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1.
Quality-Access to Success ; 24(194):368-376, 2023.
Article in English | Web of Science | ID: covidwho-2325855

ABSTRACT

The dysphemistic utterance is a linguistic phenomenon which politicians often use as a form of strategic communication for referring certain subject with a word or an expression which may have a different meaning. So research aims to analyze the meanings of Indonesian politicians' dysphemistic utterances during the Covid-19 pandemic. The design of this research is qualitative-descriptive and semantic-pragmatic approaches are used in this research. The data used in the research are dysphemistic utterances spoken by Indonesian politicians in several videos uploaded in YouTube during the pandemic era (March 2021 -April 2022). Utterance is analyzed using Allan and Burridge theories. The literature review method was carried out on dysphemistic utterances in the social media sites, guided by an instrument which is designed and developed by the researchers. The technique used in this research is note-taking. This research uses the theory and investigator triangulation techniques to verify the data based on validity and reliability criteria. The analysis of data is presented using formal and informal methods. With the formal method, research results are presented by providing semantic and pragmatic meanings of words and sentences which build dysphemistic utterances. The research results show that there are 6 meanings of dysphemistic utterances spoken by Indonesian politicians during the pandemic era (March 2020-April 2021) that consist of 40 connotative meanings, 33 stylistic meanings, 45 affective meanings, 27 reflected meanings, 39 collective meanings, and 41 thematic meanings. This article is written to explain the dysphemism and euphemistic spoken by Indonesian politician to gain political

2.
Jurnal Penyuluhan ; 17(2):289-299, 2021.
Article in English | Indonesian Research | ID: covidwho-1645749

ABSTRACT

The tourism sector is one of the industries affected by the COVID-19 pandemic. Therefore, the Indonesian Ministry of Tourism and Creative Economy is developing a virtual tour innovation through the 360° Virtual Destinasi Indonesia program. This research utilizes the Uses and Gratification Theory which aims to determine the gratification sought and obtained in accessing the 360° Virtual Destinasi Indonesia. Typologies of need types used are cognitive affective personal and social integration dimensions. This research is explanatory research with a survey method. The data were measured by comparing the average Gratification Sought (GS) and Gratification Obtained (GO) and then collected through an online questionnaire to 200 respondents who have accessed the 360° Virtual Destinasi Indonesia program using non probability sampling. Data were analyzed using paired t samples. The results showed that the 360° Virtual Destinasi Indonesia program fulfills cognitive and personal integration needs. On the other hand the program does not provide satisfaction on the affective and social integration dimensions. The contribution of this research is it develops the uses and gratification theory in virtual reality and evaluation materials for the Indonesian Ministry of Tourism and Creative Economy.

3.
Journal Communication Spectrum: Capturing New Perspectives in Communication ; 10(2):-, 2020.
Article in English | Indonesian Research | ID: covidwho-1645465

ABSTRACT

The rapidly developing communication and information technology has forced government agencies to adapt by disseminating information or educating the public through digital media. MARBEL online games with the theme of new habits provide a means of disseminating education related to the importance of maintaining a clean and healthy body especially for early childhood. This study aims to analyze the content of the game using Philip Mayring’s qualitative content analysis method regarding categorized interpretations based on characteristics in a reality which in this study is a game for early childhood MARBEL New Habits. This is in line with government policies and efforts to harmonize community activities in the new normal era. In addition, it is also supported by the optimization of the use of Digital Media Literacy as a theoretical framework that is presented to understand the importance of technological advances in the midst of the COVID-19 Pandemic this conceptual dimension that is comprehensively discussed also functions as a cognitive construction tool for early childhood related to a new hygiene culture known as a protocol. health. The results of this study show that the ability to play online which is close to the child’s environment can have a significant positive effect especially on new habits of early childhood as well as show that technological advances provide opportunities for policymakers to disseminate information and education to the community. Keywords: Content Analysis Mayring MARBEL Online Game COVID-19 Digital Media Literacy. Teknologi komunikasi dan informasi yang berkembang pesat membuat lembaga pemerintah harus ikut beradaptasi dengan melakukan penyebaran informasi ataupun edukasi masyarakat melalui media digital. Permainan daring MARBEL dengan tema kebiasaan baru memberikan sarana dalam penyebaran edukasi terkait pentingnya menjaga kebersihan dan kesehatan tubuh khususnya bagi anak usia dini. Penelitian ini bertujuan menganalisis konten permainan tersebut menggunakan metode analisis isi kualitatif Philip Mayring mengenai interpretasi yang dikategorisasikan berdasarkan karakteristik dalam sebuah realitas yang dalam penelitian ini adalah permainan bagi anak usia dini MARBEL Kebiasaan Baru. Hal ini sejalan dengan kebijakan dan upaya pemerintah guna menyelaraskan aktivitas masyarakat dapat berlangsung dengan baik di era new normal. Selain itu juga ditunjang optimalisasi penggunaan Literasi Media Digital sebagai rerangka teoritis yang dihadirkan untuk memahami pentingnya kemajuan teknologi di tengah Pandemik COVID-19 dimensi konseptual yang dibahas secara komprenhensif ini difungsikan pula sebagai alat konstruksi kognitif anak usia dini terkait budaya kebersihan baru yang dikenal sebagai protokol kesehatan. Hasil dari penelitian ini memperlihatkan kemampuan permainan daring yang berada dekat pada lingkungan anak dapat memberikan pengaruh positif khususnya pada kebiasaan baru anak usia dini secara signifikan sekaligus memperlihatkan bahwa kemajuan teknologi memberikan peluang bagi pemangku kebijakan dalam penyebaran informasi maupun edukasi kepada masyarakat. Kata kunci: Analisis Konten Mayring MARBEL COVID-19 Literasi Media Digital. To cite this article (7th APA style): Kurniawati L. S. M. W. Marta R. F. & Amanda M. (2020). Utilization of COVID-19 Digital Media Literacy through the New Habit Marble Online Game in Early Children. Journal Communication Spectrum: Capturing New Perspectives in Communication 10(2) xx-xx.

