradisi yang telah ditentukan dan setiap tokoh memiliki bentuk dan makna simbolis yang berbeda-beda. Selain itu simbol-simbol dengan makna simbolis dan kebudayaan masih tampak pada bentuk-bentuk topeng Panji Gaya Yogyakarta yang di dalamnya berisi pesan, makna, atau nilai tertentu yang berfungsi sebagai media dalam berkomunikasi ataupun menyampaikan pesan. Adapun tokoh yang diteliti dalam penelitian ini yaitu Panji Asmarabangun, Candrakirana atau Dewi Sekartaji dan Klana Sewandana. Kata kunci: topeng Panji Yogyakarta, estetika kekriyaan, makna simbolik The symbolic meaning of the Yogyakarta style Panji mask in the representation of craft aesthetics Abstract Panji mask is one of the traditional artworks of cultural heritage that has existed since the time of our ancestors. The Yogyakarta style Panji mask is a mask which shape is transformed from a Panji folk tale. The art of Panji masks has the meaning contained in it. This study aims to understand the meaning of the Yogyakarta style Panji masks in representing the aesthetics of craftsmanship. The method used in this research is to use a qualitative descriptive approach. The object of the study is the Yogyakarta style Panji mask art. The instrument in this study was the author himself, and the source of the data was obtained from archival documents or literature. The result of this research is that the Yogyakarta style Panji mask is a type of mask that belongs to the classic kind of mask so that its structure and shape are still fixed on the predetermined traditional grips. Each character has a different shape and symbolic meaning. In addition, symbols with symbolic and cultural meanings are still visible in the forms of the Yogyakarta style Panji masks, which contain particular messages, meanings, or values that function as media in communicating or conveying messages. The characters studied in this study are Panji Asmarabangun, Candrakirana or Dewi Sekartaji and Klana Sewandana. Keywords: Yogyakarta Panji masks, craft aesthetics, symbolic meaning
Simulator Tato Tradisional Papua dengan Aplikasi Inkhunter Mengunakan Model ADDIE
Authors: Suseno Bayu Aji , Astuti Retnoning Adji Widi , Kadafi Muchammad Rizky 
Published: November 2022

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
Cerita pada ornamen medalion di relief candi Penataran sebagai ide penciptaan batik lukis
Authors: Suhadak Ahmad , Arimbawa Anak Agung Gde Rai , Sidyawati Lisa 
Published: November 2022

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
The utilization of digital technology in music education at Universitas Negeri Yogyakarta
Authors: Jogjaningrum Drijastuti 
Published: November 2022

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
Promoting creative imaginative learning for fine art education students in the 21st century
Authors: Hendri Zulfi 
Published: November 2022

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
An Analysis of Priorities in Developing Virtual Reality Programs for Core Nursing Skills: Cross-sectional Descriptive Study Using the Borich Needs Assessment Model and Locus for Focus Model
Authors: Jeong EunYoung , Lim JunSeo 
Published: November 2022

Background
There are limitations to conducting face-to-face classes following the recent COVID-19 pandemic. Web-based education is no longer a temporary form of teaching and learning during unusual events, such as pandemics, but has proven to be necessary to uphold in parallel with offline education in the future. Therefore, it is necessary to scientifically organize the priorities of a learner needs analysis by systematically and rationally investigating and analyzing the needs of learners for the development of virtual reality (VR) programs for core nursing skills (CNS).

Objective
This study aimed to identify the priorities of learners’ needs for the development of VR programs for CNS using the Locus for Focus Model and Borich need assessment model.

Methods
The participants included nursing students in South Korea who were in their second year or higher and had taken courses in fundamental nursing or CNS-related classes. The survey took place from May 20 to June 25, 2021. A total of 337 completed questionnaires were collected. Of these, 222 were used to conduct the final analysis. The self-report questionnaire consisted of 3 parts: perception of VR programs, demand for developing VR programs, and general characteristics. The general characteristics of the participants were analyzed using descriptive statistics. To determine the priority of the demand for developing VR programs for CNS, the Locus for Focus Model and the Borich priority formula were used.

Results
In all, 7 skills were identified as being of the top priority for development, including intramuscular injection, intradermal injection, tube feeding, enema, postoperative care, supplying oxygen via nasal cannula, and endotracheal suction.

