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Analisis Isi Pelanggaran Etika Artikel Produk Kesehatan di Apotek Online Medicastore.com Manalang, Archie Rafael; Berto, Agustinus Rusdianto; Utoyo, Arsa Widitiarsa
Jurnal Riset Jurnalistik dan Media Digital Volume 4, No. 1, Juli 2024 Jurnal Riset Jurnalistik dan Media Digital (JRJMD)
Publisher : UPT Publikasi Ilmiah Unisba

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/jrjmd.v4i1.4012

Abstract

Abstrak. Apotek online Medicastore.com rutin menerbitkan artikel tentang kesehatan dan produk kesehatan untuk meningkatkan performa di mesin pencari, jumlah kunjungan, dan minat pembeli. Penelitian ini menganalisis artikel yang diterbitkan sepanjang tahun 2022 berdasarkan Etika Pariwara Indonesia dan Kode Etik Usaha Farmasi (KEU Farmasi) Indonesia terkait promosi digital. Hasilnya menunjukkan bahwa Medicastore patuh dalam hal tidak mengeksploitasi ketakutan, tidak menggunakan diagnosis yang tidak pasti, dan tidak membuat klaim manipulatif. Mereka juga konsisten menyediakan informasi lengkap terkait produk kesehatan. Namun, ditemukan kelemahan seperti tingginya pembuatan janji yang belum terjamin, kurangnya klaim yang sesuai dengan Kriteria Umum KEU Farmasi, kurangnya dukungan atau bantahan terhadap klaim yang dinyatakan, dan kurangnya bukti yang berbimbang. Abstract. The online pharmacy Medicastore.com regularly publishes articles about health and health products to improve search engine performance, visitor numbers, and buyer interest. This study analyzes articles published throughout 2022 based on the Indonesian Advertising Ethics and the Indonesian Pharmaceutical Business Code of Ethics (KEU Farmasi) related to digital promotion. The results show that Medicastore complies well by not exploiting fear, not using uncertain diagnoses, and not making manipulative claims. They also consistently provide complete mandatory information regarding the health products discussed. However, there are weaknesses such as the high frequency of unguaranteed promises, the lack of claims that meet the General Criteria of the KEU Farmasi, insufficient support or rebuttals for the claims made, and a lack of weighted evidence.
Pemetaan Youtube sebagai Dasar Pengembangan Strategi Komunikasi Timnas U-23 Zuraida, Evan Akira; Rusdianto Berto, Agustinus; Utoyo, Arsa Widitiarsa
Ranah Research : Journal of Multidisciplinary Research and Development Vol. 6 No. 6 (2024): Ranah Research : Journal Of Multidisciplinary Research and Development (Septemb
Publisher : Dinasti Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/rrj.v6i6.1145

Abstract

Studi ini menyoroti peran YouTube dalam perbincangan publik terkait pertandingan sepak bola, khususnya mengenai Tim Nasional Sepakbola U-23 Indonesia melalui YouTube. Masalah yang diidentifikasi adalah rendahnya tingkat interaktivitas dan keterlibatan penggemar dalam diskusi digital. Melalui pendekatan Analisa Jaringan Sosial, data dikumpulkan dari komentar pada video pertandingan dan dianalisis menggunakan perangkat lunak Netlytic untuk memetakan struktur jaringan sosial dan mengidentifikasi aktor-aktor kunci dalam diskusi. Hasil studi menunjukkan bahwa komentar-komentar di YouTube cenderung tersegmentasi ke dalam komunitas-komunitas tertentu dengan interaksi yang minim antara pengguna. Meskipun banyak komentar yang muncul, tingkat interaktivitas masih rendah. Studi ini diharapkan dapat meningkatkan keterlibatan penggemar dan merespons umpan balik secara lebih efektif.
Praktik Jurnalisme Robot Sebagai Akhir Profesi Jurnalis Utoyo, Arsa Widitiarsa; Putranto, Algooth
Jurnal Mahardika Adiwidia Vol. 1 No. 2 (2022): Mahardika Adiwidia 2022
Publisher : Magister of Communication Science, Sahid University Jakarta.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36441/mahardikaadiwidi.v1i2.1078

Abstract

Major media corporations in the West have begun to use AI (Artificial Intelligence) to write news. In Indonesia, news site Beritagar.id is the first to use AI to write news. Is "artificial intelligence" technological development the final sign of human role as news reporters? For science fiction genre film fans, Skynet artificial intelligence or AI system is familiar in the Terminator trilogy. Determinism of technology can be interpreted as due to the influence of technological developments. Moreover, it can not be denied that the presence of cyber media and citizen journalism movement directly or indirectly impacts the media that has been considered the ruler of information production and distribution. This condition occurs because the internet provides easy access to citizens by accessing information, producing information, and even producing news produced, causing the pattern of social democracy to change. 
Reformasi Birokrasi untuk Mewujudkan Birokrasi Kelas Dunia untuk Meningkatkan Pelayanan Publik di Jakarta Utoyo, Arsa Widitiarsa; Razali, Geofakta; Saksono, Eko Hari
Jurnal Mahardika Adiwidia Vol. 1 No. 2 (2022): Mahardika Adiwidia 2022
Publisher : Magister of Communication Science, Sahid University Jakarta.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36441/mahardikaadiwidi.v1i2.1081

