cover
Contact Name
Muhammad Wali
Contact Email
journal@stmiki.ac.id
Phone
+62651-7552408
Journal Mail Official
jimik@stmiki.ac.id
Editorial Address
Jl. Teuku Nyak Arief No. 400 Jeulingke Banda Aceh
Location
Kota banda aceh,
Aceh
INDONESIA
Jurnal Indonesia : Manajemen Informatika dan Komunikasi
ISSN : 27768074     EISSN : 27237079     DOI : https://doi.org/10.35870/jimik
Core Subject : Science, Education,
Jurnal Indonesia: Manajemen Informatika dan Komunikasi is a scholarly publication dedicated to advancing the fields of information technology and communication management in Indonesia. The journal serves as a platform for researchers, academicians, practitioners, and policymakers to share their insights, knowledge, and expertise in these domains. This journal is a peer-reviewed online journal dedicated to high-quality research publications focused on research, implementation. Jurnal Indonesia: Manajemen Informatika dan Komunikasi is a scholarly publication dedicated to advancing the fields of information technology and communication management in Indonesia.
Articles 684 Documents
PERSEPSI MAHASISWA FAKULTAS HUKUM UNIVERSITAS MULAWARMAN TERHADAP PROGRAM ACARA TALKSHOW “HOTMAN PARIS SHOW” DI INEWS TV Rahman, Abdul; Nurliah
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 4 No. 3 (2023): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v4i3.331

Abstract

I-News TV has started to include entertainment and talkshows in its programs, one of which is the Hotman Paris Show. The Hotman Paris Show program continues to be broadcast on television in several episodes which are controversial or prohibited. The impact of the figure of Hotman Paris is reflected in the motivation that creates perceptions among Law Faculty students. One of the things that went viral was the perception of new students at the University of North Sumatra, Medan, because they saw the Hotman Paris Show program as one of the reasons for entering the Faculty of Law. This study aims to find out the perceptions of students of the Faculty of Law, University of Mulawarman towards the "Hotman Paris Show" talk show program on iNews TV. The phenomenon of I-News TV which incorporates entertainment and talkshows into its program range, one of which is Hotman Paris Show I-News Tv, which originally presented news and sports programs. The research method used is descriptive qualitative method of gathering information through observation, interviews, documentation and internet searching/document research. Sources of information using purposive sampling are informants who are directly related to research, namely students of the Faculty of Law, University of Mulawarman who have participated in public speaking. The results of the study show that perceptions of the "Hotman Paris Show" Talk Show Program on iNews TV are quite diverse, the selection perception that the Hotman Paris Show program has appeal because the hosts are lawyers. the perception of the organization where the informant felt that the "Hotman Paris Show" program was considered to be lacking in discussing and studying legal issues. Perception of interpretation where informants can judge that the "Hotman Paris Show" Talk Show Program still needs to be reviewed for the concept of the program which is addressed to whom the program is targeted at. The results of the study are in accordance with Lasswell's definition that communication delivered to the communicant from the communicator through certain channels either directly/indirectly aims to have an impact/effect on the communicant according to what the communicator wants. The indicators of student perceptions in this study are perceptions of selection, perceptions of organization and perceptions of interpretation.
INTERAKTIVITAS PENGUNAAN MEDIA SOSIAL INSTAGRAM KAHE.ID DALAM MENINGKATKAN CUSTOMER ENGAGEMENT Komalasari, Putri; Alfando W.S, Johantan
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 4 No. 3 (2023): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v4i3.332

Abstract

Currently, marketing a product can be done anywhere and anytime when needed, with the existence of increasingly sophisticated technology, product marketing can be traded or traded via the internet. Instagram is one of them which is a type of new media that can be used as a means or tool in the communication process. In the context of marketing on social media, especially Instagram, the level of customer engagement is the main indicator for business people and advertisers. This research aims to describe and analyse how the interactivity of using kahe.id Instagram social media in increasing customer engagement. The theory used in supporting this research is New Media. This research uses descriptive qualitative research methods. The type of data presented is observation and interviews using primary data through key informant and informant data sources, secondary data through document sources, e-journals, books, articles and documentation. The analysis technique used is qualitative data analysis interactive model developed by Miles & Huberman. Based on the results of the study, it can be seen that Kahe.id only applies several models from 3 interactivity concepts. Through the user to user element Kahe.id applies three models namely monologue, feedback and responsive dialogue and does not apply the mutual discourse model. Then on the user to system element, Kahe.id only applies one model, namely adaptive interaction and does not apply the computer-based interaction model. Then in the user to document element, Kahe.id only applies the content on demand model. While packaged content & content exchange are not applied. Some of these models are used to maintain Kahe.id customer engagement.
TATA KELOLA REKAM MEDIS BERBASIS TEKNOLOGI INFORMASI DALAM MONITORING KUNJUNGAN PASIEN IGD DENGAN MENGGUNAKAN METODE AGILE Hartono, Adellia Permatasari; Syahidin, Yuda; Sari, Irda
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 4 No. 3 (2023): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v4i3.333

