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PENGGUNAAN DIKSI DAN GAYA BAHASA KONTEN VIDEO MOTIVASI MERRY RIANA DALAM MEDIA TIKTOK Sari, Husnul Anita; Sofyan, Akhmad; Hariyadi, Edy; Asrumi, Asrumi; Suyanto, Budi
SEMIOTIKA: Jurnal Ilmu Sastra dan Linguistik Vol 25 No 1 (2024): SEMIOTIKA: Jurnal Ilmu Sastra dan Linguistik
Publisher : Diterbitkan oleh Jurusan Sastra Indonesia Fakultas Ilmu Budaya Universitas Jember bekerja sama dengan Himpunan Sarjana - Kesusastraan Indonesia (HISKI), Himpunan Pembina Bahasa Indonesia (HPBI) dan Masyarakat Linguistik Indonesia (MLI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/semiotika.v25i1.38725

Abstract

Merry Riana's motivational video content contains encouragement to build an optimistic attitude when you experience failure in achieving your goals, are disappointed by your partner, receive negative comments from other people and when you want to choose a potential life partner. The purpose of this study is to describe the use of diction and motivational language style of Merry Riana in TikTok media using semantic and pragmatic studies. This research is a text-based descriptive qualitative research, using the referential equivalent method to analyze the meaning and using the interpretation method to reveal the purpose of motivation based on related contexts. The results of this study indicate that Merry Riana uses greeting diction, synonym diction, special diction, general diction, foreign language diction, borrowed word diction, popular diction, scientific diction and conversational diction. The diction that is widely used is the diction of a foreign language, namely English. The style of language found in this study uses a style of language based on sentence structure of 5 types and a style of language based on the direct or indirect meaning of 9 types. The style of language that is most widely used is the style of language based on whether the meaning is direct or not, namely, climax. The use of diction and language style functions to: 1) encourage listeners when they feel hopeless; (2) influencing and convincing the listeners with the motivational delivered; and (3) provide an interesting effect on motivational speech patterns.
Eksplorasi Warisan Budaya melalui Desain Interaktif: Studi Kasus pada Pameran Digital Ali, Ferdiansyah; Duriat, Yayat; Eriska, Marta; Suyanto, Budi
Magenta | Official Journal STMK Trisakti Vol. 9 No. 01 (2025): Magenta : Jurnal ilmiah Komunikasi dan Media
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Sekolah Tinggi Media Komunikasi Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61344/magenta.v9i1.207

Abstract

Cultural heritage is an important element in maintaining the identity of a nation. With the development of digital technology, the exploration and preservation of cultural heritage can be done through interactive design that allows a participatory experience for users. This research aims to analyze the application of interactive design in digital exhibitions and its impact on cultural understanding and appreciation. The research method used is a case study on several digital exhibitions that adopt interactive technologies such as augmented reality (AR), virtual reality (VR), and sensor-based installations. The results show that interactive design can increase visitor engagement and deepen their understanding of cultural heritage. This study contributes to the development of more effective digital exhibition design strategies in supporting cultural education and preservation. Abstrak Warisan budaya merupakan elemen penting dalam mempertahankan identitas suatu bangsa. Dengan perkembangan teknologi digital, eksplorasi dan pelestarian warisan budaya dapat dilakukan melalui desain interaktif yang memungkinkan pengalaman partisipatif bagi pengguna. Penelitian ini bertujuan untuk menganalisis penerapan desain interaktif dalam pameran digital serta dampaknya terhadap pemahaman dan apresiasi budaya. Metode penelitian yang digunakan adalah studi kasus pada beberapa pameran digital yang mengadopsi teknologi interaktif seperti augmented reality (AR), virtual reality (VR), dan instalasi berbasis sensor. Hasil penelitian menunjukkan bahwa desain interaktif dapat meningkatkan keterlibatan pengunjung dan memperdalam pemahaman mereka terhadap warisan budaya. Studi ini berkontribusi dalam pengembangan strategi desain pameran digital yang lebih efektif dalam mendukung edukasi dan pelestarian budaya.
Karakteristik Inseminator dan Keberhasilan Inseminasi Buatan di Kabupaten Lampung Timur Suyanto, Budi; Wati, Novi Eka; Widiastuti, Lusia Komala
JDP: Jurnal Dunia Peternakan Vol. 1 No. 2 (2023): Jurnal Dunia Peternakan
Publisher : Fakultas Peternakan Universitas Tulang Bawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37090/jdp.v1i2.1199

Abstract

Tujuan penelitian ini adalah untuk mengetahui karakteristik inseminator dan tingkat keberhasilan Inseminasi Buatan di Kabupaten Lampung Timur. Lokasi penelitian dilakukan di Kabupaten Lampung Timur. Waktu penelitian pada Juni–Juli 2023. Materi penelitian ini adalah inseminator di Kabupaten Lampung Timur yang berjumlah 110 orang. Sampel penelitian sebanyak 52 inseminator. Metode penelitian yang digunakan dalam penelitian ini metode survei. Teknik analisis data menggunakan analisis deskriptif yaitu untuk menjelaskan karakteristik inseminator dan tingkat keberhasilan IB dengan indikator service per conception(S/C), conception rate (CR), dan calving interval (CI) pada sapi Limousin dan Simental. Hasil penelitian diperoleh karakteristik inseminator: rata-rata umur inseminator adalah 39,19 tahun, tingkat pendidikan inseminator adalah sebagian besar Sekolah Menengah Atas (SMA), rata-rata pengalaman menjadi inseminator 10,92 tahun, dan rata-rata aktivitas pelatihan sebanyak 2 kali Tingkat keberhasilan IB pada sapi Limousin diperoleh nilai S/C = 2,37, CR = 74,80% dan CI =15,10 bulan, pada sapi Simental S/C = 2,31, CR = 74,49% dan CI =15,25.
Benefactive declarative sentences in Indonesian: The role of the beneficiary in social behavior representation Asrumi , Asrumi; Suyanto, Budi; Dewi Setiari, Agustina; Muji, Muji
Journal of Applied Studies in Language Vol. 7 No. 2 (2023): December 2023
Publisher : Politeknik Negeri Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31940/jasl.v7i2.166-180

