Metahuman KAGURI 0.1 as The Learning Media Innovation for Local Arts and Culture Exploration

Authors

  • Aquita Valentina Department of Art and Culture Education, Faculty of Art and Language, Universitas Negeri Surabaya, Jl. Raya Kampus Unesa, Surabaya, Indonesia.
  • Welly Suryandoko Department of Art and Culture Education, Faculty of Art and Language, Universitas Negeri Surabaya, Jl. Raya Kampus Unesa, Surabaya, Indonesia.
  • Autar Abdillah Department of Art and Culture Education, Faculty of Art and Language, Universitas Negeri Surabaya, Jl. Raya Kampus Unesa, Surabaya, Indonesia.

DOI:

https://doi.org/10.22219/jinop.v11i1.36728

Keywords:

Artificial Intelligence, Cultural Art, Learning, Media, Metahuman

Abstract

This research aims to create a learning media utilising Metahuman technology, named "KAGURI 0.1”, to delve into the local arts of Bangil, Pasuruan. This media aims to introduce, safeguard, investigate, and enhance students' appreciation for the diverse local arts found in Bangil. The research employed a Research and Development (R&D) approach. During the analysis phase, a field study was performed to assess the learning requirements for arts and culture, alongside exploring various local art forms in Bangil, Pasuruan. The design phase consisted of planning the learning media, which included crafting storylines and user interaction scenarios. The development phase entailed generating representative metahuman characters using the "Metahuman Creator" software from Unreal Engine 5. Subsequently, the implementation phase involved integrating the media into the educational context and evaluating it with actual junior high school student groups. Evaluation was conducted through assessments of effectiveness and quality, including evaluations of language, graphics, content, user engagement, and learning efficacy. Findings from the study reveal that the Metahuman KAGURI 0.1 learning media was effectively crafted as an interactive tool that amalgamates visual, auditory, and interactive components in the study of arts and culture, particularly focused on the local arts of Bangil. This research carries several implications, such as bridging digital and traditional learning, promoting the preservation and sharing of cultural heritage, fostering immersive learning experiences, and most importantly, positively influencing our future generations.

Downloads

Download data is not yet available.

References

A, W., GJ, B., & S, G. (2024). The Relation between Social Media and Health. Washington (DC): National Academies Press (US).

Acomi, N., & Acomi, O. (2023). Creativity and Arts in Digital Social Innovation. Italy: Instytut Badań i Innowacji w Edukacji.

Agam, T. (2022). Pengembangan Multimedia Interaktif Materi Permainan Alat Musik Sederhana Pada Mata Pelajaran Seni Budaya Untuk Kelas VII di SMP Negeri 50 Surabaya. Jurnal Mahasiswa Teknologi Pendiidikan, 1-8.

Alawi, M. R., Aryani, S. P., & Raharja, R. M. (2024). Mewujudkan Generasi Muda yang Berdaya Saing untuk Masa Depan Bangsa. Prosiding Seminar Nasional Ilmu Pendidikan, 82-87.

Amalia, R. (2020). Pengembangan Media Interaktif MOBILE Sebagai Media Pembelajaran Budaya Lokal Pasuruan di SMP. Primary Edu IKIP Siliwangi, 195-207.

Babaran, R. T. (2023). Culture and Creativity for Sustainable Development. Jakarta: The ASEAN Secretariat, ASEAN Socio-Cultural Community.

Clark, R. C., & Mayer, R. E. (2017). e-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning (4th ed.). Wiley.

Dwijonagoro, S. H., Wulandari, A., & Audiya, F. R. (2012). PERMASALAHAN PENDIDIKAN DAN SOLUSINYA DI INDONESIA. Jurnal Formatif, 228.

Erawati, N. K., & Adnyana, P. B. (2024). IMPLEMENTATION OF JEAN PIAGET’S THEORY OF CONSTRUCTIVISM IN LEARNING: A LITERATURE REVIEW. Indonesian Journal Of Educational Development.

Fauzil, F., & Rusli, D. (2024). Hubungan Kecanduan Game Online Mobile Legends Bang-Bang (MLBB). INNOVATIVE: Journal Of Social Science Research, 8041-8051.

Henderson, M., Selwyn, N., & Aston, R. (2017). What works and why? Student perceptions of ‘useful’ digital technology in university teaching and learning. Studies in Higher Education, 42(8), 1567-1579.