4.
Jurnal Ilmu Sosial dan Humaniora ; 10(2):301-308, 2021.
Article in English | Indonesian Research | ID: covidwho-1645434

ABSTRACT

The digital payment system had increased rapidly especially when Coronavirus Disease (COVID-19) entered Indonesia. Increasing technological advances have shifted people's preference towards cashless transaction activities. These days money is known to have spread viruses such as COVID-19. In order to support the National Economic Recovery program, Bank Indonesia (BI) developed Contactless QRIS which allows users to make contactless payments with merchants during the COVID-19 pandemic. BI positions its products in the eyes of consumers by using the internet and YouTube social media as a platform that plays a vital role in framing society's paradigm towards a reality thus influencing people's attitudes. The research problem is aimed to know and analyze the content analysis of advertising Using Contactless QRIS Practically on the BI YouTube channel. This study aimed to analyze the content of BI advertising entitled Using Contactless QRIS Practically. Researchers used Means-End Chain (MEC) Theory. This study used descriptive qualitative research with the content analysis method. The research has shown that based on content analysis this advertising was persuasive and educative. Sistem pembayaran digital semakin meningkat pesat terutama saat pandemi Coronavirus Disease (COVID-19) masuk ke Indonesia. Meningkatnya kemajuan teknologi juga membuat masyarakat semakin terbiasa dengan kegiatan bertransaksi tanpa menggunakan uang tunai. Hal ini disebabkan uang tunai dianggap sebagai salah satu media penyebaran COVID-19 yang disentuh oleh banyak orang secara bergantian. Guna mendukung program Pemulihan Ekonomi Nasional, Bank Indonesia (BI) mengembangkan inovasi QRIS Tanpa Tatap Muka (TTM) yang memungkinkan pengguna untuk melakukan pembayaran tanpa tatap muka dengan merchant dimana relevan di masa pandemi COVID-19 ini. BI memposisikan produk di mata konsumen dengan menggunakan internet dan media sosial YouTube sebagai platform yang berperan penting dalam membingkai paradigma masyarakat terhadap suatu realitas, sehingga mempengaruhi sikap masyarakat. Permasalahan penelitian ini ditujukan untuk mengetahui dan menganalisis isi iklan yang berjudul “Praktis Pakai QRIS TTM” pada channel YouTube BI. Peneliti menggunakan Means-End Chain (MEC) Theory. Penelitian ini merupakan penelitian kualitatif deskriptif dengan metode analisis isi. Berdasarkan penelitian yang telah dilakukan, dapat disimpulkan bahwa analisis isi iklan ini berfungsi ganda persuasif dan edukatif.