Abstract

Language shows a nation's character. Can Indonesian sentences with the predicate benefactive verbs show the character of the Indonesian nation? Benefactive sentences are sentences that have a subject argument as the beneficiaries and an object argument as the agent or vice versa. Subjects as agents and objects as beneficiaries. Beneficiaries can be oneself and can also be other people or personal things. In the Indonesian language by the beneficial declarative sentences, it can be determined the dominance of the beneficial. The problem is, what is the impact of the dominance of the beneficiary role on the behavior of Indonesian language users and what is the agent's relationship with our social beneficiaries and its social impact? The purpose of this study is to reveal the impact of dominance of the role of beneficiary in the benefactive verb on the declarative sentence of the Indonesian language, and the relationship of the agent with the beneficiary of circumstances or other people and their social impact. This research is qualitative research. The research data is in the form of declarative sentences in Indonesian which are predicated of benefactive verbs in people's speech, elementary-high school Indonesian language books, middle school economics books, and research data exploration. Research data was collected using observation and documentation methods using note-taking techniques and analyzed using distributional methods, interpretation, and analysis of meaning components. The results of this research can be concluded that beneficial declarative sentences in Indonesian show the behavior of the Indonesian people which is selfish, liberalist, and hedonistic, not socialist. The implications of these characteristics are for the nation's behavior, including corrupt public officials (only concerned with personal, family, and group profits)
PENGENALAN TEKNOLOGI AUGMENTED REALITY UNTUK PENINGKATAN KUALITAS PEMBELAJARAN PADA PPTQ AZZAKIYYAH Rudy Cahyadi; Budi Suyanto; Andi Nurkholis; Andrey Ferriyan; Yuli Fauziah
Jurnal Padamu Negeri Vol. 3 No. 2 (2026): April : Jurnal Padamu Negeri (JPN)
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/hmt46q48

Abstract

This Community Service activity aims to improve the understanding of teachers, ustadz, and ustadzah regarding the concept, working principles, and potential use of Augmented Reality as an interesting, interactive, and character-appropriate learning medium for students in Islamic boarding schools. The main problem faced by partners is the low basic understanding of Augmented Reality among educators and the absence of specific activities that systematically introduce Augmented Reality in the learning context. As a solution, the Community Service team developed an introductory program that explains the basic concepts of Augmented Reality, examples of its application in education, and opportunities for its adaptation to religious and general materials at PPTQ Azzakiyyah. The activity, which was carried out on December 17, 2025, was considered successful; participants stated that their understanding and insight into Augmented Reality increased, the material was clear and relevant, and the level of satisfaction was in the very good category. The results of the questionnaire showed that all aspects of the assessment were in the good category, so that this Community Service was effective in increasing the empowerment of partners in literacy and initial readiness to utilize Augmented Reality as a learning support. This program also opens up insights that AR can be integrated selectively without abandoning Islamic values and becomes an important foundation for further training, development of Augmented Reality-based learning media, and strengthening ongoing cooperation between universities and Islamic boarding schools.
KEGIATAN PENDAMPINGAN PENERAPAN TIK PADA NEXT GEN’S PARTY KOI SHOW KE 2 Budi Suyanto; Mangaras Y F; Wilis Kaswidjanti; Dessyanto Boedi P; Nur Heri Cahyana
Jurnal Informatika Dan Tekonologi Komputer (JITEK) Vol. 3 No. 2 (2023): Juli : Jurnal Informatika dan Teknologi Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jitek.v3i2.1377

Abstract

Inspection and implementation of ICT in competition management at Next Gen's Party Koi Show #2. Training with two-way interaction methods, presentations and exercises on how to use the activity registration application and back office application to manage activity participants and provide support on activity days. Next Gen's Party Koi Show #2 Online Registration Application Install Next Gen's Party Koi Show #2 Back Office Online Application Install Next Gen's Party Koi Show #2 Participant Registration Support Activities Next Gen Support Committee Party Koi Show #2 activities in Participant management.
PENGEMBANGAN KNOWLEDGE MANAGEMENT SYSTEM DENGAN METODE DESIGN THINKING DI PT TELKOM INDONESIA (PERSERO) TBK YOGYAKARTA Budi Suyanto; Gatan Agrasyach D
Jurnal Informatika Dan Tekonologi Komputer (JITEK) Vol. 4 No. 1 (2024): Maret : Jurnal Informatika dan Tekonologi Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jitek.v4i1.2916

Abstract

DigiKnow is a Knowledge Management Collaboration Tool that functions as an enabling process for Acquisition, Repository, Sharing & Utilizing Knowledge in TelkomGroup and 12 SOE clusters. But Digiknow is still not working properly so it cannot be used internally by PT. Telkom Indonesia (Persero) Tbk. The Business/System Anlyst has the task of collecting data on the opinions of Telkom employees regarding the Digiknow website and application. After getting the data, we made Crazy 8 based on the opinions we got to generate new ideas that we could develop in this project.