Muhammad Wildan Khunaefi
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Dancing Diplomacy in the Digital Era: A Qualitative Content Analysis of @ktti.kbriseoul’s Cultural Narratives Muhammad Wildan Khunaefi; Monika Sri Yuliarti; Hartati Sulistyo Rini
Komunitas Vol. 18 No. 1 (2026): March 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/komunitas.v18i1.34762

Abstract

Prevailing state-centered frameworks in cultural diplomacy have largely neglected the dynamic representational practices of diaspora communities in digital spaces. Scholarly inquiry into how diasporas construct cultural and gendered identities via social media remains scarce, particularly within dance, a medium embodying the dialectics of gender, diplomacy, and national identity. This study analyses the Instagram account @ktti.kbriseoul, curated by the Indonesian Traditional Dance Group in Seoul, to examine its role in enacting gender negotiation, cultural diplomacy, and community representation. Through thematic content analysis of visual and narrative posts between June and July 2024, the research reveals patterns of visual composition, embodied performance, and networked relations that transcend mere documentation. The account functions as an active site of meaning-making, shaped by algorithmic logics and cross-cultural expectations, where narratives manifest as sustained performative practices of gender, hybrid identity, and diasporic emotional exchange. The findings advance theoretical discourse by shifting cultural diplomacy from institutional to participatory terrains, situating diaspora members as cultural agents who mediate identity through technology, performance, and visual engagement. This study underscores the diaspora’s agency in producing cultural narratives that navigate and reshape both global configurations and the architectures of digital media.
OPTIMALISASI EKOSISTEM SEKOLAH BERINTEGRITAS MELALUI MEDIA PEMBELAJARAN DIGITAL INTERAKTIF BERBASIS PLAY-WAY METHOD DI SMP KOTA SEMARANG Asep Ginanjar; Noviani Achmad Putri; Galih Mahardika Christian Putra; Muhammad Wildan Khunaefi; Gina Aliyatul Jannah; Gustin Tegar Rinanti; Ramadhan Adhy Sulistyo
Sosiolium: Jurnal Pembelajaran IPS Vol. 8 No. 2 (2026): Oktober
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sosiolium.v8i2.66100

Abstract

Pembelajaran Ilmu Pengetahuan Sosial (IPS) di sekolah mitra menghadapi kendala keterbatasan media digital interaktif, dominasi metode ceramah dalam pengajaran, serta kurangnya integrasi kearifan lokal dan nilai-nilai integritas. Program ini mengembangkan media berbasis gim (game-based media) yang mengintegrasikan elemen-elemen tersebut. Program ini dilaksanakan bersama Musyawarah Guru Mata Pelajaran (MGMP) IPS Kota Semarang dan SMP Negeri 22 Semarang dengan menerapkan pendekatan Participatory Rural Appraisal (PRA). Jejak Integritas merupakan media permainan ular tangga raksasa berukuran 50 kotak yang terhubung dengan kode QR, Quizizz, Genially, dan Wordwall. Hasil respons Google Forms dari 30 siswa menunjukkan persepsi positif terhadap aspek keamanan papan permainan dan kejelasan visual (100%), serta akses kode QR, relevansi studi kasus integritas, pengalaman belajar, dan kolaborasi (96,7%). Temuan ini menunjukkan adanya penerimaan media secara positif, tetapi belum membuktikan perubahan karakter jangka panjang. Program ini menghasilkan media pembelajaran dan buku panduan permainan yang mendukung pembelajaran IPS secara kontekstual dan partisipatif.  Social Studies learning in partner schools faces limited interactive digital media, lecture-dominated teaching, and inadequate integration of local wisdom and integrity values. This program developed game-based media integrating these elements. Conducted with the Social Studies Teachers’ Working Group (MGMP IPS) of Semarang City and SMP Negeri 22 Semarang, the program applied the Participatory Rural Appraisal (PRA) approach. Jejak Integritas (Integrity Trail) is a giant 50-square snakes-and-ladders game linked to QR Codes, Quizizz, Genially, and Wordwall. Google Forms responses from 30 students showed positive perceptions of board safety and visual clarity (100%), and QR Code access, integrity-case relevance, learning experience, and collaboration (96.7%). These findings indicate positive media acceptance but do not establish long-term character change. The program produced learning media and a game guide supporting contextual, participatory Social Studies learning.