Abstract

Utilization of information technology in realizing the bureaucracy to improve public services to the community is very important at this time, given the increasingly rapid development of technology. The development of information technology realizes the absence of clear boundaries between one region and another in Indonesia. Currently, how the government in Jakarta has been able to utilize information technology facilities and infrastructure to provide excellent service to the community. So that services can be provided quickly, precisely, and easily. The research method used in this study is qualitative research using a descriptive approach. This qualitative research is used to examine the condition of the object scientifically how the use of information technology can be able to provide changes to the public service bureaucracy in Jakarta so that services can be enjoyed by all levels of society. 
“Media Sosial, Uang dan Politik” Studi Kasus: Dana Kampanye dalam Siklus Pemilihan Presiden Indonesia 2019 Utoyo, Arsa Widitiarsa
Jurnal Mahardika Adiwidia Vol. 3 No. 1 (2023): Mahardika Adiwidia 2023
Publisher : Magister of Communication Science, Sahid University Jakarta.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36441/mahardikaadiwidi.v3i1.1760

Abstract

Memahami apakah dan bagaimana penggunaan politik dari platform-platform utama berdampak pada pemilihan umum sangat dibutuhkan mengingat penggunaan media sosial yang tersebar luas dan terus berkembang di kalangan pemilih dan tokoh politik. Khususnya, ada kelangkaan penelitian tentang penggunaan kampanye, yang sebagian besar berfokus pada taktik keterlibatan politisi atau upaya untuk mengukur pengaruh penggunaan media sosial terhadap pengetahuan, keterlibatan, atau pemungutan suara. Meskipun media sosial telah diakui memiliki peran penting dalam politik Indonesia, hanya sedikit yang memikirkan konsekuensi dari pembiayaan kampanye politik. Hasil finansial dari inisiatif media sosial dikuantifikasi untuk pertama kalinya dalam penelitian ini. Para penulis meneliti hubungan antara subjek dan volume konten media sosial dengan pendanaan kampanye yang diterima oleh kedua kandidat dalam pemilihan presiden Indonesia tahun 2019 dengan membentuk visualisasi data tingkat kandidat dari Facebook dan Twitter, Google Trends, tampilan halaman Wikipedia, dan catatan donasi Komisi Pemilihan Umum (KPU). Dengan mengontrol masa jabatan, populasi negara, dan pencarian informasi tentang kandidat, para penulis menemukan bahwa dengan menggunakan pendekatan pembelajaran tanpa pengawasan untuk mengidentifikasi tema-tema dalam konten kandidat di berbagai platform, mereka menemukan bahwa postingan yang lebih sering secara keseluruhan dan konten yang berhubungan dengan isu-isu terkait terkait dengan pendapatan donasi yang lebih tinggi. Namun, konten yang berhubungan dengan kampanye memiliki dampak yang lebih kuat daripada yang terakhir ketika jumlah dan bukan nilai sumbangan yang diperhitungkan.
Introducing Gamification Methods To High School Student At Bina Nusantara University Alam Sutera Arsa Widitiarsa Utoyo
Journal of Games, Game Art, and Gamification Vol. 3 No. 1 (2018)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v3i1.7231

Abstract

Exploration studies in this article highlighted approaches that wearable to increase the value of gamification method to examine the impact of the role of facilitator in the idea of the group. Through the activities, the children of high school/high school were invited as respondents. This activity aimed to stimulate creativity to produce a different settlement with the same results. The presentation material and workshops that used materials of paper and stationeries. Finally, this article outlines recommendations for teaching, learning, and apply gamification in decision making. This method is one of the modern methods of teaching and learning. It starts with forming groups, job descriptions, and the active participation of the students and by comparing the characteristics of the method by the way students learn gamification, the positive effects of this method on the educational attainment of students confirmed. Based on the finding of the study the researcher recommended encouraging faculty members to use gamification strategy in teaching, conducting more studies discussing this strategy and its relation to other variables such as critical thinking, conducting more studies on other samples from different study and age levels and from different environments. Keywords: gamification method, student, creativity, university students
Video Games as Tools for Education Arsa Widitiarsa Utoyo
Journal of Games, Game Art, and Gamification Vol. 3 No. 2 (2018)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v3i2.7255

