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CYBER NETIQUETTE PADA KONTEN MEDIA (Analisis Wacana Kritis pada Konten YouTube Bertajuk Dakwah Wahabi) Halla Sayyidah Muflichah; Fuandani Istiati
Jurnal Ilmu Komunikasi AKRAB Vol. 6 No. 2 (2022): APRIL
Publisher : AKADEMI KOMUNIKASI RADYA BINATAMA

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Abstract

Penelitian ini menjelaskan tentang studi dakwah wahabi di YouTube yang masihbooming di Indonesia. Aktivitas konten dakwah yang menyinggung wahabi sangat banyakbertebaran di YouTube dan jumlah viewersnya juga sangat banyak. Penelitian inimenjelaskan tentang studi analisis wacana kritis pada akun YouTube terkait isu dakwahwahabi di Indonesia, akun YouTube tersebut adalah Web Ijo. Penelitian ini menggunakanmetode analisis wacana kritis Norman Fairclough dengan mengikuti konten-konten YouTubeyang memunculkan isu-isu dakwah wahabi. Data-data dikumpulkan menggunakanobservasi pada seluruh konten YouTube yang memunculkan isu-isu dakwah wahabi yangakan dikaji dari sudut teks, konteks, dan sosial-budaya (sociocultural). Penelitian inimenemukan bahwa keempat akun YouTube tersebut menyampaikan isu yang terkaitdakwah wahabi yang ternyata belum diketahui sumbernya. Adapun implikasi dari penelitianini, konten dakwah digital dapat sangat mudah diinterpretasikan oleh netizen sehinggadapat menjadi hoax di kalangan masyarakat Indonesia.
CYBERBULLYING DALAM PERMAINAN INTERAKTIF BERBASIS ONLINE Halla Sayyidah Muflichah
Jurnal Ilmu Komunikasi AKRAB Vol. 7 No. 1 (2022): Oktober
Publisher : AKADEMI KOMUNIKASI RADYA BINATAMA

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The development of technology that is increasingly rapid and advanced to make many changes that occur, including in the form of interactive games. Along with the development of the era, interactive games began to be integrated with technology to emerge online-based video games that are currently very popular with various groups, especially children and adolescents. It is undeniable that interactive games have goals that should have a positive impact on their users. When interactive games are touched by groups who do not understand the game's literacy, the negative impact will be more felt by the player than the positive impact. Online interactive games like Mobile Legends as an example of a game that can have a negative impact on its users. The negative impact that is quite often experienced by users is cyberbullying. This study aimed to determine the types and forms of cyberbullying that were carried out or received by the game users. By using qualitative research methods and data collection through in-depth interviews. With this research, it is hoped that game literacy can reduce the negative impact of the game.
MENGOPTIMALKAN VARIASI SIZE SHOT KAMERA PADA FEATURE “THE OTHER SIDE OF NGLANGGERAN” Erik Pratama; Halla Sayyidah Muflichah; Fadeyanto Prabowo
Jurnal Ilmu Komunikasi AKRAB Vol. 7 No. 2 (2023): APRIL
Publisher : AKADEMI KOMUNIKASI RADYA BINATAMA

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ABSTRACTThe Other Side of Nglanggeran is a sidebar feature work. This program discusses the other side of the Ancient Volcano as a milestone in the establishment of the Nglanggeran Tourism Village using a geological perspective, the perspective of Pokdarwis, and community leaders. discusses how residents uphold their culture and are able to collaborate with the natural heritage that is given, with a duration of 24 minutes which is divided into 3 segments. The aim of this program is to provide information to get to know and dig a little deeper into the background of the success of a tourism village. The cameraman has responsibility for all visual aspects in the form of recording images. The author as a cameraman chooses to optimize the size shot variations. This technique has shooting distances such as extreme long shots, long shots, medium shots, medium close ups, close ups, and extreme close ups. The aim of optimizing the variation in shot size is so that the audience gets the beauty, message, and moments that the production team presents because every size shot has its own message and impression.Keywords: Nglanggeran, Feature, Cameraman, Shot variations
PENULISAN NASKAH DENGAN TEKNIK NARATIF DALAM PRODUKSI FEATURE “EXPLORING THE DELIGHT OF DAWET SAMBAL” Halla Sayyidah Muflichah; Widyaningtyas Virgo Kartika; Fathiya Amalina
Jurnal Ilmu Komunikasi AKRAB Vol. 8 No. 2 (2024): APRIL
Publisher : AKADEMI KOMUNIKASI RADYA BINATAMA

