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Contact Name
Bayu Dwi Nurwicaksono
Contact Email
bayudn@polimedia.ac.id
Phone
+6221-7864755
Journal Mail Official
jurnalmediasi@polimedia.ac.id
Editorial Address
Kampus Politeknik Negeri Media Kreatif (Gedung A, Lantai 1) Jalan Srengseng Sawah No. 17 RT/RW 008/003, Kel. Srengseng Sawah, Kec. Jagakarsa, Kota Jakarta Selatan, Prov. DKI Jakarta, Indonesia 12640
Location
Unknown,
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INDONESIA
MEDIASI Jurnal Kajian dan Terapan Media, Bahasa, Komunikasi
ISSN : 27219046     EISSN : 27210995     DOI : https://doi.org/10.46961/mediasi.v3i3
MEDIASI Jurnal Kajian dan Terapan Media, Bahasa, Komunikasi aims to publish articles related to the latest developments in communication science, media, and language studies in the creative industries. COMMUNICATION STUDIES marketing communication brand image advertising public relations popular culture interpersonal communication organizational communication intercultural communication cross-cultural communication mass communication MEDIA STUDIES study of new media including social media and digital media (augmented reality, virtual reality, podcast) media political economy media (video, film, photography, advertising, music, animation) learning Media mass media including electronic media radio and television and print media book media design interactive game LANGUAGE STUDIES discussion about literacy literature language teaching critical discourse analysis writing learning translation forensic linguistics speech therapy language building text psycholinguistics lexicography comparative linguistics computational linguistics anthropolinguistics pragmatics
Articles 162 Documents
Utilization of the Maze Chase Wordwall Online Gamification Feature as a Digital Learning Medium for Statistics and Probability Subject Yuyun Khairunisa

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Abstract

Gamification is a process of combining in-game rules, namely patterns, design, and game mechanics that aim to changing non-game activities into learning activities to make them more attractive to users. That is what we want to prove in this research because games are believed to provide various benefits from the psychological aspects of user both cognitively, emotionally, and socially, so that they can increase the interest and interactivity of students. The method used is descriptive quantitative. There are several online gamification platforms that are widely used, one of which is “wordwall”. The author makes use of one of the online features on the platform and then evaluates learning outcomes. The result of the study shows that the value as a benchmark for learning outcomes obtained by students after the application of the gamification feature is greater than before the online gamification feature was implemented.
Photogram: The Art of Recording Shapes in Photography as Media for Enhaching Creativity in Children's Communication Ni Made Widiastuti

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Abstract

Photogram is a technique that produces images without using a camera as an image recording aid. However, it makes more use of sunlight and chemicals as recording materials. The photos from this photogram are in the form of a silhouette or an outline of the object being recorded. Considering the dangers of chemicals for children, using natural dyes is friendlier to them. Therefore, the process of conveying messages through photographs by children can run well. This study aims to analyze the 4P elements (Personal, Process, Press, Product) of photogram's work as an enhancer of creativity in children's communication. This study uses a descriptive qualitative approach which will elaborate the data by describing them into sentences. The technique of collecting data is in the form of observing photogram works, documenting the work and looking for references through literature study. The photographic works produced by the children will be studied in terms of creativity by describing the 4P elements. Apart from that through the photographic works produced by these children, it can be concluded that creativity arises because of one's own interaction with the environment which is then processed and supported by the people around them and the environment so that it becomes creative photogram work. It is also intended that photogram can become an alternative media in honing children's creativity in communicating with their environment.
Logical Fallacy Argumentation on Testimonials on Homeshopping Television Show Syahyuni Srimayasandy

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Abstract

The decision to purchase a product is inseparable from the buyer's trust in a product. Testimonials are a tool for marketers to eliminate consumer barriers about the product to be purchased. Testimonials on home shopping television products tend to be controllable. The selection of sources, the use of scripts, and the editing process can be a form of media control over the information received by the public. This study focus on analyzing testimonials from the logical side of the testimony content. The method used to analyze this logical fallacy is qualitative content analysis. The text is separated using Toulmin's model into three parts, namely claim, ground, and warrant. This research uses a logical fallacy as a tool to evaluate the logic of the testimony in terms of content. The results of this study found that there was a logical fallacy in the testimony content. The fallacies include generalization fallacy, fallacy fallacies, fallacy of composition, appeal to wealth fallacy, appeal to pity, dan appeal to force.
The Communication Experience of Blind Writers (Phenomenology Study at the Library of Braille Publishing House Abiyoso Bandung) Junaidin Junaidin; Irham Irham

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Abstract

The aim of this study is to know and to understand the communication experience of blind writers in the aspect of reading and writing activity. The communication experience of blind readers and writers is a process about deep reading and writing activities, whether they read braille books orwrite some inspirational works. This awareness resulted from the willingness as well as the ability to practice of reading and writing either as a physical or as a psychological experience. The method used in this study is qualitative method with a phenomenological approach. Data collection used several techniques such as observation, depth interviews and documentation. The techniques were suitable for exploring and examining the communication experiences of blind readers and writers. This study found that the experiences among blind people communications in reading and writing activities are actually combinations of physical and psychological experiences.
The Gatekeeping of iNews.id about News on Worship in Mosques Due to the Covid-19 Pandemic Shania Shaufa; Thalitha Sacharissa Rosyidiani

