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Aslan
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INDONESIA
Jurnal Komunikasi
Published by CV. Adiba Aisha Amira
ISSN : -     EISSN : 29881331     DOI : Zenodo
Core Subject :
Jurnal Komunikasi menerbitkan artikel penelitian dari berbagai topik dalam ilmu komunikasi. Jurnal merupakan ruang interdisipliner yang mewadahi penelitian terkait komunikasi dan media yang tidak terbatas pada komunikasi interpersonal, komunikasi massa, periklanan, strategi komunikasi, dan studi media.
Arjuna Subject : -
Articles 213 Documents
EVALUASI LAYANAN MOOC APLIKASI PINTAR MENGGUNAKAN FRAMEWORK ITIL V4 PADA PUSDIKLAT TEKNIS KEMENAG RI Yevi Grata Putra; Tata Sutabri
Jurnal Komunikasi Vol. 2 No. 5 (2024): Jurnal Komunikasi
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The Technical Education and Training Center (Pusdiklat) of the Research and Development and Training Agency of the Ministry of Religion of the Republic of Indonesia plays a crucial role in increasing the capacity of human resources within the Ministry of Religion (Kemenag). The Technical Education and Training Center organizes technical training for Ministry of Religion ASN to improve their competence and professionalism. In the digital era, the use of information technology has become essential in the education and training process. The Indonesian Ministry of Religion's Technical Education and Training Center has adopted Massive Open Online Courses (MOOC) through the PINTAR application to improve the quality and accessibility of education for employees and the wider community. MOOCs, which first appeared in 2008, offer a flexible online learning model and are open to the public. The PINTAR application provides various learning materials in the form of articles, videos and assignments to improve the skills of ASN Kemenag. This research aims to evaluate the PINTAR application service using the ITIL V4 framework at the Indonesian Ministry of Religion's Technical Education and Training Center. The research methodology includes observation, interviews, and distributing questionnaires to collect data from users. The evaluation results show that the implementation of ITIL V4 improves service quality, user satisfaction and operational efficiency of the PINTAR application. However, there are several areas that need improvement, such as governance transparency, regular evaluations, and strengthening human and technical resources. This research provides recommendations for improving PINTAR application services through increasing transparency, strengthening the evaluation process, developing resource capacity, and integrating with other standards and best practices
PUBLIKASI DAN PROMOSI NOTARIS MELALUI MEDIA ELEKTRONIK DALAM PERSPEKTIF KODE ETIK DAN PERATURAN PERUNDANG-UNDANGAN Eka Ermala; Arga Chon Feriandref, Tri Widiastuti, Othman Ballan, Mubaraq, Duwi Aryadi
Jurnal Komunikasi Vol. 2 No. 5 (2024): Jurnal Komunikasi
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The purpose of this study is to find out and analyze the Perspective of the Notary Code of Ethics regarding the prohibition of Notary promotion publications through Electronic media (Internet) in the development of Technology and Information and how the legal consequences arising from violations of the Code of Ethics for the prohibition of publication and promotion of Notaries through electronic media, the provisions are in stipulate in the regulations of the Notary Code of ethics article (4) number (3) concerning the prohibition of the publication of Notary promotions in the form of advertisements, and UUJN article 17 concerning the prohibition of Notaries. so that there is a polemic that clashes between the Notary Position Act and the ITE Law where the UUJN and the Code of Ethics do not clearly and firmly regulate the limits on Promotional Publications in the form of Advertisements carried out by Notaries which can be categorized as a violation and Und The Notary Position Act seems very rigid and tarnishes the Principles and Objectives of Law Number 11 of 2008 concerning ITE and is not in accordance with the latest developments, science and technology, related to the research that the author proposes, the type of research is normative juridical. The research approach used is a research known in the Normative research method, namely the Statute Approach to examine violations of the codification of rules containing the Notary Code of Ethics, the Conceptual Approach to produce improvement concepts and the Case Approach. Approach) to examine the legal consequences of a Notary who violates the Code of Ethics. Sources of data used in this study are secondary data sources, primary and tertiary data
