
This research and analysis focus on the Buddhist philosophy of Phra Panya Nantha Bhikkhu and its influence on innovative art dealing with the mystery of Dhamma. The objective is to analyze the Buddhist philosophy of Phra Panya Nantha Bhikkhu from Wat Chonlaprathan Rangsarit and the murals from the reign of King Rama IV in terms of style, content, beliefs, artistic elements, and symbols expressing mystery. This analysis aims to generate knowledge for the creation of innovative art centered on Dhamma puzzles, foster interaction among people involved in the work, and raise awareness of the Buddhist philosophy of Phra Panya Nantha Bhikkhu. This awareness aims to inspire faith in Buddhism and serve as a moral and ethical foundation for youth and society. From the analysis and interpretation of the Buddhist philosophy of Phra Panya Nantha Bhikkhu and the murals from the reign of King Rama IV, the creation of innovative art emerges. These mysterious stories incorporate a new structural component that reflects both the form of reality and the content of Phra Panya Nantha Bhikkhu’s Dhamma teachings, representing mystery in a way that encourages viewers to ponder and interpret their meaning, thus affecting their perception of beauty. The results of this innovative artistic creation demonstrate the process of developing 2D paintings into 3D realistic works. The presentation of AR (augmented reality) techniques enhances the perception of dharma mysteries through four works, contributing to the creation of knowledge and innovative art processes while promoting arts and cultural tourism.
This study aims to identify key considerations for German language teachers in Indonesia in implementing differentiated German language learning through the Content and Language Integrated Learning (CLIL) method based on the platform Kinderuniversität to achieve the Sustainable Development Goals (SDGs). This research was conducted at Universitas Negeri Malang with 19 teachers as representatives of German Language teachers from the whole of Indonesia as research studies. This qualitative study used a descriptive method supported by quantitative data. The instrument used was the teacher’s questionnaire and the document of the lesson plan that they made during the studies (through a workshop). Based on the results of the study, it can be learned that there are several aspects that need to be considered in implementing differentiated learning, including asking each student about their favorite themes, giving students the opportunity to choose their own learning methods and strategies, offering assistance to weak students, using media to stimulate the use of all senses, providing additional tasks for fast learners, providing alternative tasks that are easier and more difficult, providing additional time for slow learners, and using project assignments in German language learning so that each student can contribute what they have mastered. By considering these things, differentiated learning can be implemented. Through differentiated instruction with the CLIL method, students are given various choices based on their individual preferences and needs. Thus, German language learning can accommodate student differences and improve the quality of learning.
This research develops the gamification of TANGGUH (Traditional Games in Indonesian Historiography) as a learning medium to increase student involvement in history learning, cross-cultural understanding, and preservation of local wisdom in Indonesia. This gamification integrates traditional games in Indonesian Cross-Cultural courses to strengthen students’ national identity. This research uses the Research and Development (R&D) method with the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. In the Analysis stage, the needs of students in understanding the value of local history and culture are identified. The Design stage produces a learning media design that combines traditional games with gamification elements to create an interactive learning environment. In the Development stage, the TANGGUH application was validated by material and media experts with high feasibility results, obtaining a score of 4.53 for material validation and 4.46 for media validation. In the Implementation stage, the trial with 21 students based on 10 indicators resulted in an average score of 4.21 showing very high effectiveness. The findings of the study show that the integration of traditional games as teaching materials in the context of history, culture, and local wisdom significantly enriches the learning experience of students. The results of the questionnaire showed an increase in national identity awareness from 3.12 to 4.27, with an N-gain score of 1.15, signaling a significant change. Therefore, TANGGUH gamification has proven to be effective and worthy of use in history learning and contributing to strengthening national identity and appreciation of Indonesia’s cultural heritage.
This study examined the management of elderly occupational groups and the implementation of policies aimed at improving their quality of life by promoting employment. It also proposed guidelines to enhance policy implementation. A qualitative research approach was used, collecting data via in-depth interviews, observations, and focus group discussions. The findings showed that municipalities supported the formation of elderly groups to produce and sell goods. However, several challenges were identified, including the lack of cost accounting systems, absence of permanent sales locations, and limited marketing networks. Policy implementation through hierarchical structures resulted in reactive rather than proactive approaches by staff. Although municipalities provided materials and budgets, the lack of sales facilities hindered long-term sustainability. Despite some progress in promoting elderly employment, centralized policy frameworks created gaps in meeting the specific needs of elderly groups. To bridge these gaps, the study proposed guidelines focused on improving group management, strengthening policy implementation, and developing vocational training programs. This study also suggested encouraging collaboration among stakeholders, addressing implementation challenges, and supporting the sustainability and income generating capacity of such groups.
There is currently a heated debate taking place amongst both scholars and fans concerning whether K-pop (Korean pop music) artists culturally appropriate foreign cultures into their music videos. This qualitative study seeks to fill the gap in the literature by examining the approach of Thai K-pop fans relative to this issue. The research draws on online interviews with Thai K-pop fans of various ages, as well as lengths of fandom. The findings demonstrate mixed opinions concerning the issue of cultural appropriation in K-pop. K-pop music is also identified as a new and distinct musical form of hybridity, with artists blending differing cultural elements into a Korean style. The study also examines how the blending of cultures, particularly elements of Black culture, may contribute to the global appeal of K-pop. Additionally, it identifies the failure to credit those aspects taken from Black culture or to acknowledge the related history of racism, including inappropriate behaviour towards other cultures. Thus, this study demonstrates a range of implications from cultural appropriation, in particular the need for appropriate recognition and respect towards other cultures.