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Computer-mediated communication and interpersonal communication in social media Twitter among adolescents Novianto Yudha Laksana; Ahda Fadhilah
Journal of Social Studies (JSS) Vol 17, No 1 (2021): Journal of Social Studies (JSS)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jss.v17i1.39015

Abstract

Computer-Mediated Communication (CMC) becomes a new form of communication. Interpersonal communication has now moved into cyberspace thanks to CMC's role. CMC's implementation in touch is when two or more communion can only exchange information through computer media or the latest communication technology. CMC is categorized as synchronous if the connection delivers in a discussion room or chat room. In comparison, asynchronous CMC occurs when the communication process coincides. Twitter is one of the social media often used as a place of interaction on the internet. Based on Twitter data, 83% of Indonesian millennial users consider Twitter a reliable source for product information. This study aims to gain communication technology's meaning in giving birth to interpersonal relationships between Twitter users among adolescents. The research method uses online literature and observation studies. The results revealed that interactions on social media Twitter among adolescents could form intimate relationships among communication participants.
STRATEGI DIGITAL BRANDING MELALUI WEBSITE GUNA MENUMBUHKAN BRAND AWARENESS MUSEUM SONOBUDOYO YOGYAKARTA Jefri Eko Cahyono; Novianto Yudha Laksana
Lektur: Jurnal Ilmu Komunikasi Vol 5, No 2 (2022): Lektur: Jurnal Ilmu Komunikasi
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/lektur.v5i2.19156

Abstract

Abstrak             Penelitian ini bertujuan untuk menganalisis, mendeskripsikan serta pengembangan strategi digital branding melalui website Museum Sonobudoyo guna menumbuhkan brand awareness di masyarakat. Penelitian yang dilaksanakan di Museum Sonobudoyo Yogyakarta ini menggunakan pendekatan deskriptif kualitatif. Dalam penelitian ini pengumpulan sumber data didasarkan pada teknik purposive sampling yang telah ditentukan kriteria informannya berdasarkan peranannya. Informan dalam penelitian ini berjumlah sembilan orang yang terdiri dari Pejabat Struktural, Tim Teknis dan Tim Pengelola Branding Museum Sonobudoyo Yogyakarta. Teknik pengumpulan data dalam penelitian ini menggunakan observasi, wawancara dan dokumentasi serta analisis data interaktif model Miles Huberman. Hasil penelitian ini menunjukan 1) Strategi digital branding yang dilakukan oleh Museum Sonobudoyo Yogyakarta melalui website guna menumbuhkan brand awareness dilaksanakan dengan memperhatikan indikator pembentuk digital branding, diantaranya: a) Aksesibilitas, b) Interaktivitas, c) Hiburan, d) Kepercayaan, e) Gangguan, dan f) Informatif. Implementasi strategi digital branding Museum Sonobudoyo melalui website memperhatikan aspek eksternal lembaga, seperti segmentasi pasar dan program komunikasi publik. Selain itu, penggunaan website sebagai alternative digital branding di Museum Sonobudoyo dilaksanakan secara optimal dengan menghadirkan keinformatifan pesan yang kemudian dijadikan sebagai media penyebaran informasi tentang Museum Sonobudoyo; dan 2) Pengembangan strategi dalam mengimplementasikan program digital branding di Museum Sonobudoyo dilaksanakan dengan menentukan a) Peta jalan sebagai pertunjukan pelaksanaan program, b) Penyusunan program kerja, c) Penentuan upaya strategis, dan d) Mengelola informasi.Kata Kunci : Digital Branding, Website, Brand Awareness. Abstract            This study aims to analyze and describe the digital branding strategy of the through the Sonobudoyo Museum website in order to grow brand awareness in the community. The research, which was conducted at the Sonobudoyo Museum, Yogyakarta, used a qualitative descriptive approach. In this study, the data source collection was based on a purposive sampling technique which had determined the criteria for the informants based on their roles. There were nine informants in this study consisting of Structural Officials, Technical Teams and Branding Management Teams at the Sonobudoyo Museum, Yogyakarta. Data collection techniques in this study used observations, interviews and documentation as well as interactive data analysis using the Miles Huberman model. The results of this study show 1) The digital branding strategy carried out by the Sonobudoyo Yogyakarta Museum through the website to grow brand awareness is carried out by taking into account the indicators that form digital branding, including: a) Accessibility, b) Interactivity, c) Entertainment, d) Trust, e) Distraction, and f) Informative. The implementation of the Sonobudoyo Museum's digital branding strategy through the website takes into account external aspects of the institution, such as market segmentation and public communication programs. In addition, the use of the website as an alternative digital branding at the Sonobudoyo Museum is carried out optimally by presenting informative messages which are then used as a medium for disseminating information about the Sonobudoyo Museum; and 2) Strategy development in implementing the digital branding program at the Sonobudoyo Museum is carried out by determining a) Roadmap as a guide for program implementation, b) Preparation of work programs, c) Determining strategic efforts, and d) Managing information.Key Words : Digital Branding, Website, Brand Awareness
Analisis resepsi khalayak pada iklan Youtube game Genshin Impact Ing Ta Wijaya; Novianto Yudha Laksana
Lektur: Jurnal Ilmu Komunikasi Vol 7, No 1 (2024): Lektur: Jurnal Ilmu Komunikasi
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/lektur.v7i1.21041

