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Mapping the Research Landscape of Social Media Strategies for Brand Awareness: A Bibliometric Analysis Rahmadani, Aulia; Sutirman, Sutirman; Wijaya, Tony
Indonesian Journal of Advanced Research Vol. 4 No. 6 (2025): June 2025
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ijar.v4i6.14603

Abstract

This study examines the development of the global literature related to social media strategies in building brand awareness through bibliometric analysis of 122 Scopus articles (2009–2025). Using VOSviewer, this study maps publication trends, collaboration networks, geographic distribution, and thematic clusters by keyword. The results show a significant increase in publications since 2020, with the dominance of contributions from the United States, India, and the United Kingdom. Eight main clusters were identified, including purchase intent, influencer marketing, and e-WOM. This study makes a theoretical contribution to the mapping of the digital marketing literature and offers practical implications for MSME actors in utilizing social media to strengthen brand positions, as well as encouraging global research collaboration in the era of digital transformation.
ERISE: A Web-Based Learning System for Digital Records Management in Vocational High Schools Sutirman, Sutirman; Yuliansah, Yuliansah
Dinamika Pendidikan Vol. 20 No. 1 (2025): Dinamika Pendidikan (Articles in Press)
Publisher : Economics Education Department Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/dp.v20i1.12157

Abstract

This study aims to develop the Electronic Record Information System for Education (ERISE) as a learning medium to accommodate practical learning of digital archive management at VHS OMBS. The research employed a Research and Development (R&D) method using the Richey & Klein model, consisting of three phases: design, development, and evaluation. The respondents in this study were 14 individuals, comprising seven teachers, five archival practitioners, and two media experts. Data were collected using questionnaires, focus group discussions (FGDs), and interviews, with instruments including a 5-point Likert-scale questionnaire, FGD guidelines, and interview protocols. Data were analyzed descriptively, with raw scores converted to a 5-point scale and the minimum media feasibility category set at a “B” rating. The results indicate that (1) the ERISE application has been developed as a web-based learning system for digital archive management practice by the needs analysis, design, and development stages; and (2) the feasibility test yielded an average score in the “Very Good” (“A”) category. This learning medium is expected to make a concrete contribution to enriching vocational practice, particularly by facilitating the entire archiving process starting from receipt, recording, distribution, classification, retention, and digital signatures.
Exploring The Effectiveness of Digital Learning Platforms for Improving Financial Skills: The Case of YouTube Sutirman, Sutirman; Imrona, Wargo; Sholikah, Mar'atus
Jurnal Pendidikan Progresif Vol 15, No 2 (2025): Jurnal Pendidikan Progresif
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpp.v15i2.pp814-831

