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Vaksinasi Covid-19 di Media Sosial Twitter; Tinjauan Content dan Social Network Analysis Vici Sofianna Putera; Dwi Agustin Nuriani Sirodj; Rizka Hadian Permana
Komunikologi: Jurnal Pengembangan Ilmu Komunikasi dan Sosial Vol 5, No 2 (2021)
Publisher : Fakultas Ilmu Sosial UIN Sumatera Utara Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/komunikologi.v5i2.9771

Abstract

Abstrak Tujuan dari penelitian ini diantaranya untuk mengetahui narasi yang dibangun dalam percakapan di media sosial; mengetahui efektivitas penyebaran informasi yang dilakukan berdasarkan tagar yang #vaksin; dan memetakan polarisasi sikap masyarakat terhadap vaksin COVID-19. Metode yang digunakan adalah content analysis dan juga social network analysis dari data percakapan di media sosial Twitter dari tanggal 12 Januari 2021 sampai dengan 3 Februari 2021. Narasi yang dibangun dalam percakapan di media sosial Twitter terkait dengan tagar #vaksin adalah 1) Penggunaan tokoh sebagai role model perilaku untuk mengikuti program vaksin; 2) Tata cara pendaftaran vaksin; 3) Urgensi vaksinasi di tengah pandemi oleh tokoh agama; 4) Narasi vaksin berbayar. Efektivitas pesan yang disampaikan dalam percakapan di media sosial berdasarkan analisis jaringan menunjukkan bahwa penyebaran pesan tidak terlalu luas. Gencarnya kampanye vaksin menunjukkan perubahan sikap yang lebih positif terhadap vaksin itu sendiri.AbstractThe aims of this research are to find out the narrative that is built in conversations on social media; find out the effectiveness of information dissemination based on the #vaccine hashtag; and polarization of public attitudes towards the COVID-19 vaccine. The method used is content analysis and also social network analysis from conversation data on Twitter from January 12,to February 3, 2021. The narrative related to the hashtag #vaccin is 1) The use of characters as roles behavioral models for following a vaccine program; 2) Vaccine registration procedures; 3) The urgency of vaccination in the midst of a pandemic by religious leaders; 4) Paid vaccine narrative. The effectiveness of messages conveyed in conversations on social media based on network analysis shows that the spread of messages is not too wide. The incessant vaccine campaign shows a more positive attitude towards the vaccine itself.AbstrakTujuan dari penelitian ini diantaranya untuk mengetahui narasi yang dibangun dalam percakapan di media sosial; mengetahui efektivitas penyebaran informasi yang dilakukan berdasarkan tagar yang #vaksin; dan memetakan polarisasi sikap masyarakat terhadap vaksin COVID-19. Metode yang digunakan adalah content analysis dan juga social network analysis dari data percakapan di media sosial Twitter dari tanggal 12 Januari 2021 sampai dengan 3 Februari 2021. Narasi yang dibangun dalam percakapan di media sosial Twitter terkait dengan tagar #vaksin adalah 1) Penggunaan tokoh sebagai role model perilaku untuk mengikuti program vaksin; 2) Tata cara pendaftaran vaksin; 3) Urgensi vaksinasi di tengah pandemi oleh tokoh agama; 4) Narasi vaksin berbayar. Efektivitas pesan yang disampaikan dalam percakapan di media sosial berdasarkan analisis jaringan menunjukkan bahwa penyebaran pesan tidak terlalu luas. Gencarnya kampanye vaksin menunjukkan perubahan sikap yang lebih positif terhadap vaksin itu sendiri.
Pengaruh Job Crafting Terhadap Work Engagement Pada Karyawan Bagian IT PT X Mochamad Rokib Vadya Mulyadi; Rizka Hadian Permana
Jurnal Riset Psikologi Volume 2, No. 1, Juli 2022, Jurnal Riset Psikologi (JRP)
Publisher : UPT Publikasi Ilmiah Unisba

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (269.177 KB) | DOI: 10.29313/jrp.v2i1.828