Abstract

This study aims to simplify and expedite the processing of patient data, as well as the preparation of reports for officers. In addition, it aims to design an information system for emergency room patient visits to process patient data more quickly and effectively. This study employs a qualitative method with a descriptive approach. Data collection techniques include observation, interviews, and supplemented by literature study. The development method follows agile principles. The problems identified in this study are as follows: There is no information system for emergency patient visits, and the patient visit data for emergency departments are still being recorded using Microsoft Excel. With the implementation of this information system, officers can process patient data quickly and easily, as the computerized system is more organized and better integrated than before.
FENOMENA TRASH-TALKING ANTAR PEMAIN GAME ONLINE MOBILE LEGENDS: BANG BANG (STUDI KASUS MAHASISWA ILMU KOMUNIKASI UIN SUMATERA UTARA) Marcella, Dean; Sazali, Hasan
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 4 No. 3 (2023): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v4i3.335

Abstract

Game Mobile Legends: Bang Bang is one of the most popular online games in Indonesia. One thing that is popular in the game is the trash-talking behavior. This research appears to find the meaning of trash-talking in the online game Mobile Legends. Using a qualitative-descriptive research method by finding data sources using the interview method with 5 informants who were determined by the purposive sampling method with the conditions that they were Communication Science students at UIN North Sumatra, active players in the Mobile Legends game: Bang Bang and were at epic levels/ranks. The analysis technique uses equivalent analysis. The results of the study show that there are 6 forms of trash-talking categories, namely: 1). Intelligence, including: Stupid, Stupid, Stupid, Paok, Use Your Brain, Blog/Impossible, and Remove ML. 2). Disgusting animals, including: Dogs, Asu, and Anjrit 3). Sexuality, including: Kimbek 4). Status, including: Yteam 5). Physical, including: Blind Map and 6). General includes: Bastard, Lol, and Jancok . Some of the things that cause them to issue trash-talking words are getting team members with very bad games, getting lost, and players who are AFK (Away From Keyboard) or leave the game during the game.
POLA KOMUNIKASI VIRTUAL DALAM PENGGUNAAN E-SPORT GAMES (STUDI KASUS : MOBILE LEGENDS DI KALANGAN MAHASISWA ILMU KOMUNIKASI UIN SUMATERA UTARA) Al Fayyad, Muhammad; Sumanti, Solihah Titin
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 4 No. 3 (2023): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v4i3.336

Abstract

This research purpose to know the Virtual Communication Patterns of the game Mobile Legends in the University of Communication Studies of UINSU. The research uses descriptive qualitative research methods with a virtual ethnographic approach. Data collection using interviews to 5 sources and library studies. The results of the research showed that the virtual communication pattern of the Mobile Legends game uses Whatssapp media and game conversation media to invite UINSU Communication Sciences students to play, discuss, and give commands and instructions while the game is taking place using Mobile Legend conversation media using everyday, gaul and informal language as well as using stickers or emoticons available on both media. But few use direct or face-to-face communication. Reactions or feedback obtained such as expressing anger when losing in a game and using words unpolite, happy or happy at the time of winning the game, each player can give instructions and orders at the moment of the game subsug so that they follow the instructions in order to win the game. The communication pattern they use is a network of all channels, because anyone can communicate with others in the game.
PERAN KOMUNIKASI KELUARGA DALAM MENGONTROL PENGGUNAAN GADGET PADA ANAK USIA DINI DI KECAMATAN PERCUT SEI TUAN Apriani, Afni; Harahap, Nursapia
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 4 No. 3 (2023): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v4i3.337

