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Power of Knowledge and Community Social Class above Covid-19 Pandemic Information on Social Media Tri Sulistyaningtyas; Jejen Jaelani; Yani Suryani
Jurnal Komunikasi Ikatan Sarjana Komunikasi Indonesia Vol 5, No 1 (2020): June 2020 - Jurnal Komunikasi Ikatan Sarjana Komunikasi Indonesia
Publisher : Ikatan Sarjana Komunikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (698.083 KB) | DOI: 10.25008/jkiski.v5i1.372

Abstract

Information about the spread of the coronavirus is circulated through various information channels in the society, both mainstream media, alternative media, social media, and daily conversation. One of the information channels that is widely used and referenced by the public is social media. Dissemination of information about the expanse of the coronavirus on social media is arranged by various individuals. This study will explain the disemination of information relating to covid-19 in terms of the social class of the reader. In this study, we use critical discourse analysis as a method for analyzing data. This study finding is that the information circulation about coronavirus in social media is class bias. General information is conducted through formal language by middle-class groups. On the other hand, many people present alternative information in the form of memes, jokes, and funny content that contains information about spreading the coronavirus. This phenomenon can be categorized as a lower social class attempt to understanding and spreading information about the coronavirus (Cinelli, et al., 2020)outbreak. The media used to disseminate this information contains text, images/photos, or videos that contain memes, organizes, and funny content. This phenomenon can be seen as a lower-class struggle to educate its class in situations and conditions caused by the coronavirus.
WACANA KONSUMERISME DAN PEMANGILAN IDEOLOGIS DI DALAM LAMAN KOMERSIAL SAN DIEGO HILLS MEMORIAL PARKS AND FUNERAL HOMES Tri Sulistyaningtyas; Jejen Jaelani
Jurnal Sosioteknologi Vol. 16 No. 1 (2017)
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2017.16.1.4

Abstract

Bahasa memiliki merupakan sebuah praktik sosial. Bahasa tidak hanya berfungsi sebagai medium penyampai pesan. Di dalam kehidupan masyarakat, bahasa memiliki peran yang sangat besar di dalam membangun kepercayaan, pendidikan, dan berbagai hal lainnya. Salah satu fenomena bahasa yang menarik untuk diteliti adalah peran bahasa di dalam membangun wacana konsumerisme. Bahasa menjadi senjata yang sangat efektif untuk menyebarkan ideologi konsumerisme. Di dalam penelitian ini diuraikan bagaimana bahasa bekerja membangun wacana konsumerisme dan melakkan pemanggilan ideologis di dalam laman komersial permakaman San Diego Hill Memorial Parks and Funeral Homes. Dari penelitian ini didapatkan hasil bahwa Melalui wacana yang disampaikan di dalam situs resminya, San Diego Hills Memorial Parks and Funeral Homes menawarkan konsep diri kepada calon pelanggannya. Semua konsep diri ini muncul dengan berbagai detail yang ditawarkan di dalamn deskripsi setiap permakaman yang ditawarkan. Melalui wacana, laman resmi permakaman ini melakukan pemanggilan ideologis kepada para pelanggannya. Para pelanggannya didorong untuk mengidentifikasi dirinya sebagai bagian dari golongan dan kelas sosial yang mana. Setiap permakaman ditawarkan sesuai dengan gaya dan kelas sosial calon pelanggannya. Ideologi konsumerisme muncul melalui wacana yang membangun konsep San Diego Hills Memorial Parks and Funeral Homes. Melalui pemanggilan yang halus, wacana ini mendorong para pelanggan, calon pelanggan, atau masyarakat umum untuk mengidentifikasi diri mereka dan memilih permakaman yang sesuai dengan kebutuhan, keinginan, dan hasrat diri mereka. Wacana mendorong masyarakat, khususnya pelanggan untuk konsumsi tanda dan makna yang dibangun oleh wacana tersebut.
MINAT SISWA SEKOLAH DASAR PADA PERMAINAN KOSAKATA BAHASA INDONESIA (STUDI KASUS : PERMAINAN INTERAKTIF KATABRAK, SI UDIN PUZZLE 5 DASAR, DAN DUNIA KATA) Andam Lukcyhasnita; Irfansyah Irfansyah; Tri Sulistyaningtyas
Jurnal Sosioteknologi Vol. 17 No. 2 (2018)
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2018.17.2.10