Abstract

Abstract. The effect of job crafting on work engagement in the IT sector is something that has not been studied much, so this research was conducted to complete this deficiency. This research was conducted on employees of the IT department, especially on a programmer who makes a website or software. This research method is used causal method within 32 subjects employees of the IT department of PT X. This study uses a psychological scale with a job crafting scale from Tims, Bakker, Derks and a work engagement scale from Schaufeli & Bakker. The results of this study show that "96.875%" of employees who do job crafting are found high, and "96.875%" of employees have high work engagement. The effect of job crafting on work engagement is "54.5%". The results of Multiple Regression show that the dimensions of job crafting that have a significant influence on work engagement are Increasing Structural work resources with a value of "29.4%". Abstrak. Pengaruh job crafting terhadap work engagement pada dunia IT merupakan hal yang belum banyak diteliti sehingga penelitian ini dilakukan untuk melengkapi kekurangan informasi tersebut. Penelitian ini dilakukan pada karyawan bagian IT khususnya pada seorang programmer yang bertugas dalam pembuatan website ataupun software. Metode penelitian yang digunakan adalah metode kausalitas dengan jumlah subjek 32 orang karyawan bagian IT PT X. Penelitian ini menggunakan skala psikologis dengan alat ukur job crafting scale dari Tims, Bakker, Derks serta alat ukur work engagement dari Schaufeli & Bakker. Hasil penelitian ditemukan “96,875%” karyawan yang melakukan job crafting tinggi, dan “96,875%” karyawan memiliki work engagement yang tinggi. Pengaruh job crafting terhadap work engagement sebesar “54,5%”. Hasil Multiple regression menunjukkan dimensi job crafting yang memiliki pengaruh signifikan terhadap work engagement adalah Increasing Structural job resources dengan nilai sebesar “29,4%”.
Pengaruh Emotional Intelligence terhadap Work-Life Balance pada Karyawan Perusahaan X Kota Bandung Anisa Ratri Utami; Dewi Sartika; Rizka Hadian Permana
Bandung Conference Series: Psychology Science Vol. 2 No. 2 (2022): Bandung Conference Series: Psychology Science
Publisher : UNISBA Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (230.355 KB) | DOI: 10.29313/bcsps.v2i3.3012

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Abstract. Work-life balance has become a key issue in all types of employment over the last decade, as high work demands and long working hours have become the norm (Kumarasamy, et al., 2016). Previous research has shown that the importance of work life balance in achieving a better quality of life (Bulger & Fisher, 2012). According to (Kumarasamy et al., 2016) emotional intelligence is important for employees to improve work-life balance. This study aims to determine how much influence emotional intelligence on work-life balance on employees of Company X Bandung City. The subjects of this study amounted to 75 marketing employees. The measuring instrument of each variable used is in accordance with Indonesian culture. The measuring instrument emotional intelligence is using EII (Emotional Intelligence Inventory) based on the Goleman's theory and work-life balance based on the Fisher's theory. This research uses the causality method with a quantitative approach. The results of the study found that 93.3% of marketing employees had high emotional intelligence and 89.3% of marketing employees had high work-life balance. Data analysis using simple linear regression test technique. The results of data processing showed an R Square of 0.551, which means that emotional intelligence has an effect of 55.1% on work-life balance. A significance value of .000 < .05. So, it can be concluded that there is an influence of emotional intelligence on work-life balance in marketing employees of Company X Bandung City. Abstrak. Work-life balance telah menjadi isu utama pada semua jenis pekerjaan selama dekade terakhir ini, karena tuntutan pekerjaan yang tinggi dan jam kerja yang berlebihan telah menjadi norma (Kumarasamy, et al., 2016). Penelitian sebelumnya telah menunjukkan bahwa pentingnya work-life balance dalam mencapai kualitas hidup yang lebih baik (Bulger & Fisher, 2012). Menurut (Kumarasamy et al., 2016) emotional intelligence penting bagi karyawan untuk meningkatkan work-life balance. Penelitian ini bertujuan untuk mengetahui seberapa besar pengaruh emotional intelligence terhadap work-life balance pada karyawan Perusahaan X Kota Bandung. Subjek penelitian ini berjumlah 75 karyawan marketing. Alat ukur dari masing-masing variabel yang digunakan sudah sesuai dengan kultur Indonesia. Alat ukur emotional intelligence menggunakan EII (Emotional Intelligence Inventory) berdasarkan teori Goleman dan alat ukur work-life balance berdasarkan teori Fisher. Metode yang digunakan dalam penelitian ini ialah metode kausalitas dengan pendekatan kuantitatif. Hasil penelitian ditemukan 93.3% karyawan marketing mempunyai emotional intelligence tinggi dan sebesar 89.3% karyawan marketing mempunyai work-life balance tinggi. Analisis data menggunakan uji regresi linier sederhana. Hasil pengolahan data menunjukkan nilai R Square sebesar 0.551, yang memiliki arti bahwa emotional intelligence berpengaruh sebesar 55.1% terhadap work-life balance. Didapatkan nilai signifikansi sebesar .000 < .05. Sehingga, dapat disimpulkan bahwa terdapat pengaruh emotional intelligence terhadap work-life balance pada karyawan marketing Perusahaan X Kota Bandung.
Pengaruh Playful Work Design terhadap Work Engagement pada Barista Coffee Shop di Kota Bandung Rizky Radiansyah Rizky; Hendro Prakoso; Rizka Hadian Permana
Bandung Conference Series: Psychology Science Vol. 3 No. 1 (2023): Bandung Conference Series: Psychology Science
Publisher : UNISBA Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/bcsps.v3i1.7167