Abstract

Computer and video games are a channel of evolution and productivity that is most consumed keeping the notice of scholars through a variety of disciplines. In general, computers and video games were ignored by educators. When educators considered the games, they noticed the social consequences of gambling, ignoring the remarkable educational potential of the game. This article looks at the history of educational research games and argues that the perceptive potential of games has been ignored by educators. Current developments in the game, including interactive stories, authoring tools, and digital world collaboration, suggest powerful new opportunities for educational media. Video games are an important part of improving education through its ability to force players to present realistic simulations of real-life situations. The beginning of the proper use of gaming technologies for education and training and there is no need for scientific and engineering methods to create games not only as a more realistic simulation of the physical world but to provide experience Effective learning. This document illustrates building up to date Integration of educational principles and game design into a dialogue between them and defining games that can be integrated based on design, entertainment, and educational features. The work follows a drawing tray that forms part of the framing definition and after selecting categories of design templates, before focusing on user interaction modes, from a pedagogical point of view, given its relevance to end users
Gamification Analysis for Motivation and Engagement Using Running Apps Nia Karlna; Arsa Widitiarsa Utoyo; Emmanuel Himawan Saptaputra
Journal of Games, Game Art, and Gamification Vol. 4 No. 1 (2019): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v4i1.7459

Abstract

Gamification is the application of game features, mainly elements of video games, in a context not related to the game in order to promote motivation and commitment to learning. The application of gamification in a pedagogical context provides some remedy for many people who feel alienated from traditional teaching methods. The use of gamification could provide a partial solution to the decrease in the motivation and commitment of the students that the user faces today. Specifically, the younger environment could benefit greatly from gamification not only for its enjoyment but also for a healthy life. This critical analysis of gamification literature wants to be part of a sequence on the effect of gamification on motivation and commitment. A methodology proposed in the study of the effects of gamification in motivation and commitment, as well as an empirical study, consists of a smartphone application that provides tracking and gamification elements. While the control arm consists of on an application designed identically only with the characteristics of tracking health information. The proposal will be made among young people who use applications on the day off from cars in Jakarta
Gamification Analysis in Ui And Ux for Parking Spot Apps Emmanuel Himawan Saptaputra; Arsa Widitiarsa Utoyo; Nia Karlna
Journal of Games, Game Art, and Gamification Vol. 5 No. 1 (2020): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v5i1.7470

Abstract

Advances in personal computing and information technology have been updated and published online or via mobile devices. Consequently, we must consider interaction as a fundamental complement of representation in cartography and visualization. The user interface (UI) / UX (user experience) describes a series of concepts, guidelines and workflows to critically reflect on the design and use of an interactive, map- based or other product. This entry presents the basic concepts of UI / UX design that is important for cartography and visualization, focusing on issues related to visual design. First, a fundamental distinction is made between the use of an interface as a tool and the broader experience of an interaction, a distinction that separates UI design and UX design. The phases of the Norman interaction framework are not a different form of interaction structure. Finally, three dimensions of the user interface design are described: the fundamental interaction operators that form the basic blocks of the interfaces, the interface styles that these primitive operators implement and the recommendations for the visual design of an interface.
ANOMALI TEORI STRUKTURASI PADA MEDIA ONLINE (KASUS KEPATUHAN TERHADAP PELANGGARAN HAK CIPTA) Putranto, Algooth; Utoyo, Arsa Widitiarsa; Delliana, Santi
El-Wasathiya: Jurnal Studi Agama Vol. 8 No. 1 (2020)
Publisher : Sekolah Tinggi Agama Islam Nahdlatul Ulama Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3517.556 KB) | DOI: 10.35888/el-wasathiya.v8i1.3934

Abstract

Abstrak: Teori strukturasi diperkenalkan oleh Anthony Giddens menjelaskan sistem sosial dibangun dan dilanggengkan dalam ruang dan waktu melalui hubungan timbal balik antara pelaku dan struktur. Melalui teori ini Giddens mencoba mencari jalan tengah dari pandangan dominan pada struktur dan pandangan human agency. Para aktor melakukan aktivitas berulang dalam mereproduksi struktur. Aktor atau agen ialah orang-orang yang secara berkesinambungan mengalami suatu persitiwa dalam kehidupan (Giddens 1979, 55). Sedangkan struktur didefnisikan sebagai aturan (rules) dan sumber daya (resource) yang terbentuk dari dan membentuk perulangan praktik sosial. Munculnya tindak pelanggaran Hak Cipta dengan berbagai bentuk danjenisnya, kuantitas maupun kualitas oleh media merupakan anomali dari praktik strukturasi akibat aktor yang melakukan aktivitas berulang dalam struktur justru mendukung pelanggaran tersebut. Penelitian ini menggunakan kerangka analisis teori strukturasi yang dikembangkan oleh Antony Giddens dan menggunakan pendekatan secara yuridis normatif yaitu merupakan studi dokumen, yakni dengan menggunakan sumber data sekunder berupa peraturah-peraturan, perundang- undangan, teori-teori hukum dan pendapat para sarjana hukum terkemuka terhadap pelanggaran hak cipta dalam konten yang diproduksi oleh media massa online.