ANALISIS VIRTUAL REALITY PADA GAME VR CALL OF DUTTY DI GAME BLINK PADANG Fadhil Daifullah; M. Baitul Arifin, Muhammad Riski Swandi, Mohamad Halim, Rusdi Asmi Al Akila, Wahyu Pratama, Rini Nov
Jurnal Komunikasi Vol. 2 No. 5 (2024): Jurnal Komunikasi
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The integration of Virtual Reality (VR) technology into the Call of Duty gaming franchise has brought about significant advancements in gameplay experience and player engagement. VR technology enables players to immerse themselves more deeply into the game environment, enhancing realism and emotional involvement. This study examines various aspects of VR implementation in Call of Duty, including technological            advancements,             gameplay              impacts,            and       player perceptions.Technological advancements in VR have facilitated a more immersive gaming experience through devices like Oculus Rift and HTC Vive, providing players with 360-degree visual environments and enhanced sensory interactions. VR enhances gameplay in Call of Duty by allowing players to experience battles with heightened realism and strategic complexity, though it also presents challenges such as motion sickness and gameplay adjustments. Player responses to VR in Call of Duty vary widely, with some embracing the enhanced immersion while others face adaptation challenges. The study highlights the importance of optimizing game performance to ensure smooth visuals and reduce player discomfort, as well as designing intuitive interfaces and gameplay mechanics tailored for VR. Overall, the study underscores VR's potential to revolutionize gaming by providing deeper, more engaging experiences. Future research should continue exploring VR's long-term eflects on player behavior and health, while developers innovate to overcome technical challenges and expand VR accessibility
STRATEGI KOMUNIKASI POLITIK PDI-PERJUANGAN MEMENANGKAN KURSI TERBANYAK PEMILIHAN UMUM 2019 KABUPATEN SUMBAWA Rizky Alfatiha Suri; Abbyzar Aggasi
Jurnal Komunikasi Vol. 2 No. 5 (2024): Jurnal Komunikasi
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Legistaive election at 2019 in Sumbawa Regency, PDI-Perjuangan parties won the most seats in the legislative election by winning 6 seats as the parties with the most seats among other’s party factions, various political campaign efforts carried out by party to achieve its goals political possibilities are of course utilized, begining from social media as advice to carryng out political communication to several other political communication strategies to strengthen the mass base of political parties. This research aim to dig into the phenomenom of political communication strategies used by Sumbawa regency PDI-Perjuangan parties in winning the most seats at 2019 Legislative elections. The research method use in this research is descriptive qualitative with a study case type of research, then in this research the data come from inverview with the research subject and explores serveal digital traces new media/social media used by PDI-Perjuangan Sumbawa Regency then processed the data so that conclusions were drawn descriptively. The result of the research of Sumbawa Regency PDI-Perjuangan designed its political communication strategy with the aim of stengthening the mass base by utilizing national nature of parties so that it could enter every element of society, but in using social media the PDI- Perjuangan didn’t utilize these development properly
PENGGUNAAN VIRTUAL REALITY PADA GAME CREED : RISE TO GLORY-CHAMPIONS EDITION DI GAME BLINK PADANG Tasya Chayrina; Awalia Rahmatia, Adek Kurniawan, Nabila Aprilioni, Vidya Nofriza, Chelsy Putri, Rini Novita
Jurnal Komunikasi Vol. 2 No. 5 (2024): Jurnal Komunikasi