Abstract

Abstract. The boredom experienced by employees in a company will have an impact on the employees themselves and the organization. To overcome the boredom in the work, individuals can do in various jobs is by proactively designing their work to be a fun and challenging thing to do. This study aims to determine how much playful work design influence work engagement at the coffee shop barista in Bandung City. Total of samples in this study were 100 baristas in the city of Bandung. The research method used is a non-experimental causality method. This study uses a psychological scale with a playful work design scale (PWDS) developed by Scharp & Bakker (2020) and a work engagement measurement tool (UWES-17) from Schaufeli & Bakker (2004) which was adapted by Sutisna, et al (2020). The results showed that 96% of baristas had a high level of playful work design and 96% of baristas had a high level of work engagement. Based on the results of multiple regression, it was found that a pleasant work design has a large effect on job involvement, which is 61.3%. Abstrak. Adanya kebosanan yang dialami oleh karyawan pada suatu perusahaan akan berdampak kepada karyawan itu sendiri maupun pada organisasi. Untuk mengatasi adanya kebosanan dalam pekerjaan tersebut, salah satu cara yang dapat dilakukan individu dalam berbagai pekerjaan yaitu dengan secara proaktif merancang pekerjaan mereka agar menjadi suatu hal yang menyenangkan dan menantang untuk dilakukan. Penelitian ini bertujuan untuk mengetahui seberapa besar pengaruh playful work design terhadap work engagement pada barista Coffee Shop di Kota Bandung. Jumlah sampel penelitian ini sebanyak 100 barista di Kota Bandung. Metode penelitian yang digunakan adalah metode kausalitas non eksperimental. Penelitian ini menggunakan skala psikologis dengan alat ukur playful work design scale (PWDS) yang dikembangkan oleh Scharp & Bakker (2020) yang diadaptasi dan modifikasi oleh peneliti dan alat ukur work engagement (UWES-17) dari Schaufeli & Bakker (2004) yang diadaptasi oleh Sutisna, et al (2020). Hasil penelitian menunjukan bahwa 96% barista memiliki tingkat playful work design yang tinggi dan 96% barista memiliki tingkat work engagement yang tinggi. Berdasarkan hasil regresi berganda ditemukan bahwa playful work design berpengaruh besar terhadap work engagement yaitu sebesar 61,3%. Kata Kunci: Barista Coffee Shop, Playful work design, Work engagement.
Pengaruh Work-Study Conflict terhadap Turnover Intention pada Karyawan yang Berkuliah Bramasta Dimas Hartato; Sartika, Dewi; Permana, Rizka Hadian
Bandung Conference Series: Psychology Science Vol. 4 No. 1 (2024): Bandung Conference Series: Psychology Science
Publisher : UNISBA Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/bcsps.v4i1.9966

