Claim Missing Document
Check
Articles

Found 4 Documents
Search

Examining the Role of Social Media Marketing on Brand Love and Its Impact on Brand Centrality: The Study of Local Fashion Brands for the Millennials Iin Mayasari; Handrix Chris Haryanto; Olivia Deliani Hutagaol; Adam Rizky Ramadhan; Iwan Amir
Journal of Indonesian Economy and Business Vol 38 No 2 (2023): May
Publisher : Faculty of Economics and Business, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/jieb.v38i2.5364

Abstract

Purpose: Local fashion brands are an important issue for millennial consumers. To create their love of local fashion brands, social media marketing is necessary. The study also examines brand love's effects on local fashion brands' centrality. This study also investigates brand love and centrality’s impact on the repurchase intention. Design/ Methodology/Approach: The data were taken using survey methods with questionnaires developed by previous researchers. A partial least squares regression was used to test the hypotheses. Findings: This study shows that social media marketing can create conditions for consumers to develop brand love, but brand love still needs to be able to develop brand centrality. This study also shows that although brand love has yet to create brand centrality, the concept of brand love can influence the repurchase intention. At the same time, brand centrality also affects the repurchase intention. Originality/value: This is the first study analyzing millennials’ brand love toward fashion clothing brands and the analysis of the influence of social media marketing on brand love and its impact on brand centrality.
Penggunaan Humor dalam Synchronous Computer-Mediated Communication oleh Dosen Selama Pandemi Covid-19 Novrita Widiyastuti; Olivia Deliani Hutagaol
Jurnal Komunikasi Profesional Vol. 7 No. 1 (2023)
Publisher : Fakultas Ilmu Komunikasi Universitas dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/jkp.v7i1.5137

Abstract

Pandemi Covid-19 yang menyerang Indonesia sejak Maret 2020 mengharuskan perkuliahan dan sekolah dilakukan di rumah dan berjalan secara daring. Seluruh Sivitas Akademika terutama dosen diharuskan bertransformasi dalam memberikan pembelajaran kepada mahasiswa, baik secara materi, metode hingga strategi berkomunikasi dengan mediasi teknologi. Transformasi yang mendadak seperti ini tentunya menemui banyak kendala, tetapi juga ada dampak yang positifnya seperti efisiensi waktu dan biaya. Dampak negatifnya yaitu kurangnya pemahaman mahasiswa pada materi maupun penjelasan dari dosen, hingga stress yang menghinggapi dosen dan mahasiswa. Humor sebagai salah satu cara yang dapat digunakan dosen dalam kelas tatap muka untuk meningkatkan efektivitas pembelajaran, seharusnya juga dapat dimanfaatkan dalam synchronous computer-mediated communication. Namun, penelitian mengenai hal ini belum banyak dilakukan atau juga belum banyak dipublikasikan. Untuk itu, penelitian ini bertujuan untuk mengetahui pemanfaatan humor saat dosen mengajar daring serta untuk mendeskripsikan perubahan dan penyesuaian dalam hal humor yang dilakukan dosen pada pembelajaran termediasi-komputer yang sinkronis selama lebih dari setahun pandemi melanda Indonesia.
Learning Experience Concept at Museum Gedung Juang 45 Bekasi Regency as a Digital Museum Ayu, Jati Paras; Octavanny, Vitha; Hutagaol, Olivia Deliani; Simanjuntak, Melvin Bonardo
Journal of Indonesian Tourism, Hospitality and Recreation Vol 6, No 2 (2023): Journal of Indonesian Tourism, Hospitality and Recreation (October)
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jithor.v6i2.55806

Abstract

ABSTRACTThis study elucidates the digital museum concept and discovers visitors’ learning experiences at Gedung Juang 45 museum, Bekasi district. The method used in this research is descriptive qualitative with a learning process and learning outcome approach to obtain the phenomena' in-depth results. This study aims to show various efforts by museum managers to provide the learning process through interesting and engaging museum activities and various technology provided in the form of, the Digital Map, Interactive Book, Air Wall of the Ancient Sundanese Kingdom, and various interactive media. Moreover, the learning experiences outcomes obtained by visitors are the technology used to produce new knowledge and new abilities in using technology so that they could engage in the learning process. Although it's not too significant in changing behavior, this museum can be a good reference for the learning process for the community so that the purpose of the museum being an engaging educational center can increase knowledge for visitors to become one of the alternative educational tours for Bekasi District. ABSTRAKPenelitian ini mendeskripsikan konsep museum digital dan menemukan pengalaman belajar pengunjung di museum Gedung Juang 45, kabupaten Bekasi. Metode yang digunakan dalam penelitian ini adalah deskriptif kualitatif dengan pendekatan proses pembelajaran dan hasil belajar untuk mendapatkan hasil fenomena yang mendalam. Kajian ini bertujuan untuk menunjukkan berbagai upaya pengelola museum dalam menyediakan proses pembelajaran melalui kegiatan museum yang menarik dan menarik serta berbagai teknologi yang disediakan dalam bentuk, Peta Digital, Buku Interaktif, Tembok Udara Kerajaan Sunda Kuno, dan berbagai media interaktif. Selain itu, hasil belajar yang diperoleh pengunjung berupa teknologi yang digunakan untuk menghasilkan pengetahuan baru dan kemampuan baru dalam menggunakan teknologi sehingga dapat terlibat dalam proses pembelajaran. Walaupun tidak terlalu signifikan dalam mengubah perilaku, museum ini dapat menjadi referensi yang baik untuk proses pembelajaran bagi masyarakat sehingga tujuan museum sebagai pusat pendidikan yang menarik dapat menambah pengetahuan bagi pengunjung untuk menjadi salah satu wisata edukasi alternatif bagi daerah Bekasi.  
PENERAPAN ARTIFICIAL INTELLIGENCE SERIAL VIDEO ANIMASI SUKACANTING DAN PELATIHAN KEMAMPUAN KOMUNIKASI Stellarosa, Yolanda; Chrisdina, Chrisdina; Hutagaol, Olivia Deliani
ABDI KAMI: Jurnal Pengabdian Kepada Masyarakat Vol 7 No 2 (2024): (Oktober 2024)
Publisher : LPPM Institut Agama Islam (IAI) Ibrahimy Genteng Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69552/abdi_kami.v7i2.2704

Abstract

One of the national health problems that requires special attention and handling from various parties, namely from the central government, regional governments, and the family level, is stunting. Sukamulya Village is one of the villages in Rancaekek District, Bandung, West Java, located in the Citarum River watershed (DAS), which runs a stunting prevention program with three hamlets in it. Currently, one of the targets of stunting education is teenagers. The problem faced when targeting teenagers as targets for education and agents of change, especially in Sukamulya Village, is that the material on stunting has not been packaged with the approach style of teenagers who enjoy technology-based information. In addition, teenagers consider this unimportant because the education provided is too dull and delivered by people they feel are too old (the same age as their parents). So, a training activity was carried out to make an animated video series based on artificial intelligence (AI) called Sukacanting, a method of stunting education and public speaking training to improve public speaking skills in providing stunting prevention education. With the training and creation of AI-based animated videos, several Posyandu cadre youth have improved their skills in creating, managing, and developing health education videos and public speaking skills.