Summary of secondary school craft materials for grade 10, first semester, first semester

Kherysuryawan.id – High School Grade 10 Craft Materials Term 1 Craft entrepreneurs with intangible cultural inspiration to learn in the first semester.

Education friends, after I showed in the previous post the order of the materials to be studied in class 10 high school craft materials to learn in the first semester to the second semester, so I will come back on this occasion to share and give a summary of class 10 craft materials, especially the materials in Chapter 1 on Artisan Entrepreneurs Using Intangible Cultural Inspiration.

As students in this case they are students and also as teachers in this case they are teachers in carrying out the process of teaching and learning, they need a subject or teaching unit capable of helping in the smooth process of teaching and learning. Currently in the 2013 syllabus, almost all schools have used the 2013 syllabus books, from the old version of the Student’s Book and the Teacher’s Book to the latest version.

Now, specifically for the tenth grade craft materials, secondary school teachers and students in the implementation of the teaching and learning process in the classroom have used the latest revised edition of the 2013 Curriculum Craft Kit Book. To facilitate teaching for teachers and to facilitate students to obtain teaching materials in the textbook quickly , of course a summary or summary of the article is needed.

It is certain that the contents that are based on a summary/summary of the educational materials are not dated according to the contents of the book to be studied later. The purpose of making a summary/summary of the materials means to facilitate learning and of course it will reduce when studying because the chosen material is the main or decisive material.

In this post, I have created a compendium of 10th grade handicraft materials, especially for class 1, craft entrepreneurship with intangible cultural inspiration, which can be used by both teacher and students in facilitating learning, individual learning and group learning. For those of you who would like to use the Abstract/Summary of Craft Materials for Class 10 Chapter 1 Chapter 1 1 that I made from the source of the Modern Revised Version of the Class 10 Handicraft Book, then you can watch the presentation in this article.

Before I share a summary of high school crafts for Grade 10 Chapter 1 Artisan Entrepreneurs Using Intangible Cultural Inspiration, first consider the goals students should achieve in this lesson:

After studying this class, students will be able to:

Realizing that the logic of the mind and the human ability to think creatively in the manufacture of handicrafts and various non-material cultures and entrepreneurial success are a gift from God.

– Appreciate the behavior of confidence, self-confidence, independence and attitude to work together, mutual cooperation, tolerance, discipline, responsibility, creativity, innovation in the handicraft industry with subjective cultural inspiration to form the work spirit.

Design and create crafts using intangible cultural inspiration based on identification of resource needs, technology and business processes.

Presenting and marketing handicrafts using non-objective cultural inspiration with honest and confident behavior

– Assessment of artisanal entrepreneurial learning using intangible cultural inspiration.

Well, after knowing some of the goals to be achieved later in learning in Class 10 SMABAB 1 Semester 1 Volume Craft as shown in the screen above, to make it easier to view the material, here is a summary of 10 high school class craft material Class 1: Inspired Entrepreneurship Intangible cultural learning in the classroom 1.

Chapter 1: Artisan Entrepreneurs Without Cultural Inspiration from Anything

a. Entrepreneurial characteristics

Entrepreneurship, by its origin, consists of the terms entrepreneurship and business. Wera, means warrior, hero, superior human being, exemplary, virtuous, brave and noble character. Effort means charity, work and doing something. Definition of Entrepreneurship, from the Big Indonesia Dictionary, is a person who is intelligent or talented at identifying new products, defining new production methods, organizing activities to produce new products, and managing and marketing working capital.

An entrepreneur, also known as an entrepreneur or entrepreneur, is a person with the qualities of a leadership and thought-creator in doing business.

The characteristics of an entrepreneur are as follows:

two. Focus on tasks and results

Factors causing success and failure in entrepreneurship

Starting something new is definitely not easy. Therefore, the entrepreneur must dare to take risks. Failure to do something is part of the success process, and failure is delaying success.

B. Craft business planning with intangible cultural inspiration

Traditional culture a source of inspiration

Cultural traditions can be grouped into non-objective and cultural artifacts/objects. Intangible culture includes rhymes, folklore, dances, and traditional ceremonies. Meanwhile, cultural artifacts/objects include local clothing, traditional containers, weapons, and house procedures.

Each type of traditional culture, whether non-objective or cultural artifacts/objects, can serve as a source for ideas that will be developed into artisanal products. Each region can share regional special crafts that take a new perspective based on the cultural traditions of their regions. The cultural wealth of the Indonesian tradition is the local wisdom (local genius) that can be the origin of endless ideas.

Resources, materials, techniques and craft ideas with intangible cultural inspiration

Entrepreneurial activities are supported by the availability of human resources, materials, equipment, ways of working, markets and financing. The resources managed in an entrepreneur are known as M6, which are human (human), money (money), materials (physical), machine (tools), method (how to work), and market (market).

c. Design and craft production using intangible cultural inspiration

From the richness of the development of traditional culture through the development of handicrafts. The craft design process begins with selecting the origin of the idea and finding inspiration for craft products, making idea sketches, making craft model studies, and then preparing production instructions. Craft ideas inspired by local culture will be developed into craft products that will be produced and ready for sale. Thus the obtained product must have aesthetic value and invention in order to attract the market.

Literal design using intangible cultural inspiration will translate something abstract (intangible) into an object (tangible). For example, the idea is taken based on a native (intangible) story as a small diorama describing a scene in folklore. Another example is taking inspiration from symbolic (intangible) beliefs, shaping the apex as ideas for textiles or clothing (objects). The stages of translation include: Understanding the meaning of symbols. Research key terms that can form the basis for product idea development; Looking for job inspiration and craft ideas.

1. Searching for product idea

To facilitate the search for new perspectives or ideas for craft designs with a new view of non-objective culture, one can start by thinking about the following things:

• What intangible culture would the idea be?

• What handicraft products will be manufactured?

• Why was the craft product formed?

• Who will use the craft product?

• What materials/materials will be used?

• What colors and/or shapes will be used?

• Are there specific color techniques to be used?

• What is the product making process?

These questions can be expressed and discussed in the form of brainstorming.

2. Make drawings/sketches

Product ideas, plans, or designs based on craft products are described or sketched so that the abstract ideas become tangible. Design ideas can be drawn on a book or paper, using a pencil, marker or ballpoint pen and try to avoid using an eraser.

3. Choose the best idea

After Polly shapes the inspiration and describes it with a diagram, start thinking about the best, fun, and feasible idea.

4. Prototypes or study models

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