Abstract

Abstract. Work-study conflict is defined as a condition in which an individual feels a conflict in his professional obligations at work and in his educational obligations in college (Markell & Fronel, 1998)3. Turnover Intention is the tendency or intention of an employee to voluntarily resign or move from one place of work to another according to his own choice (Moblely et al, 1978)6. This study aims to determine whether there is an effect of work-study conflict on turnover intention in employees who study in Bandung City. Researchers collected data using the work-study conflict scale from Markel and Frone (1998)3 which was adapted by Aini (2022)8 and the turnover intention scale from Mobley et.al (1978)6 which was adapted by Farisan (2022)9. In the statistical test process, this study uses simple regression analysis and the results of this study show the influence between work-study conflict on turnover intention with a value of R = 0.623 or it can be said that the work-study conflict variable has a contribution of 62.3% to turnover intention. Abstrak. Work-study conflict didefinisikan sebagai sulatul kondisi di mana selselorang melrasakan konflik dalam kelwajiban profelsionalnya dalam pekerjaan dan dalam kelwajiban pelndidikannya di perkuliahan (Markell & Fronel, 1998)3. Tulrnovelr Intelntion adalah kelcelndelrulngan ataul niat selorang karyawan ulntulk selcara sulkarella melngulndulrkan diri ataul belrpindah dari satul telmpat kelrja kel telmpat kelrja lain selsulai delngan pilihannya selndiri (Moblely elt al, 19786). Penelitian ini bertujuan untuk mengetahui apakah ada pengaruh work-study conflict terhadap turnover intention pada karyawan yang berkuliah di Kota Bandung. Peneliti melakukan pengambilan data menggunakan skala work-study conflict dari Markel dan Frone (1998)3 yang diadaptasi oleh Aini (2022)8 dan skala turnover intention dari mobley et. al (1978)6 yang di adaptasi oleh Farisan (2022)9. Dalam proses uji statistik penelitian ini menggunakan analisis regresi sederhana dan hasil dari penelitian ini menunjukkan pengaruh antara work-study conflict terhadap turnover intention dengan nilai R= 0,623 atau dapat dikatakan variabel work-study conflict memiliki kontribusi sebesar 62,3% terhadap turnover intention.
Pengaruh Parental Career-Related Behaviors terhadap Kematangan Karir Siswa SMK Informatika Fithrah Insani Zamzam Mizan Afifah Setiawan; Sartika, Dewi; Permana, Rizka Hadian
Bandung Conference Series: Psychology Science Vol. 4 No. 1 (2024): Bandung Conference Series: Psychology Science
Publisher : UNISBA Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/bcsps.v4i1.10015

