Yonarisman Muhammad Akbar
Fakultas Hukum, Ilmu Sosial dan Ilmu Politik, Universitas Terbuka

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Peran Media Massa Sekjen DPR RI Dalam Program Berita "TVR 17" Yonarisman Muhammad Akbar
Madani: Jurnal Politik dan Sosial Kemasyarakatan Vol. 16 No. 1 (2024): MADANI : Jurnal Politik dan Sosial Kemasyarakatan
Publisher : Universitas Islam Darul Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/madani.v16i01.6419

Abstract

This research examines the role of mass media applied by TVR Parliament, which is part of the Secretariat General of the DPR RI, through a flagship news program entitled "TVR 17". This research aims to understand the communication approach used in delivering up-to-date information about parliamentary activities to the public. The research method involved content analysis, interviews, and observation of the production and broadcast of "TVR 17". The results of this study are expected to provide an in-depth insight into the role of TVR Parliament mass media in increasing public understanding and participation in the legislative process and public policy. The implications of these findings can make an important contribution in optimizing the role of parliamentary media as a means of transparency and democratic participation in Indonesia.
Artificial Intelligence Through Games for Early Childhood (Case Study: Kindergarten School) Dina Fadiyah; Yonarisman Muhammad Akbar
Madani: Jurnal Politik dan Sosial Kemasyarakatan Vol. 16 No. 1 (2024): MADANI : Jurnal Politik dan Sosial Kemasyarakatan
Publisher : Universitas Islam Darul Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/madani.v16i01.6481

Abstract

This paper intends to see how the development of technology is increasing rapidly until it has penetrated into the world of education, where learning can now be done through games. In the past, games were only known as play tools, solely for entertainment and had no educational elements. But now, games are often used by young children as a learning method and this has been implemented in various schools, especially international schools. In this study, the focus that will be translated is how artificial intelligence through games can increase intelligence and stimulate children in terms of learning. By using qualitative methods with case study studies, it is hoped that this study can add insight to all of us as academics so that we are more open to thoughts and literate about technology which is currently very sophisticated.