Abstract

AbstrakPenelitian ini bertujuan untuk mengetahui resepsi khalayak terhadap iklan YouTube game Genshin Impact. Analisis semiotika diterapkan untuk memahami makna denotative, konotative, dan mitos dalam iklan, yang kemudian dihubungkan dengan interpretasi khalayak. Penelitian kualitatif deskriptif ini mewawancarai tujuh narasumber dengan teknik purposive sampling. Data primer diperoleh dari wawancara dan dokumentasi, sedangkan data sekunder bersumber dari jurnal dan internet. Triangulasi sumber data dengan dua kali pengumpulan data digunakan untuk validitas informasi. Hasil penelitian menunjukkan mayoritas khalayak (4 dari 7 narasumber) memiliki interpretasi yang sejalan dengan makna iklan. Dua narasumber memiliki interpretasi berlawanan, dan satu narasumber memiliki interpretasi yang dinegosiasikan. Kesimpulannya, strategi promosi Genshin Impact melalui iklan YouTube terbilang sukses. Iklannya dikemas secara kreatif dengan storytelling, visual menarik, dan informasi yang sesuai dengan keinginan khalayak.Kata kunci : Resepsi Khalayak, Iklan, Game Genshin Impact AbstractThis study aims to determine the audience's reception of the YouTube advertisement for the game Genshin Impact. Semiotic analysis is applied to understand the denotative, connotative, and mythical meanings in advertisements, which are then linked to audience interpretations. This descriptive qualitative research interviewed seven resource persons using purposive sampling technique. Primary data was obtained from interviews and documentation, while secondary data was sourced from journals and the internet. Triangulation of data sources with two times of data collection was used for information validity. The results showed that the majority of audiences (4 out of 7 interviewees) had interpretations that were in line with the meaning of the advertisement. Two interviewees had opposing interpretations, and one interviewee had a negotiated interpretation. In conclusion, Genshin Impact's promotional strategy through YouTube ads is successful. The ads are creatively packaged with storytelling, attractive visuals, and information that matches the audience's desires.Keywords : Audience Reception, Advertising, Genshin Impact Game
PENGARUH RESPON VIEWERS TENTANG KONTEN FOOD VLOGGER @JOGJABIKINLAPER TERHADAP MINAT BELI MAKANAN DI YOGYAKARTA Qurlita Syaharani; Novianto Yudha Laksana
Lektur: Jurnal Ilmu Komunikasi Vol 5, No 3 (2022): Lektur: Jurnal Ilmu Komunikasi
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/lektur.v5i3.19178