Abstract

Abstract. Career maturity is the level of an individual's ability to control career development tasks include planning, self-preparation, recognizing potential, interests and talents (Crites, 2011). Career maturity is an important thing for teenagers. By recognizing their potential, interests and talents, teenagers will be able to decide on their career choices in the future. The success of teenagers in career development tasks can’t be separated from the role of parents. There are several types of parental attitudes towards children's career development, including support, interference, and lack of engagement, this is also called parental career-related behavior. Parental behavior has a very important relationship with teenagers' career development, including aspects of exploration and career decisions. According to Dietrich & Kracke (2009), parental career-related behavior can be in line with teenagers' progress in preparing and deciding on their careers. This research aims to determine the influence of parental career-related behavior on career maturity in adolescents. The research method used is quantitative with a causality design. The subjects of this research were 70 students in classes XI and XII of SMK Informatika FithrahInsani. The measuring instrument used is the parental career related-behavior instrument from Dietrich & Kracke (2009) which has been translated and adapted by Hartini (2020) and the Career Maturity Inventory-Revised (CMI-R) from John O. Crites & Mark L. Savickas (2011) which has been translated and adapted by Niki Yuniarti (2019). The technique used is multiple regression analysis technique. The research results show that there is no significant influence from parental career-related behavior on career maturity with an influence size of 7% (R Square = 0.70). Abstrak. Kematangan karir merupakan tingkat kemampuan individu dalam menguasai tugas perkembangan karir yang diantaranya perencanaan, persiapan diri, mengenali potensi, minat dan bakat diri (Crites, 2011). Kematangan karir merupakan suatu hal yang penting bagi remaja dengan mengenali potensi, minat dan bakat diri remaja akan dapat memutuskan pilihan karirnya kelak. Keberhasilan remaja dalam memenuhi tugas-tugas perkembangan karir tidak lepas dari peran orangtua. Terdapat beberapa jenis sikap orangtua terhadap perkembangan karir anak diantaranya mendukung, mengganggu, dan kurang terlibat, hal ini disebut juga parental career-related behavior. Perilaku orang tua sangat berhubungan penting dengan perkembangan karir remaja diantaranya dalam aspek eksplorasi dan keputusan karir. Sama halnya menurut Dietrich & Kracke (2009), parental career-related behavior dapat sejalan dengan kemajuan remaja mempersiapkan dan memutuskan karirnya. Penelitian ini bertujuan untuk mengetahui pengaruh parental career-related behavior (support, interference, lack of engagement) terhadap kematangan karir pada remaja. Metode penelitian yang digunakan yaitu kuantitatif dengan desain kausalitas. Subjek penelitian ini adalah siswa kelas XI dan XII SMK Informatika Fithrah Insani yang berjumlah 70 siswa. Alat ukur yang digunakan adalah parental career related-behavior instrument dari Dietrich & Kracke (2009) yang telah diterjemahkan dan diadaptasi oleh Hartini (2020) dan Career Maturity Inventory-Revised (CMI-R) dari John O. Crites & Mark L. Savickas (2011) yang telah diterjemahkan dan diadaptasi oleh Niki Yuniarti (2019). Teknik yang digunakan yaitu teknik analisis regresi berganda. Hasil penelitian menunjukkan bahwa tidak terdapat pengaruh yang signifikan dari parental career-related behavior terhadap kematangan karir dengan besar pengaruh 7% (R Square = 0.70).
Development of a Qualitative Assessment Instrument for Cognitive Processes in Gaming Decision Diantina, Fanni Putri; Permana, Rizka Hadian; Khasanah, Andhita Nurul; Pratama, Rifky Abdila; Halwa, Aqyla; Rahma, Dianita; Poerwandari, Elizabeth Kristi; Indirasari, Dyah Triarini
Global Medical & Health Communication (GMHC) Vol 11, No 3 (2023)
Publisher : Universitas Islam Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/gmhc.v11i3.12744

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Indonesia ranks 6th with the highest number of online gamers in Asia and 12th in the world gaming market. When online gamers become addicted, they lose the ability to halt or control their gaming behavior, leading to problematic behavior. Decision-making processes at the cognitive level are considered relevant in various addictive behaviors, including inappropriate gaming behavior. Exploratory research can be conducted using a qualitative technique, with data collected through in-depth interviews, to acquire an in-depth understanding of the comparison of the interaction process of each cognitive component in decision-making to play online games. This research was conducted in Bandung from December 2021 to December 2022. Steps are needed to develop guidelines that explore the functioning of affective and cognitive responses (coping, cognitive and affective bias, and craving and urge) and executive and inhibitory control. The guideline used a cognitive theoretical framework in addictive behavior, namely the I-PACE model, with a multidimensional theoretical basis. Through theoretical deepening, it was derived as a guideline divided into three main aspects, four sub-aspects, 32 main questions, and 36 probing questions.
PENURUNAN DERAJAT STRES PASIEN KANKER TULANG STADIUM LANJUT DENGAN RESTRUKTURISASI KOGNITIF MENGGUNAKAN MEDIA AL-QURAN Permana, Rizka Hadian
JURNAL LENTERA : Kajian Keagamaan, Keilmuan dan Teknologi Vol 21 No 1 (2022): Maret 2022
Publisher : LP2M STAI Miftahul 'Ula (STAIM) Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29138/lentera.v21i1.405

