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Dramaturgical Analysis of Role-players on Telegram Imtiyaz Wahyu Mutifa; Winda Primasari
Makna: Jurnal Kajian Komunikasi, Bahasa, dan Budaya Vol. 15 No. 2 (2024): Makna: Jurnal Kajian Komunikasi, Bahasa, dan Budaya
Publisher : Fakultas Komunikasi, Sastra, dan Bahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33558/makna.v15i2.9916

Abstract

K-Pop (Korean Pop) culture is very popular among Indonesian people, especially children and teenagers. One of the impacts of the popularity of K-Pop is the emergence of role-play accounts. Role-play is a make-believe game that requires players to imitate a K-pop idol. Someone who plays role-play will be called a role-player. We aimed to analyze the differences between how a role-player act in the role-play world and the real world. This research focuses on Telegram role-players. We applied a qualitative netnographic research design and used a dramaturgical theory as a research approach. The results of this study showed that the role-players used Telegram as their front stages where they managed the impressions according to the role-play personas they chose. In addition, the results of this research showed that the direct message features of the role-players’ Telegram accounts are used as their middle stages while the backstage is their real life. The results suggest that each role-player has a different character from their role-play persona, showing the distinctive differences among the front stage, the middle stage and the backstage.  
FROM STIGMA TO SELF-ACCEPTANCE: IDENTITY AND SELF-WORTH THROUGH INTERPERSONAL COMMUNICATION AMONG THE VISUALLY DISABLED Aulia Diah Safitri; Winda Primasari; Miftakhudin Miftakhudin
TOPLAMA Vol. 3 No. 2 (2026): TOPLAMA
Publisher : PT Altin Riset Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61397/tla.v3i2.508

Abstract

This study focuses on individuals with visual disabilities who struggle to accept themselves due to their physical limitations. This study examines self-acceptance and social interaction of people with visual disability in the context of interpersonal communication. This study aims to find out how their social interactions with the surrounding environment support this process. Through a descriptive qualitative approach. This study interviewed four informants with low vision and total blindness, as well as three key informants who work as social workers. The interviews were recorded, transcribed, and coded.  The results of this study are that the five aspects of interpersonal communication, ranging from openness, empathy, supportive attitudes, positive attitudes, to equality, have an important role in the process of self-acceptance of blind people with disabilities. This study can be used as the development of communication science, especially in the field of interpersonal communication in the process of self-acceptance of people with visual disability.
Meningkatkan Motivasi dan Kemampuan Bahasa Siswa SMK melalui Pembelajaran Berbasis Permainan Reza Anggriyashati Adara; Winda Primasari; Siti Khadijah; Miftakhudin; Tin Hartini
JE (Journal of Empowerment) Vol. 7 No. 1 (2026): JUNI
Publisher : Universitas Suryakancana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/je.v7i1.6177

Abstract

Kemampuan berbicara bahasa Inggris memberikan nilai tambah bagi generasi muda, terutama pada dunia perkuliahan dan dunia kerja. Namun, rendahnya motivasi belajar dan keterbatasan kemampuan berbahasa Inggris masih menjadi hambatan utama bagi siswa sekolah menengah kejuruan. Pembelajaran berbasis permainan (game-based learning) dipandang sebagai salah satu pendekatan yang mampu meningkatkan motivasi, keterlibatan, dan minat siswa dalam belajar bahasa Inggris. Kegiatan pengabdian ini bertujuan meningkatkan motivasi dan kemampuan berbicara bahasa Inggris siswa melalui penerapan game-based learning yang dipadukan dengan sesi berbagi pengalaman dari praktisi. Kegiatan dilaksanakan di SMK Karya Guna 2 Bekasi pada 3 Agustus 2024 dengan melibatkan 72 siswa dari beberapa SMK dan SMA di Kota Bekasi sebagai mitra. Metode yang digunakan meliputi permainan bahasa, diskusi, praktik langsung, dan wawancara. Evaluasi dilakukan melalui kuesioner berskala Likert yang terdiri atas lima butir serta wawancara singkat dengan peserta. Hasil evaluasi menunjukkan respons positif peserta berkisar antara 80% hingga 100%, dengan penilaian tertinggi pada kejelasan penyampaian materi dan 80% peserta menyatakan minat untuk terus belajar bahasa Inggris setelah kegiatan. Kegiatan ini berkontribusi dalam meningkatkan motivasi belajar bahasa Inggris siswa sekaligus menjadi model pelatihan yang dapat direplikasi pada sekolah menengah kejuruan lain untuk meningkatkan daya saing lulusan di dunia kerja.