ALLISIA NUR RAHMAH, . (2026) ESTETIKA MOTIF TEKSTIL PERMAINAN TRADISIONAL DENGAN TEKNIK DIGITAL PRINTING. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Penelitian ini bertujuan untuk memperoleh penilaian estetika motif tekstil permainan tradisional dengan teknik digital printing. Pendekatan yang dilakukan dalam penelitian ini adalah kuantitatif dengan metode eksperimen, jenis pre-experimental design, berbentuk one shot case study. Penelitian ini menghasilkan lima motif tekstil berdasarkan sumber inspirasi permainan tradisional congklak, bekel, dan dam-daman serta cara bermainnya dengan teknik digital printing. Prosedur pengumpulan data dilakukan menggunakan angket yang terdiri dari 15 butir pernyataan dengan skala pengukuran rating scale dan diberikan kepada lima panelis ahli di bidangnya. Penilaian dilakukan menggunakan teori estetika menurut (Djelantik, 1999) yang terdiri dari aspek wujud atau rupa, bobot atau isi, dan penampilan atau penyajian. Berdasarkan aspek wujud atau rupa mendapatkan nilai 90,4% dengan kategori sangat baik. Aspek bobot atau isi yang terdiri dari sub aspek gagasan atau ide yang mengacu pada sumber inspirasi permainan tradisional congklak, bekel, dan dam-daman serta cara bermainnya mendapatkan nilai 91,6% dengan kategori sangat baik. Sementara aspek penampilan atau penyajian yang terdiri dari sub aspek sarana atau media memperoleh nilai 90% dengan kategori sangat baik. Hasil penelitian estetika secara keseluruhan berdasarkan aspek wujud atau rupa, bobot atau isi, dan penampilan atau penyajian sebesar 90,6% dengan kategori sangat baik. Motif dengan penilaian tertinggi yaitu motif tekstil tiga yang memperoleh nilai sebesar 92,8% dengan kategori sangat baik dan motif dengan penilaian terendah yaitu motif tekstil empat yang memperoleh nilai sebesar 88% diantara kelima motif tekstil dengan kategori sangat baik. ***** This study aims to obtain an aesthetic assessment of traditional game-inspired textile motifs produced using digital printing techniques. The approach used in this study is quantitative, employing an experimental method of the pre-experimental design type in the form of a one-shot case study. This research produced five textile motifs based on the traditional games of congklak, bekel, and dam-daman, including their gameplay, applied through digital printing techniques. Data collection was carried out using a questionnaire consisting of 15 statement items measured with a rating scale, distributed to five expert panelists in their respective fields. The assessment was conducted using the aesthetic theory proposed by Djelantik (1999), which comprises the aspects of form or appearance, weight or content, and presentation or delivery. The form or appearance aspect obtained a score of 90.4%, classified as very good. The weight or content aspect, consisting of the idea or concept sub-aspect referring to the traditional games of congklak, bekel, and dam-daman along with their gameplay as sources of inspiration, obtained a score of 91.6%, classified as very good. Meanwhile, the presentation or delivery aspect, consisting of the medium or material sub-aspect, obtained a score of 90%, classified as very good. The overall aesthetic assessment result, covering all three aspects, was 90.6%, classified as very good. Among the five motifs, textile motif three received the highest score of 92.8%, classified as very good, while textile motif four received the lowest score of 88%, still within the very good category.
| Item Type: | Thesis (Sarjana) |
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| Additional Information: | Dra. Melly Prabawati, M.Pd. |
| Subjects: | Desain Kostum, Tata Busana > Tata Busana |
| Divisions: | FT > D IV Desain Mode |
| Depositing User: | Allisia Nur Rahmah . |
| Date Deposited: | 07 Aug 2026 08:35 |
| Last Modified: | 07 Aug 2026 08:35 |
| URI: | http://repository.unj.ac.id/id/eprint/69035 |
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