Abstract

Exploring The Effectiveness of Digital Learning Platforms for Improving Financial Skills: The Case of YouTube. Objective: YouTube is a digital platform that can be used for formal and informal education. Very little research still reveals the use of YouTube as a learning resource in schools for financial management material. Therefore, this research aims to explore using YouTube as a digital learning resource for improving financial ability. Methods: This research uses qualitative and quantitative methods with descriptive statistics. The subjects in this research were teachers and students. Data collection was carried out through questionnaires and interviews to gain a comprehensive understanding of user perceptions and learning outcomes. Findings: Research found that 84% of respondents agreed to use YouTube as a digital learning resource in learning Financial Management material, and 77% believe they can learn more by watching subject-related videos on YouTube than by reading books. In addition, students' responses strongly agreed with using YouTube as a digital learning resource for learning financial management. YouTube stores material in long-term memory, making it easier for students to review the material, so that student understanding increases. The visual and auditory elements of YouTube videos enhance engagement and retention. YouTube is also effective as a digital learning platform for improving financial skills. Teachers also acknowledged that YouTube helps make abstract financial concepts more concrete through visual explanations. Conclusion: So, YouTube has the potential to become an effective digital platform used for learning, particularly in improving students' financial skills. The accessibility, diversity of content, and user-friendly nature of YouTube make it a valuable supplement to traditional learning resources in the digital age. Future research is recommended to explore the long-term impacts of YouTube-based learning on students' financial behaviour. Keywords: digital learning platform, financial ability, youtube.
Model Pembelajaran Role Playing Dalam Meningkatkan Keterampilan Siswa Bermain Bola Basket Di Kelas IX A SMP Negeri 1 Pasangkayu Sutirman
Nusantara Journal of Multidisciplinary Science Vol. 2 No. 12 (2025): NJMS - Juli 2025
Publisher : PT. Inovasi Teknologi Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Tujuan penelitian ini adalah untuk meningkatkan keterampilan bermain bola basket siswa kelas IX A SMP Negeri 1 Pasangkayu dengan menerapkan model pembelajaran role playing. Jenis penelitian tindakan kelas (PTK) ini dilakukan dalam tiga siklus: perencanaan, pelaksanaan, observasi, dan refleksi. Studi ini melibatkan 32 siswa kelas IX A pada tahun akademik 2023/2024. Data dikumpulkan melalui pengamatan aktifitas guru dan siswa serta tes keterampilan bermain bola basket. Hasil penelitian menunjukkan bahwa keterampilan siswa meningkat secara signifikan setiap siklus. Persentase ketuntasan siswa mencapai 76,67% pada siklus I, 81,25% pada siklus II, dan 90,63% pada siklus III, masing-masing. Selain itu, guru dan siswa bekerja sama dengan lebih baik, terutama dalam hal berbicara, bekerja sama dalam kelompok, dan berpartisipasi secara aktif dalam pelajaran. Studi ini menunjukkan bahwa model pembelajaran role playing dapat meningkatkan kemampuan siswa dalam bermain bola basket. Oleh karena itu, model ini disarankan untuk digunakan sebagai strategi pembelajaran alternatif dalam pendidikan olahraga, olahraga, dan kesehatan, khususnya berkaitan dengan materi permainan bola besar.
Meningkatkan Kompetensi Dosen IPDC Timor Leste: Optimalisasi Artificial Intelligence untuk Penilaian Pembelajaran Kustitik, Kustitik; Sutirman, Sutirman; Dwihartanti, Muslikhah; Yuliansah, Yuliansah; Suyanto, Umar Yeni
INCOME: Indonesian Journal of Community Service and Engagement Vol 4 No 3 (2025)
Publisher : EDUPEDIA Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56855/income.v4i3.1697

Abstract

Di era transformasi digital, kecerdasan buatan (AI) telah menjadi salah satu teknologi yang menawarkan peluang besar untuk meningkatkan kualitas pendidikan, khususnya dalam proses penilaian pembelajaran. Penilaian yang tepat, objektif, dan efisien merupakan kunci untuk mengukur capaian belajar mahasiswa dan merancang strategi pengajaran yang lebih efektif. Kegiatan Pengabdian kepada Masyarakat (PKM) ini bertujuan meningkatkan pemahaman dan keterampilan dosen IPDC Timor Leste dalam memanfaatkan AI untuk penilaian pembelajaran. Kegiatan dilaksanakan secara daring dengan Zoom Meeting dan diikuti oleh dosen IPDC Timor Lester sebanyak 30 peserta. Kegiatan dikonsep dalam suatu program pelatihan klasikal yang dibagi dalam tiga tahapan yaitu ceramah interaktif, demonstrasi dan praktik, serta diskusi studi kasus. Kegiatan ini secara umum dapat dikategorikan berhasil dan berjalan dengan baik. Hal ini dapat dilihat dari tingkat partisipasi peserta sangat tinggi (91,43%), terjadi peningkatan kompetensi yang signifikan peserta pelatihan sebanyak 55,58 poin pada post test, dan tingkat kepuasan peserta dalam aspek materi, kualitas penyelenggaraan, pembicara, dan kemampuan komunikasi panitia/pemateri dominan dalam kategori sangat baik (71–79%).