Abstract

AbstrakTujuan dari penelitian ini adalah untuk mengetahui pengaruh respon viewers tentang konten food vlogger @jogjabikinlaper terhadap minat beli makanan di Yogyakarta melalui respon dari viewers-nya. Penelitian ini menggunakan pendekatan kuantitatif dengan metode survei. Ukuran sampel penelitian ini sebanyak 100 responden. Penelitian ini menggunakan teknik pengumpulan data berupa kuesioner tertutup dengan skala likert. Data yang diperoleh dilakukan dengan analisis uji asumsi klasik dan uji hipotesis dilakukan dengan analisis regresi linear sederhana. Seluruh pengujian dan analisis data dilakukan dengan bantuan software IBM SPSS Statistics 25. Hasil dari penelitian ini menunjukkan bahwa, terdapat pengaruh positif yang signifikan antara respon viewers tentang konten food vlogger @jogjabikinlaper (X) terhadap minat beli makanan di Yogyakarta (Y). Hal ini dibuktikan dengan nilai koefisien regresi sebesar 0,859 dengan taraf signifikansi 0,000. Taraf signifikansi hasil uji kurang dari 0,05 sehingga penelitian ini menolak H0 dan menerima H1. Perubahan pada variabel bebas akan mempengaruhi sebesar 0,859 atau 85,9% terhadap perubahan pada variabel terikat.Kata Kunci : food vlogger, respon, minat beliAbstractThe purpose of this study was to determine the effect of viewers' responses on food vlogger @jogjabikinlaper's content on interest in buying food in Yogyakarta through responses from viewers. This study uses a quantitative approach with a survey method. The sample size of this study was 100 respondents. This study used a data collection technique in the form of a closed questionnaire with a Likert scale. The data obtained was carried out by classical assumption test analysis and hypothesis testing was carried out by simple linear regression analysis. All data testing and analysis were carried out with the help of IBM SPSS Statistics 25 software. The results of this study indicate that there is a significant positive effect between viewers' responses to the food vlogger @jogjabikinlaper (X)'s content and interest in buying food in Yogyakarta (Y). This is evidenced by the regression coefficient value of 0.859 with a significance level of 0.000. The significance level of the test results is less than 0.05 so this study rejects H0 and accepts H1. Changes in the independent variables will affect 0.859 or 85.9% of changes in the dependent variable.Keywords : food vlogger, response, buying interest
Pola komunikasi antarpribadi pelatih dan siswa dalam membangun motivasi berolahraga cabor Taekwondo Nurfadila Nurfadila; Novianto Yudha Laksana
Lektur: Jurnal Ilmu Komunikasi Vol 6, No 2 (2023): Lektur: Jurnal Ilmu Komunikasi
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/lektur.v6i2.20950

Abstract

AbstrakPenelitian ini bertujuan untuk mendeskripsikan Pola Komunikasi Antarpribadi Pelatih dan Siswa RTC Cirebon dalam membangun motivasi berolahraga yang diterapkan dan digunakan pelatih RTC Cirebon kepada siswa terutama siswa usia dini dan siswa remaja. Penelitian ini berlokasi di unit/dojang Rotan Taekwondo Club Cirebon. Penelitian menggunakan pendekatan kualitatif dengan jenis studi kasus, metode pengumpulan data yang dilakukan pada penelitian ini adalah wawancara, observasi dan dokumentasi. Keabsahan data dilakukan secara triangulasi sumber data. Dalam wawancara pemilihan informan menggunakan teknik purposive sampling. Dalam analisis data menggunakan empat tahapan yakni pengumpulan data, reduksi data, penyajian data, dan penarikan kesimpulan. Hasil dari penelitian ini diketahui bahwa pola komunikasi antarpribadi yang dilakukan oleh pelatih RTC Cirebon memiliki perbedaan antara pola komunikasi yang digunakan kepada siswa remaja dan siswa usia dini. Pola komunikasi yang berbeda yang dilakukan pelatih RTC Cirebon kepada siswa remaja dan siswa usia dini dilakukan dengan melihat dari karakter dari masing – masing anak yang bebeda. Hambatan – hambatan yang datang baik dari pihak internal dan eksternal , dimana hambatan pihak internal datang dari sesama siswa sedangkan pihak eksternal datang dari orang tua siswa. Dengan pola komunikasi yang berbeda pelatih RTC Cirebon pada siswanya dan jalinan hubungan yang baik menjadikan komunikasi berjalan dengan sangat baik dan efektif serta memberikan motivasi kepada para atlet atau siswa untuk tetap berlatih.Kata kunci : Pola Komunikasi Antarpribadi, Pelatih, Taekwondo AbstractThe study aims to describe communication patterns between coach and RTC cirebon students in building the applied exercise motivation and used by RTC cirebon to mainly young students and teenage students. This study is located in the unit/dojang rotan taekwondo club cirebon. Research uses a qualitative approach with the type of case study, the method of data collection conducted on this study is interviews, observation and documentation. The validity of data was triangulated by data sources. In the interview for the selection of the informant using an intergalactic sampling technique. In data analysis, using the four phases of data collection, data reduction, data presentation, and deduction drawing. As a result of the study, it was learned that the interpersonal communication patterns of coach RTC cirebon had a difference between the communication patterns used to young and early students. The different communication patterns that coach RTC cirebon offers to teenage and early-age students by looking at the characteristics of each young child. Obstacles - barriers that come from both internal and external parties, where internal barriers come from fellow students while external parties come from student parents. Using different communication patterns that coach RTC cirebon his students and good relationships make communication run very well and effective and provide motivation for athletes or students to keep training. Keywords : interpersonal communication patterns, coach, taekwondo
Historical interactive virtual reality learning in college Setiawan, Risky; Nugroho, Alifi Nur Prasetia; Hadi, Kuncoro; Laksana, Novianto Yudha; Widianto, Hardian Wahyu
Harmoni Sosial: Jurnal Pendidikan IPS Vol 8, No 2 (2021): September
Publisher : Program Pascasarjana Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/hsjpi.v8i2.46831