5.
Communication ; 12(2):122-131, 2021.
Article in Indonesian | Indonesian Research | ID: covidwho-1644272

ABSTRACT

Pandemi COVID-19 tengah melanda seluruh dunia tidak terkecuali Indonesia. Adanya peraturan pembatasan sosial oleh pemerintah memaksa masyarakat untuk tetap di rumah dan mengurangi kegiatan di luar rumah sehingga segala kegiatan dilakukan secara daring termasuk dalam hal berbelanja. Salah satu dampak dari pandemi COVID-19 adalah timbulnya perilaku pembelian secara impulsif. Hal ini terjadi pada pembelian produk kesehatan dimana konsumen secara tiba-tiba membeli produk kesehatan dengan alasan produk kesehatan bisa melindungi diri dari virus dan mengurangi rasa cemas. Penelitian ini bertujuan untuk menganalisis pengaruh pemasaran digital oleh berbagai marketplace dan dampaknya terhadap pembelian impulsif oleh konsumen di masa pandemi saat ini. Analisis data melibatkan 119 sampel dengan menggunakan paradigma positivisme pendekatan kuantitatif metode survei dan instrumen pengumpulan data berupa kuesioner. Implikasi dari penelitian ini menunjukkan bahwa optimalisasi strategi pemasaran digital berpengaruh signifikan positif terhadap pembelian impulsif oleh konsumen marketplace.

6.
Media, Culture & Society ; : 01634437211045350, 2021.
Article in English | Sage | ID: covidwho-1410278

ABSTRACT

The pandemic of COVID-19, which forced cinema theaters to close and left exhibitors without revenue over a long period, may have dramatically changed the film business and its future. This paper seeks to examine the changing dynamic of film distribution through video streaming in the Southeast Asia region as a result of the impact of the pandemic. Some films may be chosen for video streaming media platforms as their alternative option for release into theatrical distribution. This pandemic also has changed film-viewing habits and behaviors among audiences. Several news reports have substantiated that Southeast Asian viewers are streaming more online video content due to COVID-19. As a result of the pandemic it appears that there is an accelerated shift to streaming media platforms across Southeast Asia countries. Local streaming platforms feed users their unique and culturally distinctive locally produced content which could be distinguished from that offered by global players. In 2020, some new streaming media platforms were launched for distributing film content to their targeted markets locally and internationally. Through the use of a review of trade and business press as well as interview, this paper attempts to identify and present areas of regional change and regional players which deserve systematic discussion and analysis.

7.
Indonesian Research; 2020.
Non-conventional in English | Indonesian Research | ID: covidwho-1260014

ABSTRACT

The government decided to make temporary policies due to COVID-19 Pandemic. One of the policies is to close schools temporarily and conduct online learning. There are obstacles for people outside Java Island who have inadequate infrastructure concerning online learning, in other words, they are still struggling to apply online learning. Related to the problem in the time of COVID-19 the researchers try to analyze the news which was published by www.solopos.com entitled “Sekolah di Jateng Libur karena Corona, Belajar Pindah ke Ruang Guru?”. The researcher uses Fairclough Discourse Analysis method to analyze the news. Besides, www.solopos.com wants to show concerns for its target community due to the government’s unfairness. Even though it looks so common, the people of Central Java will easily know what is written not just asking questions, but also trying to convince whether, are they really using RuangGuru to help people around central Java? This research focuses on how we see what is happening in reality. The results, www.solopos.com has their personal importance which can be seen in the selection of vocabularies and their style of how they deliver to their readers, how they selected the attributes of nouns, and many discursive intertextualities which use conjunctions casualties.Keywords: COVID-19, RuangGuru, Central Java Goverment, Discourse Analysis, www.solopos.com 

8.
Jurnal Aspikom - Jurnal Ilmu Komunikasi ; 5(2):206-218, 2020.
Article in English | Indonesian Research | ID: covidwho-1235248

ABSTRACT

The COVID-19 situation is a moment that homogenizes everyone's efforts to reduce outdoor activities, so a space of self-actualization is required to trigger creative skills and sportsmanship. The most qualified alternative to answer these needs for everyone in the digital age is the E-sport. Trying to take advantage of this opportunity, Bubu Gaming, as an Indonesian digital sports games marketer, initiated "LiveStream Aid 2020" with the theme "PlayFromHome, Stay Safe, Donate." Tirto.id and Kompas.com covered the two-day event. However, researchers interrogate those two news frames and discover different perspectives. Guided by Entman Framing Analysis with the theory of intersectionality, the results obtained indicate the imbalance of identity in those news frames. Tirto.id viewed from the category of structural intersectionality and built the reader's opinion that the government, through Sandiaga Uno, supports these activities. On the other hand, Kompas.com put the name of Pevita Pearce without adequate narrative so that it can be categorized as representational intersectionality.

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