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Journal : informasi

Online da’wah as hijra commodification practice in media by @Indonesiatanpapacaran movement Aini, Syarifah Nur; Akalili, Awanis
Informasi Vol 51, No 1 (2021): Informasi
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/informasi.v51i1.39218

Abstract

Dakwah discussing Islamic values are not only obtainable through religious lectures, television broadcasts, or certain book category. Dakwah could also be performed by using social media; a medium that is dominated by milennials. Dakwah performed by @indonesiatanpapacaran, is an example for dakwah movement in social media. This account is favored by individuals who pursue “hijrah” (hegira/hijra). Not only introducing the nurture of Islamic values, this account also has its profitable business going. Some religious narrations could function as commodity materials, both online and offline. In the end of the day, the capitalist could gain great benefit by this account’s movement. The objective of this study is to obtain an overview of commodification process performed by @indonesiatanpapacaran. Research method used is content analysis. Data collection was conducted by analyzing all contents posted in @indonesiatanpapacaran Instagram account. Some data including contents, values, and even narrations, are the highlight of the analysis. All contents in marriage principals could be seen as potential contents made use by Indonesia Tanpa Pacaran movement.
Qualitative Content Analysis of Education Digital Literacy in Nitijana Game Syarifah Nur Aini
Informasi Vol. 55 No. 2 (2025): Informasi
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/informasi.v55i2.89898

Abstract

The massive spread of narratives tied to emotional constructs such as threats and hatred has brought about destructive impacts on society. There is a growing need to enhance knowledge and skills in media engagement, particularly in responding to circulating information. Digital literacy has become a crucial aspect that must be improved by the information society. Through an education-entertainment approach, Nitijana emerges as a medium for digital literacy education in the form of a game. This study examines the digital literacy elements presented in the Nitijana game through qualitative content analysis. The analysis draws on Japelidi's components of digital literacy, Schell's game development framework, and the concept of cyberspace to dissect this phenomenon. Users are able to play the game while simultaneously learning and practicing various aspects of digital literacy, such as fact-checking hoaxes and verifying information. The findings of this research reveal several aspects of digital literacy, including access, selection, comprehension, analysis, verification, evaluation, participation, and distribution. Meanwhile, the fundamental elements found in the Nitijana game include its mechanics, storyline, and aesthetics. It is hoped that this article will contribute to the field of communication science, particularly in the areas of entertainment media and digital literacy.