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Dawet sambal contoh dari warisan budaya tak benda yang sudah ditetapkan sejak tahun 2019 oleh Direktorat Warisan dan Diplomasi Budaya Indonesia. Penulis bersama dengan tim Praktikum Terpadu memproduksi karya feature dengan judul “The Delight of Dawet Sambal” yang diharapkan bisa menjadi referensi kuliner bagi wisatawan yang akan berkunjung ke Yogyakarta. Karya feature merupakan reportase yang dikemas secara mendalam dan luas dengan sentuhan human interest agar memiliki sisi dramatika. Karya feature “The Delight of Dawet Sambal” merupakan jenis feature kuliner, karena mengajak penonton untuk bisa mengetahui lebih dalam kuliner Dawet Sambal. Penulis naskah di dalam karya feature ini menggunakan teknik naratif agar informasi yang dimuat di dalam materi yang dibawakan oleh presenter lebih lengkap dan rinci. Teknik naratif juga memudahkan penulis naskah untuk mengecek materi yang belum termasuk ke dalam naskah. Teknik ini juga memudahkan penonton mengingat materi yang disampaikan oleh pembawa acara karena dijabarkan dengan detail serta menggunakan ekspresi serta ajakan agar penonton dapat merasakan apa yang presenter rasakan.
Talent Commodification In Ruangguru Marketing Interests: Analysis of The Show Program Clash of Champion Fuandani Istiati; Halla Sayyidah Muflichah
POPULIKA Vol. 13 No. 1 (2025): Populika
Publisher : Universitas Widya Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37631/populika.v13i1.1680

Abstract

Program Clash of Champions by Ruangguru is an essential example of content commodification in Indonesia's educational entertainment sector. Program Clash of Champions broadcast on the YouTube platform as a gameshow, designed as an academic and competitive show for students by combining educational and entertainment content. This show has proven effective in attracting the audience's interest in watching it and serving as a promotional event brand for the Teacher's room. This research examines and analyzes how commodification practices occur in this program by referring to political economy theory. The first commodification practice is optimizing the use of social media, such as the YouTube platform. Second is the gamification element, where not only talent is involved in the game but also the audience so that the audience can feel the effects of dramatization and interactivity. This research uses an interesting case study method, a qualitative descriptive approach. The research results show that the program broadcasts Clash of Champions. It's not purely an educational show but also a marketing tool from Ruangguru. Keywords: Commodification; Social Media; YouTube Content.
STUDI ETNOGRAFI KOMUNIKASI TERKAIT PRAKTIK KOMUNIKASI BUDAYA DAN PELESTARIAN IDENTITAS ETNIK KOMUNITAS ADAT BERCO DI DESA LEBANGKAR KABUPATEN SUMBAWA Iranda Yudhatama; Widyaningtyas Virgo Kartika; Halla Sayyidah Muflichah
Jurnal Ilmu Komunikasi AKRAB Vol. 11 No. 1 (2026): APRIL 2026
Publisher : AKADEMI KOMUNIKASI RADYA BINATAMA

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Abstract

This study aims to analyze the cultural communication practices of the Berco indigenous people in Lebangkar Village, Ropang District, Sumbawa Regency, and their role in preserving ethnic identity amidst social change and modernization. The Berco indigenous people possess unique cultural characteristics, particularly related to the use of the Berco language, their customary value system, and various traditional rituals passed down through generations. This study employed a qualitative approach with rapid ethnography to gain an in-depth understanding of cultural communication patterns in a relatively short period of time. Data collection was conducted through participant observation, in-depth interviews with traditional leaders, and community members. Data analysis employed the interactive model of Miles, Huberman, and Saldaña, which includes data condensation, data presentation, and conclusion drawing. The results indicate that cultural communication among the Berco people occurs through three main domains: ritual communication, linguistic communication, and customary institutional communication. The Berco language serves as a symbol of ethnic identity and a medium for transmitting cultural values. The practice of rapulung (customary deliberation) serves as the primary means of reproducing social norms and collective decision-making. Furthermore, traditional rituals and ancestral sites serve as symbolic communication media that strengthen group solidarity. This research finds that the preservation of Berco ethnic identity depends on the continuity of intergenerational communication, the strengthening of customary institutions, and cultural adaptation to developments in communication technology. These findings enrich the ethnographic study of communication among indigenous peoples in Indonesia, particularly in the context of preserving local cultural identity.