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3P Strategy in Verrel Bramasta's Political Marketing in the 2024 Legislative Election: Instagram Social Media Content Analysis Muhammad Alif Ariga; Asri Nur Mahdia Devi; Bintan Auliya Qurrota A’yun; Syarifah Nur Aini
Jurnal Komunikasi dan Bisnis Vol. 12 No. 2 (2024): November
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Institut Bisnis dan Informatika Kwik Kian Gie

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46806/jkb.v12i2.1229

Abstract

This research is based on the phenomenon that occurred in the 2024 general election, where political marketing has become a common instrument used by candidates or political parties. This is done to approach the public to gain support that allows them to win political office. This research aims to analyze the 3P (Push, Pull, Pass) strategy used by Verrel Bramasta in his political campaign in the 2024 legislative elections, focusing on the Instagram social media platform. In the context of political marketing, social media has become an important tool to gain public support and build a candidate's image. This research adopts a qualitative approach with the data collection technique of documentation from Verrel Bramasta's Instagram posts during a certain campaign period. The content analysis method is used to decipher the meaning of his political campaign content by paying attention to the use of the 3P strategy and its impact on public perception and voter participation. The results of this study show that the use of social media can strengthen the image and gain support from voters, which increases the chances of winning.
Pengaruh Pelaksanaan Teaching Factory dan Motivasi Kerja terhadap Kesiapan Kerja Syarifah, Nur Afni; Rijanto, Tri; Anifah, Lilik
Jurnal Pendidikan Teknik Elektro Vol 5 No 2 (2024): Jurnal Pendidikan Teknik Elektro
Publisher : Jurusan Teknik Elektro Fakultas Teknik Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpte.v5i2.449

Abstract

The research conducted aims to (1) analyze the effect of implementing a teaching factory on the work readiness of class XII DKV students at SMK Negeri Surabaya; (2) analyze the influence of work motivation on the work readiness of class XII DKV students at SMK Negeri Surabaya. The method used in this research is ex-post facto research, which observes and studies the influence between the independent and dependent variables. The subjects of this research were students in class XII DKV at SMK Negeri Surabaya, totaling 204 students. The results of this research show that (1) there is an influence of the implementation of the teaching factory on students' work readiness (2) There is an influence of work motivation on students' work readiness with significance. From the hypothesis test results, the dominant variable is work motivation on work readiness. The following variable is the teaching factory implementation variable on work readiness.
Qualitative Content Analysis of Education Digital Literacy in Nitijana Game Syarifah Nur Aini
Informasi Vol. 55 No. 2 (2025): Informasi
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/informasi.v55i2.89898

Abstract

The massive spread of narratives tied to emotional constructs such as threats and hatred has brought about destructive impacts on society. There is a growing need to enhance knowledge and skills in media engagement, particularly in responding to circulating information. Digital literacy has become a crucial aspect that must be improved by the information society. Through an education-entertainment approach, Nitijana emerges as a medium for digital literacy education in the form of a game. This study examines the digital literacy elements presented in the Nitijana game through qualitative content analysis. The analysis draws on Japelidi's components of digital literacy, Schell's game development framework, and the concept of cyberspace to dissect this phenomenon. Users are able to play the game while simultaneously learning and practicing various aspects of digital literacy, such as fact-checking hoaxes and verifying information. The findings of this research reveal several aspects of digital literacy, including access, selection, comprehension, analysis, verification, evaluation, participation, and distribution. Meanwhile, the fundamental elements found in the Nitijana game include its mechanics, storyline, and aesthetics. It is hoped that this article will contribute to the field of communication science, particularly in the areas of entertainment media and digital literacy.