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Maladaptive thoughts about cancer will cause a high degree of stress, which will worsen the health condition of the cancer patient. The purpose of this study was to obtain empirical data on the effect of cognitive restructuring using the QS Al-Anbiyaa:35 in an effort to reduce the degree of stress in patients with advanced bone cancer. The study was conducted using mix method model, to see differences in the degree of stress in patients. Based on the results of the study, it can be concluded that cognitive restructuring can change judgments, thoughts and maladaptive beliefs which have an effect on reducing stress levels.
Designing Stimulus as Cognitive Task Stimulus for Measurement of Cognitive Bias in Online Gamers Diantina, Fanni Putri; Nawangsih, Endah; Permana, Rizka Hadian; Khasanah, Andhita Nurul; Hanifa, Fathiyya Amalia; Putri, Gitta Indriani Lestari; Shafana, Yasya Citra
Global Medical & Health Communication (GMHC) Vol 13, No 1 (2025)
Publisher : Universitas Islam Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/gmhc.v13i1.14222

Abstract

Problematic online gamers are shown to be biased towards information about gaming, focusing on it more than other subjects. Measuring cognitive processes requires tasks with specific stimuli, essential for studying decision-making. This research aims to create a gambling-related stimulus for a mental task. The research used a combination of methods. Qualitative data were gathered through interviews and focus group discussions, while quantitative data were collected through questionnaires. A total of 88 research participants were obtained by purposive sampling with inclusion criteria: aged 18–30, played games 4–10 hours daily for at least 12 months. Forty gamers participated in semi-structured interviews using an interview guide based on the Interaction of Person-Affect-Cognition-Execution (I-PACE) theoretical framework. Forty-eight gamers also took part in focus group discussions (FGDs). This research was conducted in Bandung from November 2023 to October 2024. The data were analyzed using NVivo-14 software and descriptive statistics. As a result, various stimuli were obtained, including 597-word stimuli, 87 image stimuli, and 97 audio stimuli. It was hypothesized that these stimuli would evoke a strong association with online games, prompting gamers to devote greater attention when encountering them, whether in visual, textual, or audio formats.
Designing Stimulus as Cognitive Task Stimulus for Measurement of Cognitive Bias in Online Gamers Diantina, Fanni Putri; Nawangsih, Endah; Permana, Rizka Hadian; Khasanah, Andhita Nurul; Hanifa, Fathiyya Amalia; Putri, Gitta Indriani Lestari; Shafana, Yasya Citra
Global Medical & Health Communication (GMHC) Vol 13, No 1 (2025)
Publisher : Universitas Islam Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/gmhc.v13i1.14135

Abstract

Problematic online gamers are shown to be biased towards information about gaming, focusing on it more than other subjects. Measuring cognitive processes requires tasks with specific stimuli, essential for studying decision-making. This research aims to create a gambling-related stimulus for a mental task. The research used a combination of methods. Qualitative data were gathered through interviews and focus group discussions, while quantitative data were collected through questionnaires. A total of 88 research participants were obtained by purposive sampling with inclusion criteria: aged 18–30, played games 4–10 hours daily for at least 12 months. Forty gamers participated in semi-structured interviews using an interview guide based on the Interaction of Person-Affect-Cognition-Execution (I-PACE) theoretical framework. Forty-eight gamers also took part in focus group discussions (FGDs). This research was conducted in Bandung from November 2023 to October 2024. The data were analyzed using NVivo-14 software and descriptive statistics. As a result, various stimuli were obtained, including 597-word stimuli, 87 image stimuli, and 97 audio stimuli. It was hypothesized that these stimuli would evoke a strong association with online games, prompting gamers to devote greater attention when encountering them, whether in visual, textual, or audio formats.