Huynh, T., & Martin, C. (2018). The Virtual Tutor: Leveraging Artificial Intelligence for Enhanced Educational Experiences. Journal of Digital Education and Technology, 45-58.

Kirana, M. D. (2024). PERLINDUNGAN HUKUM TARI TERBANG BANDUNG (Studi di Lembaga Kursus dan Pelatihan Sanggar Seni Dharma Budaya Kota Pasuruan). YURIJAYA, Jurnal Ilmiah Hukum, 153-161.

Landau, P. (2023, January 19). How to Choose a Project Name: Tips & 10 Project Code Names. Retrieved from Project Manager: https://www.projectmanager.com/blog/top-ten-project-code-names

Mayer, R. E. (2002). MULTIMEDIA LEARNING. THE PSYCHOLOGY OF LEARNING AND MOTIVATION, 85-139.

Nahak, H. (2019). UPAYA MELESTARIKAN BUDAYA INDONESIA DI ERA GLOBALISASI. Jurnal Sosiologi Nusantara, 165-175.

Nalbant, K. G., & Uyanık, Ş. (2022). A Look At The New Humanity: Metaverse and Metahuman. International Journal of Computers, 7-13.

Parlindungan, F., Rifai, I., & Safriani, A. (2018). The representation of Indonesian cultural diversity in middle school English textbooks. Indonesian Journal Of Applied Linguistics.

Peng, Y. (2023). The Practice of Integration of Art Education and Regional Culture Towards Pedagogy Enhancement. Journal of Education and Educational Research, 192-205.

Prasetyo, H. (2023). KESENIAN TERBANG BANDUNG DI DESA WIROGUNAN KECAMATAN PURWOREJO KOTA PASURUAN. APRON UNESA, 1-9.

Prasetyo, Y. A., & Kasiyan. (2024). Revitalisation of Terbang Bandung Art Through Interactive Learning Media Based on Android Applications for High School Students in Pasuruan City. International Journal of Multicultural and Multireligious Understanding, 317-327.

Reddy, P., & Gangle, G. (2024). THE FUTURE OF EDUCATION IN THE DIGITAL AGE. India: Government College, Madhya Pradesh, India.

Richey, R., & Klein, J. D. (2009). Design and development research: An introduction. Routledge.

Simanungkalit, J. R. (2021). PENERAPAN MEDIA AUDIO VISUAL UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATA PELAJARAN SENI BUDAYA MATERI PEMBELAJARAN POLA LANTAI TARI KREASI KELAS IX-1 SMP NEGERI 7 MEDAN TAHUN AJARAN 2018/2019. Jurnal Pendidikan dan Ilmu Kependidikan, 84-94.

Siregar, H. L. (2024). ANALISIS PENGARUH PENGGUNAAN GADGET TERHADAP NILAI-NILAI KEHIDUPAN REMAJA. Jurnal Penelitian Ilmiah Multidisiplin, 121-137.

Subekti, P., Hafiar, H., & Bakti, I. (2020). The Role of Cultural Community in the Development of Local Culture in Pangandaran Region. Atlantis Press, 253-256.

Sucahya, M. (2013). RUANG PUBLIK DAN EKONOMI POLITIK MEDIA. Jurnal Komunikasi, 15-22.

Supriadi, M. R., & Hidajat, R. (2023). Pergeseran Fungsi Penyajian Tari Terbang Bandung di Sanggar Dharma Budaya Kota Pasuruan. Journal Of Language, Literature, and Art, 804-813.

Suyatno, D. (2013). Keanekaragaman seni tari Jawa Timur untuk SMP. Surabaya: Dinas Pendidikan Provinsi Jawa Timur.

Yatim, H., Jamilah, Sahnir, N., & Abduh, A. (2023). Analysis of Habituation in Implementing the Merdeka Belajar Curriculum in Art Education in Schools. Jurnal Administrare: Jurnal Pemikiran Ilmiah dan Pendidikan Administrasi Perkantoran, 113-125.

Downloads

Published

05/30/2025

How to Cite

Valentina, A., Suryandoko, W., & Abdillah, A. (2025). Metahuman KAGURI 0.1 as The Learning Media Innovation for Local Arts and Culture Exploration. JINoP (Jurnal Inovasi Pembelajaran), 11(1), 135–159. https://doi.org/10.22219/jinop.v11i1.36728

Issue

Section

Articles