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Kampanye Kesehatan Mental Melalui Meme: Edukasi Komunikasi Asertif di Kalangan Siswa SMAN 6 Kota Tangerang Wininda Qusnul Khotimah; Vilya Dwi Agustini; Andys Tiara
Jurnal Abdimas Madani dan Lestari (JAMALI) Volume 04, Issue 02, September 2022
Publisher : UII

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20885/jamali.vol4.iss2.art3

Abstract

Mental health is currently an issue that gets more attention at a young age. The age at which identity and character are still in the process of being formed. Students need information related to assertive communication, by better understanding assertive communication immediately negative adolescent behavior such as violence, drugs, free sex can be avoided. Especially during the pandemic, the use of social media is increasing, the practice of bullying via social media is one of the problems that are often encountered among teenagers. Using online methods via zoom meetings, education on assertiveness and training in making memes, they were chosen as material for their mental health care campaign that they can use on social media.
Praktik Sharenting Lintas Budaya: Studi Analisis Isi Konten Q&A Pada Akun Youtube Kimbab Family Adilla Zahra Putri Adilla; Farida Hariyati; Andys Tiara
Jurnal Ekonomi Manajemen Sistem Informasi Vol. 6 No. 3 (2025): Jurnal Ekonomi Manajemen Sistem Informasi (Januari - Februari 2025)
Publisher : Dinasti Review

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jemsi.v6i3.3769

Abstract

Sharenting merupakan salah satu bentuk transformasi pola asuh dengan memanfaatkan teknologi dengan membagikan praktik pola asuh di media sosial. Penelitian ini bertujuan untuk menganalisis praktik sharenting lintas budaya melalui akun YouTube Kimbab Family. Kimbab Family merupakan keluarga Indonesia-Korea yang cukup populer melalui kanal YouTube pribadinya. Peneliti menggunakan metode analisis konten kualitatif Philipp Mayring untuk mengidentifikasi unsur-unsur sharenting yang terdapat dalam konten yang diunggah Kimbab Family. Pendekatan kategori induktif digunakan dalam penelitian ini untuk menganalisis unsur-unsur sharenting yang terdapat dalam video tanpa terikat oleh teori atau konsep dari penelitian sebelumnya. Data kemudian diolah menggunakan langkah-langkah model Philipp Mayring hingga diperoleh hasil dan simpulan. Temuan penelitian menunjukkan adanya unsur-unsur pola asuh yang diajarkan oleh orangtua Kimbab Family melalui dua video tanya jawab yang diunggahnya. Selain itu, unsur-unsur lintas budaya juga terlihat dalam bentuk bahasa yang diajarkan kepada anak-anaknya, yang mencerminkan adanya perpaduan budaya Indonesia dan Korea.
Manajemen Kesan Melalui Penggunaan Avatar Roblox pada Ikatan Mahasiswa Muhammadiyah Rendy Fathan Zulfa; Mustiawan Mustiawan; Andys Tiara
Ranah Research : Journal of Multidisciplinary Research and Development Vol. 8 No. 5 (2026): Ranah Research : Journal Of Multidisciplinary Research and Development
Publisher : Dinasti Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/rrj.v8i5.2256

Abstract

Roblox functions not only as a source of entertainment but also as a space for communication and impression management in digital environments. Although research on avatars in digital environments has continued to develop, studies examining impression management through Roblox avatars among members of student organizations with specific values and norms remain limited. This study aims to analyze impression management through the use of Roblox avatars among members of the Muhammadiyah Student Association (Ikatan Mahasiswa Muhammadiyah). This study employs a qualitative approach using a case study method. Data were collected through in-depth interviews, observation, and documentation involving five members of the Muhammadiyah Student Association (IMM) from South Jakarta who were selected through purposive sampling. The data were then analyzed through the stages of data reduction, data display, and conclusion drawing. The findings indicate that, first, the intensity of gameplay and the use of paid digital representations show that IMM members engage in relatively high-intensity gaming, which may potentially lead to negative impacts, including decreased academic performance and physical and psychological health problems. Second, this study finds differences in impression management between the real-world and virtual environments. In the real world, Islamic values and norms remain important considerations in the presentation of self. In contrast, impression management in the virtual environment is more expressive and flexible, resulting in a disparity between the identities presented through Roblox avatars and the informants' actual identities as IMM members. Future research is expected to expand the research objects and number of informants, employ a longer research period, and examine other factors that influence impression management in virtual environments.