Conclusions
The analysis showed that nursing students generally needed and prioritized the development of VR programs for the nursing skills involving invasive procedures. The results of this study are intended to help in various practical education classes using VR programs in nursing departments, which are currently facing difficulties in teaching CNS on the web owing to COVID-19.
Study of Thitonia Diversifolia Extract in Histomorphology of Pancreas and Interleukin-1beta expression on Aloxan Induced Wistar Rats
Authors: Solfaine Rondius , Muniroh Lailatul , Hamid Iwan Sahrial 
Published: November 2022

The purpose of this study is to determine effect of antiinflammation of Thitonia diversifolia (TD) extracts in histopathology liver and pancretic tissue on alloxan-induced in Wistar rat. Thirty two male Wistar rats (Rattus norvegicus) with a body weight (bw)150-200 g in 3 month of age, were allocated into four groups, with eight animals per group. The control group received normal saline (P0), positive control group received CMC Na 0.01% (P1), the treatment group were received 100 mg/kg bw of the TD extracts (P2) and received 100 mg/kg bw of the metformin (P3) respectively for 7 days. Bloods serum collected for measuring of blood glucose (BG). cholesterol and insulin (INS) concentrations. The levels of insulin (INS) concentrations were analysed by Avidin-Horseradish Peroxidase (HRP) Sandwich-ELISA. All animal were sacrified for tissue staining with haematoxylin eosin. Thitonia diversifolia extract significantly decreased the level of blood glucoseand choelsterol concentrations compared to the postive control group (p<0.05). The level of INS could be detected by its level significantly increased in TD treatment group (p<0.05). Histopathological showed that induction of alloxan could effect severe multifocal degeneration, vacuolisation, cell inflammation, acute langerhan cells injury with destruction cells. Immunohistochemical staining labeled with IL-1β monoclonal antibodies (Mab) showed lowering expression of IL-1β reveal as brownish color aggregates on the langerhans cells in the TD treatment group. This study was concluded that TD extract is inhibited hepatic tissue injuries and decreased destruction in langerhan cells by decreasing IL-1β expression on alloxan-induced rats.
Adoption of Mobile Learning at Universities Using the Extended Technology Acceptance Model
Authors: Aziz Misbahul , Pramana Edwin , Junaedi Hartarto 
Published: November 2022

This study aims to contribute to the proof of factors likely to determine the success of M-learning adoption based on previous research. This is done because there are many different theoretical models proposed. However, there is not yet a model that can be generally accepted as an established theoretical model for the adoption of M-learning in universities. This research is expected to make a significant contribution to the development of a better theoretical understanding of the determinants that influence the adoption of M-learning using the Technology Acceptance Model (TAM). To collect the data, researchers distributed questionnaires to respondents using google forms. Forms are distributed via WhatsApp and Telegram. The data used was 515 M-learning users. Theoretical model research was carried out with Structural Equation Model (SEM) analysis, then SPSS and Amos as support for analysis. There are six factors that determine the results of acceptance of M-leaning adoption in this study, namely Social Influence, Perceived Enjoyment, Facilitating Condition, Self-Efficacy, Perceived Usefulness, and Perceived Ease of Use. The five factors that show positive and significant relationships are Social Influence, Perceived Enjoyment, Self-Efficacy, Perceived Usefulness, and Perceived Ease of Use. Perceived Usefulness has the first strongest positive and significant value, and then Social Influence has the second strongest value. Each factor has a medium influence value on Behavioral Intention. That factor is the most influential in the application of M-learning in universities.
Impact of Brexit policy on textile/clothing and footwear UK imports
Authors:   School of Business, University of Leicester, UK, English Rachel A. 
Published: November 2022

On 23 June 2016 the UK voted to leave the EU, (Brexit). A four year and six-month period of uncertainty ensued before Article 50 was activated. Eventually the UK-EU Trade and Cooperation Agreement (TCA) came into force on 1 May 2021. The UK retail sector, in particular the textile/clothing and footwear, relies on high levels of international importation to the UK. As the negotiations between the UK and the EU were undertaken, key elements featured in the development of the new Brexit policy. This paper examines the impact on the textile/clothing and footwear UK importation trade in relation to three of these key elements:- •	June 23, 2016, UK voted to leave the EU. •	29 March 2017 Article 50 was triggered. •	October 2019 Article 50 extended. The data was modelled using the main five UK import partners in relation to textile/clothing and footwear from the WITS (World Integrated Trade Solution) database and the UK Office of National Statistics annual and monthly data sets, in relation to the three key elements of policy. The study provided an initial insight into the impact of policy decision making during the Brexit process. The findings show that Key elements of Brexit policy making had a negative impact on importation trade in relation to Textile/Clothing and Footwear. Further research is recommended to establish the long-term effects of Brexit policy on the UK retail economy as a whole, over the next five years. This to be extended to the export of textile/clothing and footwear from the UK to EU and Non-EU trading partners.