Abstract

Family communication is inseparable from the relationship between parents and children. In a family, not only parents but also children use gadgets. In fact, almost the average parent associates the use of gadgets with early childhood. Of course this is a challenge in establishing good communication so that parents can control the use of these devices so that their use remains within reasonable limits. This study aims to determine the role of communication used by parents in controlling the use of gadgets in early childhood in Percut Sei Tuan District. In this study used a qualitative method with a phenomenological approach. Then the researcher obtained the data by using observation, interview and documentation techniques. The source of information in this research is Percut Sei Tuan's parents. Data analysis was carried out descriptively and variation techniques and reliability tests were used for validity. The results of this study indicate that in a family, parents control the decision-making process about what children do.
REPRESENTASI GENDER PEREMPUAN DALAM PENGAMBILAN KEPUTUSAN PADA KELUARGA DI KABUPATEN SIMALUNGUN Atikah, Nabila Nur; Sumanti, Solihah Titin
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 4 No. 3 (2023): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v4i3.338

Abstract

Decision making is a definite step taken in looking for something solutions to problems that occur. In the family the decisions are usually taken over by men. However, at this time the decision was not only for men, but also for women also participate in decision making in the family. Research has a purpose to analyze gender representation in family decision making. This research uses a case study in Simalungun Regency, North Sumatra. Method the research used is a qualitative method. Collection of data sources is done using interview techniques directly to 10 respondents. Research result raises new conclusions where the female gender does not have a deep gap take decisions or policies in the family that are carried out jointly between husband and wife on domestic roles and public roles in society. In this case women share in the problems that exist in the family. With each other support and cooperation between husband and wife. So there is no difference between female and male.
PEMANFAATAN APLIKASI MESSAGING TELEGRAM @XKWAVERS SEBAGAI MEDIA KOMUNIKASI FANS K-POP DALAM MENINGKATKAN VALUE DIRI DAN KESADARAN BERAGAMA (STUDI KASUS PADA ANGGOTA GC TELEGRAM @XKWAVERS) Lisanda, Siska; Monang, Sori
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 4 No. 3 (2023): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v4i3.339

Abstract

This research was conducted to find out how the Xkwaver community utilizes the Telegram messaging service application as a communication medium to support its mission of becoming a safety place for Kpop and Kdrama fans to learn Islam and develop insights. The method used is a qualitative method with a descriptive approach, where the researcher explains his research with data sourced from interviews, observations, and documentation. From the results of the study it was found that the programs launched by the Xkwaver community via Telegram were able to invite community members to improve their quality of life and religious awareness. With the features provided by Telegram, it is felt efficient and effective for staff members to reach Xkwaver members.
SIMULASI SKEMA UNIVERSAL FILTERED MULTI-CARRIER (UFMC) PADA SISTEM KOMUNIKASI DIGITAL Fauzan, Rafi Ardhan; Wellem, Theophilus
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 4 No. 3 (2023): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v4i3.340

Abstract

Universal Filtered Multi-Carrier (UFMC) is a multi-carrier modulation scheme that is an alternative to the Orthogonal Frequency Division Multiplexing (OFDM) scheme currently used in 4G communication systems and wireless local area networks (WLAN). The weakness of OFDM lies in the high peak-to-average power ratio (PAPR) value and out-of-band (OOB) emission which can cause interference between carriers. UFMC is one of the schemes used to overcome the weaknesses of OFDM. This research aims to study the performance of UFMC for data transmission on AWGN channel with 256-QAM, 1024-QAM, and 4096-QAM modulation. In addition, 256-point, 512-point, and 1024-point FFTs were also used to see the effect on the achievable bit error rate (BER) and PAPR value. The simulation results show that for all simulated FFT sizes and QAM values, 256-QAM produces the lowest BER value. Using a 1024-point FFT, a BER of 10-3 can be achieved with an SNR of 20 dB. The lowest PAPR value obtained in the simulation is 7.1891 dB.
IMPLEMENTASI KARTU MEMBER PADA APLIKASI POINT OF SALES BERBASIS WEB DALAM MENDUKUNG PROGRAM PKH (STUDI KASUS : TOKO MENIKWATI) Wahyudi, Dikky; Suprihadi
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 4 No. 3 (2023): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v4i3.341

Abstract

Store is a place where buying and selling transactions between sellers and buyers. However not everyone can buy the things needed to fulfil of their daily needs, especially for families bear status of poor families. This raises various problems even do criminal acts in order to fulfil their needed. On the other hand one of the government’s goals is reduce the poverty rate. Based on the core of problem, this research focuses on implementing member cards on web-based point of sales applications to support of the PKH program (Case Study : Menikwati Store). It is hoped this application can help prosper the economoy for families with poor family status, overcome poverty, and support the PKH program to successfully. The development of this point of sales application use waterfall method, with the programming language used is PHP, JavaScript, Ajax and Laravel Framework. For application testing using User Acceptance Test (UAT) with the black box testing.