Abstract

Penelitian ini dilakukan untuk mengetahui minat siswa kelas 3 tingkat sekolah dasar terhadap permainan interaktif kosakata bahasa Indonesia. Permainan tersebut adalah Katabrak, Si Udin Puzzle 5 Dasar, dan Dunia Kata. Penelitian ini merupakan penelitian kuantitatif preeksperimen dengan desain penelitian yang dipakai adalah one shot case study. Penulis membagi penelitian menjadi tiga tahap untuk mengetahui minat responden. Hasil penelitian kemudian diolah dengan perangkat lunak SPSS (Statistical Product and Service Solution) untuk mengetahui realibilitas, validitas, maupun relasi variabel. Hasil penelitian menunjukkan rata-rata minat belajar kosakata bahasa Indonesia, dengan game Katabrak memiliki nilai ratarata yang paling tinggi yaitu 31,82 disusul oleh game Si Udin Puzzle 5 Dasar sebesar 31,31; dan permainan Dunia Kata sebesar 30,15. Hasil penelitian ini diharapkan dapat menjadi sebuah sumber informasi mengenai gambaran minat permainan kosakata sehingga dapat membantu desainer permainan interaktif dalam menciptakan permainan edukasi.
Motivasi Berprestasi Dalam Upaya Membangun Karakter Unggul Melalui Literasi Digital Pada Orang Tua Terhadap Pola Asuh Anak di Cirebon dan Indramayu Rr. Sri Wachyuni; Tri Sulistyaningtyas; Shinta Yuniarti; Fadila Nisa Ul Hasanah
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 2 (2022): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v6i2.9935

Abstract

The impact of the Covid-19 pandemic on the education sector is significant, especially in teaching and learning activities which have been forced to change from offline methods at school to online methods from home. This sudden transition has made many parents unprepared with their main responsibilities and duties as educators, thus affecting children's learning activities at home to be less effective. This activity aimed to determine the extent of achievement motivation possessed by parents in building their superior character as an effort to optimize the role of online learning mentoring. Data collection techniques using observation, interviews, and questionnaires. The training and digital learning modules provided are one of the interventions to increase the insight of parents, especially changing their thinking paradigm as an adaptation to online learning so that they are able to maximize their role when accompanying children to study at home. The results showed that after being given training and digital learning modules, some of the participants became more open-minded and more prepared to become partners with children studying at home. This change also occurred because of the great involvement of the participant coordinator as a support system in helping to monitor, control, and motivate participants on a regular basis in their area. Considering the limited characteristics of the participants, the presence of supporting staff who are ready to assist directly in the field becomes one of the reinforcements for achieving a change, namely adding insight.
Program Pengabdian Masyarakat: Workshop Penulisan Artikel Ilmiah Dana Waskita; Tri Sulistyaningtyas; Yani Suryani; Ferry Fauzi Hermawan
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 5 (2022): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v6i5.11495

Abstract

Writing scientific papers is still considered a difficult task for some lecturers, even though according to Law Number 14 of 2005 it is one of the obligations of a lecturer. For this reason, the Media and Cultural Literacy Expertise Group conducts scientific article writing workshops to help lecturers express their ideas and research results systematically according to the rules that apply in the publication of scientific papers. This activity was carried out online and offline by involving approximately 30 lecturers of the Al Islam Polytechnic Bandung. This workshop was conducted using various methods: lectures, discussions, and consultations (coaching clinic). The materials include the introduction of scientific papers, techniques for writing scientific articles, strategies to avoid plagiarism and the practice of using digital reference management programs. Evaluation of this activity was carried out using pretest-posttest and filling out a questionnaire. The results of the evaluation showed that most (96.1%) participants considered the material presented according to their needs and all participants (100%) found it very useful and motivated to write scientific articles. Keywords: scientific articles, writing techniques, hybrid workshop
Pemanfaatan Media Sosial Sebagai Sarana Branding Komunitas Perajin Sulam Tali di Kabupaten Ketapang Yani Suryani; Tri Sulistyaningtyas; Adi Supriadi; Evi Azizah Febriyanti; Qonita Qurratu'Aini
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 6 (2022): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v6i6.11698