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The development of Virtual Reality (VR) technology has changed the paradigm in the entertainment industry, especially in the context of games. This research explores the use of VR in the game "Creed: Rise to Glory - Champions Edition" at Game Blink Padang as a case study to understand the impact of VR technology on user experience, local economy, and education. Qualitative research methods were used to analyze user perceptions and the physical and psychological eflects of VR use. The research results show that VR enhances the immersive experience and user satisfaction with the sensation of being deeply present in the virtual environment. Apart from that, the use of VR in Game Blink Padang also has the potential to increase local economic growth through increasing visits and income from technological tourism. The implications of this study include the potential of VR in education and training, as well as challenges such as hardware costs and health issues. These results provide insight into how VR can be a driver of innovation and development of the entertainment industry in the Padang region and its surroundings
ANALISIS VIRTUAL REALITY PADA GAME BOXING DI GAME BLINK KOTA PADANG   Ilham Saputra; M. Syifa Al Farisi, Muhammad Ihsan, Nadya, Achmad Roid Al Gazani, Aulia Janatun Nissa, Wilda Turahma
Jurnal Komunikasi Vol. 2 No. 6 (2024): Jurnal Komunikasi
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Virtual Reality (VR) has changed the paradigm in the world of gaming by providing deep and immersive experiences, especially in the context of sports such as boxing. The Blink game in Padang City is an innovation that uses VR technology to provide users with a realistic experience in boxing simulations. This research aims to investigate the implementation and impact of using VR in the Blink Game. The research method used is a qualitative approach with a focus on in-depth analysis of user experience, integration of VR technology, and its social and economic implications. This study revealed that the use of VR in the Blink Game succeeded in increasing the user's level of immersion and interaction with the boxing simulation environment. The realistic experience oflered by VR allows users to experience the physical sensations of boxing in a more immersive way, thereby enriching their gaming experience. Apart from that, the integration of VR technology in Game Blink also raises the potential for collaboration between the gaming industry and boxing athletes in developing boxing techniques and strategies. However, this research also identified several challenges that need to be overcome regarding the implementation of VR in the context of sports gaming. These challenges include the problem of high costs in developing and maintaining VR technology, as well as the uneven expansion of accessibility for users. Nonetheless, VR in Game Blink shows great potential in changing the way we interact with the sport of boxing and makes a significant contribution to the future development of the gaming and sports industry
STRATEGI KAMPANYE PELESTARIAN LINGKUNGAN PADA AKUN INSTAGRAM GERAKAN PEDULI SUNGAI TEMBUNG (@gps.tembung) Nadia Syafitri
Jurnal Komunikasi Vol. 2 No. 6 (2024): Jurnal Komunikasi
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Environmental preservation cannot only be carried out by every organization, but environmental conservation should involve all levels of society. Many people no longer care about nature, so many people still throw it into rivers or other areas and people also don't understand the impact of throwing rubbish carelessly. Indonesia is ranked third as the country that produces the most waste in the world. Now the river care movement community is campaigning for environmental preservation by educating the public about the dangers of throwing rubbish into rivers. Through this research entitled "Environmental Conservation Campaign Strategy on the Instagram Account of the Tembung River Care Movement (@gps.tembung)" where this research aims to find out what campaign strategies are carried out by the river care movement community in campaigning for environmental preservation. In this research, researchers used the AIDDA theory. This research is qualitative research with data collection techniques using in-depth interviews, observation and documentation. The results of this research show that the campaign strategy is to determine the audience, manage the message, and choose the media. The communication model used is a persuasive, informative and educational communication model using the Instagram social media account.Batubara District, namely in the Lima Puluh Pesisir sub-district, due to the difficulty in capturing the interest of listeners among teenagers, specifically those under the age of 30.