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Abstract

This article explains about online media iNews.id in implementing gatekeeping function. This study aims to find out how gatekeeping efforts iNews.id in the production process on the issue of preaching restrictions on worship in mosques during Ramadan in 2020. During the Covid-19 pandemic, the current media situation, especially in the midst of a crisis, encourages the public to become heavily dependent on media coverage. With a qualitative approach, researchers analyzed five levels of influence on the gatekeeping process in online media iNews.id. The results of this study show that factors that influence the way iNews.id in the production process of preaching restrictions on worship in mosques due to the Covid-19 pandemic are the individual level of media workers, the level of media routine, the organizational level, the extramedia level, and the social system level. The conclusions of this study state the most dominant levels is the organization level and the media routine level in the iNews.id.
Utilization of Instagrams as a Medium of Self-Existence on Lettering Arts Activities Mohammad Insan Romadhan; Muchamad Rizqi; Ajeng Ferdiawati

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Abstract

This study examines the existence of lettering artists by utilizing Instagram social media. The authors are interested in examining Nur Awaludin’s image because Nur Awaludin’s track record and works which can be found in several places. In addition, not many people know about lettering artists although they enjoy the work they make. The theory used in this study is the impression management theory from Erving Goffman. The method used in this study is descriptive qualitative data collection technique through the results of in-depth interview with informants, observations, and documentation study through social media Instagram. The results showed that Nur Awaludin used Instagram and its features. Nur Awaludin also showed good impressions and was in accordance with the image that was built as a lettering artist by following the Subletter community and by creating a team project called Kid Project.
Representation of Millennial Generation in Dalang Pelo’s Animation: An Overview of Narrative and Visual Aspects Lestari Kusuma Dewi; Aswan Aswan

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Abstract

Each animator has a characteristic in framing the story and visuals in their animated film. This phenomenon is interesting to study considering that currently the millennial generation dominates animated films. This study aims at describing how the millennial generation is represented by the animation of Dalang Pelo. This study uses a qualitative research method with a descriptive analysis. The findings in this study are the representations of themillennial generation through narrative and visual aspects in the animated film Dalang Pelo. The animator represents the narrative story in a simple animation with three acts, and this shows that the millennial generation does not like complicated things. Findings from the aspect of cinematography are used to support dramatic functions, narrative delivery, and story themes in animation that viewers, especially the millennial generation, who tend to be easily carried away with feelings can enjoy the story.
Commodification of Children on Social Media Endorsement (Case Study on @zaskiaadyamecca's Instagram Account) Nurul Akmalia; Septia Ardiani

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Abstract

This study explores how commodification practices occur through promotional uploads or commonly known as endorsements on social media accounts of public figures (influencers). Influencers, as people who are considered capable of influencing the audience, take advantage of this fame to carry out promotional practices that involve their families, even their children. This economic practice is not only considered as exploitation, but is specifically known as the commodification of children. The presentation of this research was carried out using a case study approach on one of the Instagram influencer accounts, Zaskia Adya Mecca. Uploads on her Instagram with handle called @zaskiaadyamecca were analyzed using the social semiotics method with derivatives of visual communication analysis tools. Document studies were also conducted on Zaskia's promotional or endorsement fee involving her family and children. This information is secondary data to provide validation for arguments regarding commodification practices communicated visually through Instagram. The results of the research based on visual communication and document studies are that the practices on the Instagram account is indicated to be commodifying children.
Book as a Representation Medium of the Author’s Ideology Nova Darmanto; Nurul Akmalia

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The texts written by the authors have had a tremendous influence on human civilization. The book was used as a control tool for royal power institutions by creating rules through language discourse. This study intends to analyze the media of books to represent the authors’ ideologies. The method used in this research is descriptive qualitative by conducting analyses through literature studies and representation approach. This study indicates that writing a book represents and forms its identity. The authors make writing in the form of messages on book by using language to explore knowledge and find information that is different from the ideological ideas. Each writer’s ideology emphasizes his efforts to create a thought system through symbolic practices structured by messages in written text. It will then affect the provision of knowledge or information to readers. Not only that, but publishers also took part in determining messages in the book. Publishers have many interests. The interests are various, including political, economic, and religious interests. The contention between book publishers’ policies and theideology of writers ended with the emergence of the decision to publish a written text as a symbol that reflects the author’s ideology.
Literature Study of Legal Protection of Intellectual Property Rights in Creative Industries Wahyu Suwarni

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Legal protection can be carried out for products of creative industries, including copyrights of books, merchandising, photography, computer programming, music and song, trade secrets, brands and patents. The purpose of this study is to determine the importance of legal protections in the creative industry, through a normative juridical approach with describing the characteristics of legal events. The results of the literature review show that the existence of preventive legal protection (i.e. preventive measures) in the form of registration and repressive (after an intellectual property work violation) takes the form of sanctions. Specific legal protections have been given to the creative industrial products that have been registered through the Directorate General of Intellectual Property with a certificate of Intellectual Property Rights as an evidence to get the protection.

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