Education and History of Wayang Using Flash Animation As Media Learning
Education and History of Wayang Using Flash Animation As Media Learning
Abstract: Wayang is one of the cultural heritages in Indonesia, puppets are synonymous with Javanese tribes, in this day and age many puppets do not
know what puppets and their history are so that it is believed that the puppet culture will be lost or even stolen by other countries. learning that contains
information about puppets and their history, learning media created later will take the form of animations that display images, types of puppets, puppet
plays and other information, learning media created using Adobe Flash so the results will be interesting because the software has many facilities to
produce animations the good one.
Keywords: Wayang, Flash Animation, Puppets, Media Animation, Culture, History of Wayang
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Jatayu
Adobe Flash
Adobe Flash is multifunctional software. Adobe flash is used to
create vector images, very interesting animated images, or to
build interactive and dynamic web sites. Flash is designed with
some puppet figures: the ability to create reliable and light two-dimensional
animations so that Flash is widely used to create logos, films,
Figures Image games and so on[16], [17]. In Flash there are animation
creation techniques, action script facilities, filters, custom
easing, and video entry complete with FLV playback facilities.
Regardless of its initial function, which makes it easier to
create web animations, it turns out that flash is growing so fast
Dewi Sinta that we can use it as an extraordinary multimedia software.
Even Flash with the action script can be used as an easy and
effective game and computer-based learning media creation
program[18]–[20].
Rahwana
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4. CONCLUSION
Media Educational puppet can be used as a learning tool for
the general public, especially for elementary school students
to learn indigenous Indonesian culture. Maintaining cultural
preservation is important and this multimedia-based
educational media can be used as a reference for anyone.
The system created is still very basic and needs further
development so that it can be accepted by anyone and most
importantly it can run on any platform.
Figure 3. History of Wayang
References
[1] B. A. Habsy, ―Semar puppet counseling model,‖
Figure 1 until figure 3 is the interface of the starting page of
COUNS-EDU Int. J. Couns. Educ., vol. 2, no. 1, pp.
the learning media, comics and also about the history of the
19–24, 2017.
wayan. In addition, there is also information media in the form
[2] A. Denova, ―Perancangan Mainan Edukatif
of information about puppet figures such as the following:
Pengenalan Tokoh Pewayangan Bagi Murid Sekolah
Dasar (Usia 10-12 Tahun) Studi Kasus Sdn Kebraon I
Surabaya,‖ CALYPTRA J. Ilm. Mhs. Univ. Surabaya,
2013.
[3] K. K. Kia and Y. M. Chan, ―A study on the visual styles
of wayang kulit kelantan and its capturing methods,‖ in
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on Computer Graphics, Imaging and Visualization:
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[4] J. Darmawan, K. D. Muirden, R. D. Wigley, and H. A.
Valkenburg, ―Arthritis community education by leather
puppet (wayang kulit) shadow play in rural Indonesia
(Java),‖ Rheumatol. Int., 1992.
[5] M. I. Cohen, ―Contemporary Wayang in Global
Contexts,‖ Asian Theatr. J., 2007.
Figure 4. Puppet figures [6] E. Purwanto and M. E. Yuliana, ―Penerapan animasi
pertunjukan wayang sebagai media pendidikan budi
Figure 4 shows some wayang figures that are commonly perkerti dan memperkenalkan budaya bangsa kepada
displayed in several puppet stories, one of which is arjuna and anak usia dini,‖ J. Sainstech, 2016.
the information is as follows: [7] Z. Ardi, I. Sukmawati, I. Ifdil, A. Afdal, I. B. Rangka,
and K. Suranata, ―Exploring the acceptability of
internet-based mental health mobile app services
using network psychometrics analysis,‖ J. Phys. Conf.
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[8] T. Limbong et al., ―The implementation of computer
based instruction model on Gost Algorithm
Cryptography Learning,‖ IOP Conf. Ser. Mater. Sci.
Eng., vol. 420, p. 012094, Oct. 2018.
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