Abstract

Virtual Reality provides many benefits in learning because it can create a variety of simulation situations that can not be done due to obstruction of danger or high costs. This research aims to research and develop learning media in history using virtual reality technology. This research and development use ADDIE's research steps method (analyze, design, develop, implement and evaluate). The Delphi method carried out product validation using four media experts and four historians. The product trial phase uses 400 students in two study programs to see the effectiveness of the products developed. Research development have produced a prototype product website platform with expert feasibility assessment (product validation) results. The results of the media expert assessment are 3.88 (feasible), and the expert assessment material of 4.09 (possible). The media tested on 400 students obtained satisfactory results, with the average overall score reaching 4.23 or in the category of "Very Worthy."
Pola komunikasi interpersonal pelatih dan atlet dalam Olahraga Crossfit di Yogyakarta Wijaya, Alda Nadila; Laksana, Novianto Yudha
Lektur: Jurnal Ilmu Komunikasi Vol 7, No 2 (2024): Lektur: Jurnal Ilmu Komunikasi
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/lektur.v7i2.21773

Abstract

AbstrakCrossfit merupakan olahraga yang populer di mancanegara. Sementara di Indonesia, peminatnya hanya tersebar di kota-kota besar, salah satunya di Yogyakarta. Minimnya kompetisi, berdampak pada jumlah prestasi yang dihasilkan oleh atlet olahraga crossfit. Oleh karena itu, penelitian ini bertujuan untuk mengetahui bagaimana pola komunikasi interpersonal pelatih dan atlet dalam olahraga crossfit. Objek dari penelitian ini yaitu pelatih dan atlet crossfit di Bhumi Satoe, Yogyakarta. Adapun pendekatan yang digunakan dalam penelitian ini adalah menggunakan pendekatan kualitatif. Untuk pengumpulan data pada penelitian yaitu wawancara dan observasi, untuk menentukan informan dalam pengambilan data menggunakan purposive sampling. Peneliti menggunakan teknik analisis data yaitu, pengumpulan data, reduksi data, penyajian data dan penarikan kesimpulan. Berdasarkan hasil penelitian diketahui bahwa pola komunikasi interpersonal antara pelatih dan atlet crossfit di Bhumi Satoe adalah pola komunikasi sirkular, yaitu bentuk komunikasi dua arah berkelanjutan yang menghasilkan berbagai umpan balik atau feedback seperti dukungan, suportifitas, empati dan kesetaraan. Namun pada poin keterbukaan antara pelatih dan atlet masih belum dilakukan secara optimal.Kata Kunci : Crossfit, Komunikasi Interpersonal, Pola Komunikasi AbstractCrossfit is a popular sport overseas. While in Indonesia, enthusiasts are only spread in big cities, one of which is in Yogyakarta. The lack of competition has an impact on the number of achievements produced by crossfit athletes. Therefore, this study aims to determine how the interpersonal communication of coaches and athletes in crossfit sports. The object of this research is crossfit coaches and athletes at Bhumi Satoe, Yogyakarta. The approach used in this research is to use a qualitative approach. For data collection in the study, namely interviews and observations, to determine informants in data collection using purposive sampling. Researchers used data analysis techniques, namely, data collection, data reduction, data presentation and conclusion drawing. Based on the results of the study, it is known that the interpersonal communication pattern between trainers and crossfit athletes at Bhumi Satoe is a circular communication pattern, which is a form of continuous two-way communication that produces various feedback or feedback such as support, supportiveness, empathy and equality. But at the point of openness between trainers and athletes is still not done optimally.Keywords : Crossfit, Interpersonal Communication, Patterns of Communication
Komunikasi sosial anak melalui game Garena Free Fire Mirna, Mirna; Laksana, Novianto Yudha
Lektur: Jurnal Ilmu Komunikasi Vol 5, No 4 (2022): Lektur: Jurnal Ilmu Komunikasi
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/lektur.v5i4.19188