Abstract

Today, social media is one of the most important factors in a person's life. Social media such as Facebook, Youtube, Instagram, and Tiktok are part of the daily life of Indonesian people. There are many positive things that can be done through social media, one of which is to build a positive image. Therefore, many companies use social media as a means of branding their companies. As a new community, the community of rope embroidery craftsmen in Ketapang Regency has not taken advantage of this even though they have interesting products and can be used as superior products and unique to the area so that they can increase their income. Therefore, this PPM activity was carried out by creating a workshop for the use of social media for branding their products. The workshop includes material on the importance of design for MSME products and the use of the WhatsApp application to brand their craft products. After the training, the participants applied the training materials by branding their products on the pasarketapang.com page through their WhatsApp application. Keywords: branding, social media, rope embroidery craftsmen, Ketapang Abstrak Saat ini, media sosial menjadi salah satu faktor penting dalam kehidupan seseorang. Media sosial seperti Facebook, Youtube, Instagram, dan Tiktok menjadi bagian keseharian masyarakat Indonesia. Banyak hal positif yang bisa dilakukan melalui media sosial di antaranya untuk membangun citra positif. Oleh sebab itu, banyak perusahaan menggunakan media sosial sebagai sarana branding perusahaan mereka. Sebagai sebuah komunitas baru, komunitas perajin sulam tali yang ada di Kabupaten Ketapang belum memanfaatkan hal tersebut padahal mereka mempunyai produk yang menarik dan dapat dijadikan produk unggulan dan kekhasan daerah tersebut sehingga dapat meningkatkan penghasilan mereka. Oleh karena itu, kegiatan PPM ini dilakukan dengan membuat wokshop pemanfaatan media sosial untuk branding produk mereka. Workshop meliputi materi tentang pentingnya desain untuk produk UMKM dan penggunaan aplikasi whatsapp untuk mem-branding produk kerajinan mereka. Setelah dilakukan pelatihan, para peserta mengaplikasikan materi pelatihan dengan mem-branding produk mereka yang ada di laman pasarketapang.com melalui aplikasi whatsapp yang mereka miliki.
Visual Culture Analysis in Campaign of Covid-19 Vivi Varlina; Yasraf Amir Piliang; Ruly Darmawan; Tri Sulistyaningtyas
JURNAL SOSIAL HUMANIORA (JSH) Vol 16, No 1 (2023)
Publisher : Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j24433527.v16i1.17810

Abstract

In the contemporary context, the significance of utilizing online media as an information portal cannot be overstated. This importance is particularly pronounced during the Covid-19 pandemic, as people actively seek information through online platforms to meet their informational requirements. The primary objective of this research is to investigate the visual elements employed in Covid-19 campaigns, with each element carrying meaningful representations. To accomplish this, the researcher employs visual culture studies to analyze Covid-19 campaigns from a neurophysiological perspective. The methodology involves employing a semantic differential scale and principal components analysis (PCA) with the participation of 22 respondents, who assess 12 binary paired adjective concepts. The analysis centers on four images sourced from the online media platform www.covid19.go.id. The findings indicate that people perceive visual objects influenced by technology in a manner that involves recognition. Each visual element serves as a representation of knowledge and is linked to specific ideas. From a modern neurophysiological standpoint, technology-mediated visual elements lead to logical and constructive outcomes while exhibiting unique affordabilities. These research findings impart valuable insights to the Government of Indonesia, underscoring the importance of considering physiological, affective, and aesthetic aspects of visual elements in formulating their pandemic campaign policies
Perancangan Adaptasi “Gaya Stilasi” Tokoh Wayang Kulit untuk Pemanfaatan pada Virtual Reality (Studi Kasus: Tokoh Rahwana) Akhmad Syaiful Anwar; Irfansyah Irfansyah; Tri Sulistyaningtyas
Ars: Jurnal Seni Rupa dan Desain Vol 26, No 1 (2023): April 2023
Publisher : Fakultas Seni Rupa dan Desain, Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/ars.v26i1.8871

Abstract

Wayang adalah boneka tiruan orang yang terbuat dari pahatan kulit atau kayu yang dapat dimanfaatkan untuk memerankan tokoh dipertunjukan drama tradisional (Bali, Jawa, Sunda, dan sebagainya), biasanya dimainkan oleh seseorang yang disebut dalang. Perkembangan zaman yang semakin pesat dengan pengaruh globalisasi yang mampu menggeser budaya lokal, praktis budaya lokal semakin ditinggalkan, selain itu wayang sebagai salah satu budaya yang mulai ditinggalkan karena dinilai tidak mempresentasikan anak remaja zaman sekarang Tujuan dari penelitian ini adalah merancang karakter tokoh pewayangan Rahwana yang diadaptasi dari wayang kulit purwa gagrak Jawa timur dengan gaya visual Stilasi untuk pemanfaatan pada Virtual Reality. Prosedur   penelitian yang digunakan pada penelitian ini adalah, Multimedia Development Life Cycle (MDLC). Hasil penelitian menunjukkan perancangan karakter Rahwana ini dapat diimplementasikan dalam virtual reality sehingga dapat menjadi inovasi baru dalam usaha pelestarian budaya wayang.