ANALISIS VIRTUAL REALITY PADA GAME VR LOUNGE ROOM: CREED RISE TO GLORY Revlon Ramadhanti; Dimas Harianto, Rahmat Afdal, Bayu Rahmat Rifdian, Aryani Carissa Puteri, Arifah Kurnia Putri, Isna
Jurnal Komunikasi Vol. 2 No. 6 (2024): Jurnal Komunikasi
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Creed: Rise to Glory" is a game that utilizes Virtual Reality (VR) technology to create an immersive experience in the world of boxing. This game allows players to experience the sensation of being a boxer through the use of a VR headset and accurate motion tracking technology. This research analyzes various aspects of the use of VR in "Creed: Rise to Glory," including immersion and realism, physical interactions, psychological eflects, applications in health and rehabilitation, as well as challenges and potential for future development. The research results show that the VR technology in this game successfully creates a high level of immersion and deep realism, with the player's body movements accurately reflected in the game. The use of VR also aflects the player's emotional and cognitive responses, increasing adrenaline and focus. In addition, the potential applications of VR in physical therapy and rehabilitation are very promising, opening up new opportunities in the health sector. However, VR game development faces various technical and economic challenges that need to be overcome to create engaging and eflective content. Nonetheless, the success of “Creed: Rise to Glory” shows the huge potential of VR technology in the gaming industry, with opportunities for continued innovation in game design and technology. This game also has significant social and educational potential, especially in multiplayer interactions and educational simulations. Overall, "Creed: Rise to Glory" not only oflers entertainment, but also contributes to the development of VR technology, opening up new opportunities in various fields and showing a bright future for the VR gaming industry
PELAKSANAAN DAKWAH MAJELIS AL-IHSAN DI LORONG BUKIT KELURAHAN PINTU PADANG II KECAMATAN BATANG ANGKOLA KABUPATEN TAPANULI SELATAN Rizky Fauzi Hasibuan
Jurnal Komunikasi Vol. 2 No. 6 (2024): Jurnal Komunikasi
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In the implementation of da'wah, problems were encountered. This research was motivated by the problems of da'wah that occurred in one of the assemblies and also problems in the community in Pintu Padang II Village during the implementation of da'wah. The public's lack of interest in participating in the implementation of da'wah in the assembly, both in the da'wah events which are held regularly every week, as well as in every program carried out in the assembly. Judging from the decline in the number of members since its founding, the public is starting to become less enthusiastic about this assembly. The many issues circulating among the community, the many negative things related to the systematic implementation of da'wah carried out in this assembly have hampered the message of da'wah. The type of research used is field research with a descriptive qualitative approach. The data collection methods used were observation, interviews and documentation. The results of the research are the Implementation of the Al-Ihsan Assembly's Da'wah in Lorong Bukit, Pintu Padang II Village, Batang Angkola District, South Tapanuli Regency, which consists of, first: Implementation of the Al-Ihsan Assembly's Da'wah, where there are problems in this Assembly's preaching, namely the obligation to pay infaq and pay fees, and the existence of a caste system makes it difficult for people who come from the poor to have self-confidence when taking part in studies at this Assembly. Second: the problem of mad'u (Object of Da'wah), where there is the problem of mad'u who lack confidence in the program da'wah carried out in the da'wah activities carried out
KONTRADIKSI IDENTITAS PADA AKOMODASI KOMUNIKASI BUDAYA DALAM IKLAN MARJAN VERSI BELA DIRI 2011 Yesica Yuliani Clara; Laurencia Steffanie Mega Wijaya Kurniawati
Jurnal Komunikasi Vol. 2 No. 6 (2024): Jurnal Komunikasi
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Cultural differences are not always acceptable in society, there is a dominant culture that makes other cultures feel alienated. The lack of people's ability to understand cultural diversity raises issues of intercultural communication, one of the issue is stereotypes about cultures of one another also etnosentrism. In cultural differences, it requires people to adapting new cultures, which is appears in the Marjan Syrup Advertisements on the month of Ramadan in 2011 Martial Art Version entitled "Silat HipHop Kakek-Cucu (Grandfather-Grandson) Dance" lasted 2 minutes 24 seconds. The differences between two cultures, namely western culture (Hip- Hop) and Betawi culture (Pencak Silat) which is described in the Marjan advertisement, The research is focuesed on the process of accommodation of the two figures, namely the grandfather as a silat teacher (Betawi Culture) and grandchildren who are skilled in hip hop dancers (Western Culture), in conducting accommodation communication related to the contradictions between their cultural identities. This study aims to uncover cultural acculturation as an enrichment of Indonesian cultural identity uses a quantitative approach with a content analysis method. The results of communication accommodation in intercultural interaction between the two figures indicate the existence of modification, adjustment, or regulating one's behavior when responding to the communication and behavior of others

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