Abstract

AbstrakPenelitian ini bertujuan untuk mengetahui bentuk dan kemampuan dari komunikasi sosial anak di Kampung Sagan. Pendekatan yang digunakan dalam penelitian ini pendekatan kuantitatif dengan metode statistik deskriptif. Populasi dalam penelitian ini adalah anak-anak di Kampung Sagan yang berjumlah 180 0rang. Sampel ditentukkan dengan menggunakan teknik Proportionate stratified random sampling sehingga jumlah sampel yang digunakan dalam penelitian ini sebanyak 65 reponden. Teknik pengumpulan data dalam penelitian ini menggunakan kuesioner dengan 32 pernyataan, observasi, dan dokumentasi, Sedangkan untuk teknik analisis data penelitian ini menggunakan uji validitas dengan menggunakan metode korelasi product moment (Pearson Correlation) dan uji reliabilitas dengan menggunakan teknik Alpha Cronbach. Seluruh pengujian yang dilakukan dalam penelitian ini dibantu dengan software IBM SPSS 20. Hasil penelitian pada variabel komunikasi sosial menunjukkan pada dimensi asosiatif bahwa anak-anak di Kampung Sagan mampu melakukan komunikasi sosial  kerjasama atau hubungan timbal balik antar individu atau kelompok, di mana proses ini menghasilkan pencapaian yang dapat mempererat hubungan interaksi dalam kehidupan sosial, hasil pada dimensi asosiatif menunjukkan jumlah sebanyak 1300 jawaban dari 65 responden, Sedangkan pada dimensi disosiatif bahwa anak-anak di Kampung Sagan  mampu melakukan komunikasi sosial secara oppositional processes dengan bekerja sama dan dapat ditemukkan pada setiap masyarakat, hasil pada dimensi disosiatif  menunjukkan jumlah sebanyak 780 jawaban dari 65 responden. Hasil tersebut menunjukkan pada uji tendensi sentral bahwa sebaran data sudah berdistribusi normal pada kemampuan komunikasi sosial anak di Kampung Sagan. Respon atau reaksi yang diteliti dalam penelitian ini adalah kemampuan dan bentuk komunikasi sosial anak-anak di Kampung Sagan dalam permainan garena free fire. Kata kunci: anak-anak, komunikasi sosial, game free fire.  AbstractThe research used a quantitative approach with descriptive statistics. The subjects of the research consisted of 180 children. The analysis data were collected through the proportional stratified random sampling technique, in which 65 data were selected. These data are based on the author's observation of children in terms of their communication skills, especially in the game of Garena Free Fire. The collection of data used a questionnaire technique which consists of 32 statements, observations, and documentation. This study used IBM SPSS 20 software to test the validity of the data using the product moment correlation method (Pearson Correlation) and to test the reliability using the Alpha Cronbach technique. This study consists of an associative dimension and a dissociative dimension. The results of the associative dimension found that children are able to relate to one another in mutual relationships; with 1300 answere from 65 data. The dissociative dimension, however, shows that children are able to communicate through oppositional processes in a general sense; these results show  with 780 answere from 65 data. On the basis of the central tendency test, the results indicate that children's social communication skills are normally distributed.Keywords: children, social communication skills, free fire game.
Diffusion of artificial intelligence-based learning innovation: A case study in MTs Muhammadiyah Tawangsari Sukoharjo Laksana, Novianto Yudha; Rengkaningtias, Ayu Usada; Handayani, Wuri
Informasi Vol 53, No 2 (2023): Informasi
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/informasi.v53i2.71865

Abstract

Madrasah Tsanawiyah Muhammadiyah Tawangsari is a junior high school level educational institution that bases its curriculum on Islamic principles and progressively applies information technology (IT) on the foundation of Muhammadiyah values. This study aims to determine the process of diffusion of innovation in technology-based learning, focusing on the role of teachers as agents of change in applying artificial intelligence in the context of learning. The research method used was qualitative descriptive, involving in-depth interviews with four teachers who had key roles in introducing the innovation. The results showed that most teachers have received information about the use of artificial intelligence through various socialization activities, workshops, and training. The diffusion of learning innovations in MTs Tawangsari involves various communication channels, including interpersonal communication such as lectures, dialogues, and demonstrations of effective practices; communication through mass media, such as the publication of writings on school websites; and communication through social media, such as Youtube, Instagram, and Facebook. In addition, teachers consider that innovation in post-pandemic learning has significant urgency, with success indicators in the form of increased active student participation in the learning process. In addition, teachers also voiced the need for community platforms and continuous training on artificial intelligence-based learning.