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INDONESIA
Jurnal Sosioteknologi
ISSN : 18583474     EISSN : 2443258X     DOI : -
Core Subject : Social, Engineering,
Jurnal Sosioteknologi is a journal that focuses on articles that discuss results of an intersection of research fields of science, technology, arts, and humanities as well as the implications of science, technology, and arts on society. It is published three times a year in April, August, and December. Jurnal Sosioteknologi is a collection of articles that discuss research results, conceptual ideas, studies, application of theories, and book reviews. Jurnal Sosioteknologi has been indexed by Google Scholar and Indonesian Publication Index (IPI). ISSN: 1858-3474 Jurnal Sosioteknologi adalah jurnal yang memfokuskan pada tulisan berupa penelitian interseksi bidang ilmu sains, teknologi, seni, dan ilmu kemanusiaan serta implikasi sains teknologi dan seni terhadap kehidupan masyarakat. Terbit tiga kali setahun pada bulan April, Agustus, dan Desember. Jurnal Sosioteknologi berisi tulisan yang diangkat dari hasil penelitian, gagasan konseptual, kajian, dan aplikasi teori, serta ulasan buku. Jurnal Sosioteknologi telah terindeks oleh Google Scholar, Citerseerx, dan Indonesian Publication Index (IPI). ISSN: 1858-3474
Arjuna Subject : -
Articles 608 Documents
Designing Persuasive Bin to Facilitate Waste Segregation in the Household Sector Through Design Thinking Application Johanna Renny Octavia
Jurnal Sosioteknologi Vol. 22 No. 1 (2023): MARCH 2023
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2023.22.1.7

Abstract

  The increase in population causes an increase in the amount of public consumption, increasing the amount of waste. Based on databoks.katadata.co.id, households are known to be waste contributors. Then, based on the Katadata Insight Center (KIC) survey in 2019, it was found that 50.8% of households did not sort waste. The behavior of households is an important problem to be solved because mixed waste cannot be separated and recycled again. Seeing these conditions, it is necessary to design a waste bin to persuade households to perform waste-sorting activities. The waste problem is considered wicked, and design thinking is the appropriate method to approach it. Research with design thinking is carried out through understanding, observing, defining, creating ideas, prototyping, and testing stages. In testing the prototype, the persuasive level of the waste bin design was assessed using the Perceived Persuasiveness Questionnaire (PPQ). This research results in a waste bin consisting of four boxes equipped with an adjustable bulkhead, QR-Code, and removable sorting card that can make a sound when not throwing garbage
Book Review: Doing Ethnographic Research Online Anak Agung Gde Satia Utama
Jurnal Sosioteknologi Vol. 22 No. 1 (2023): MARCH 2023
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2023.22.1.12

Abstract

In the field of consumer and marketing research, netnographies have become a widely accepted form of research. Our social worlds are going digital, with perhaps hundreds of millions of people interacting through various online communities and their associated cybercultures. Netnography is a form of ethnographic research adapted to the unique contingencies of computer-mediated social interaction. This book aims to provide a set of methodological guidelines, a disciplined approach to the culturally—oriented study of that technologically—mediated social interaction that occurs through the Internet and related information and communications technologies. The methods that these various fields have used to investigate these topics are still somewhat uncertain and in flux. Most of this type of work written after the term was coined uses the guidelines and techniques that have been published about the netnographic approach.
Pengembangan Instrument Jumping Sideways Untuk Tes Koordinasi Pada Anak Berbasis Website Heri -Maryono; Yohandri Yohandri
Jurnal Sosioteknologi Vol. 22 No. 2 (2023): JULY 2023
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2023.22.2.2

Abstract

Identification of children’s talents in the world of sports is needed to producemaximum achievements. The talent identification program in this study focuses on acoordination test using a jumping sideways instrument. Instruments still had limitationsin measurement, data processing, and data archiving. Therefore, a website-basedjumping sideways instrument was developed. This study aims to determine the designspecifications and performance specifications of the sideways jumping instrument,which is website-based. This study is research and Development. Data collectiontechniques are carried out directly and indirectly. The result of direct measurement is thenumber of jumps, and the result of indirect measurement is the accuracy and precisionof the instrument. The first conclusion is that the performance specification consists ofa NodeMCU ESP8266, pushbuttons, an LCD, other supporting electronic components,and a website. The two design specifications consist of a proper instrument accuracy of99.6% and an accuracy of 100%.
Video Game Preferences and Their Impact: Aggression and Sexualization Exposures among Indonesian Millennials Yolanda Ghea; Andika Putra Pratama
Jurnal Sosioteknologi Vol. 22 No. 2 (2023): JULY 2023
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2023.22.2.11

Abstract

For years, the world of games has impacted people’s lives and become one of the largest industries in the world. In 2022, most gamers will be Millenials who know what kind of game they prefer and its effects on their lives, which might help them understand how the world of games evolved. For this reason, the conjoint survey is being conducted to understand the Millenials’ game preferences. The quantitative data was gained from 111 respondents from Indonesia using the conjoint method, where the country holds the record of being the third-biggest country in the world in which gamers reside. The attributes of importance and the preference of levels analyzed by conjoint analysis showed that the most likable game preferences for Indonesian Millennials are single- player, free, online, computer, or mobile format games. The result of this research also recommends that the game industry reconsider its exposure to violence and sexualization toward gamers since a quarter of their consumers experienced disturbing effects on their mental health as a result of the game they played.
Perancangan Sistem Closure pada Adaptive Clothing untuk Orang dengan Demensia (ODD) Tahap Moderate Putri Rizky Salsabila; Tyar Ratuannisa
Jurnal Sosioteknologi Vol. 22 No. 2 (2023): JULY 2023
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2023.22.2.3

Abstract

Adaptive clothing is one of the media to optimize the living conditions of people with dementia (PwD), which can solve the problem of undressing in social situations, is friendly for caregivers, and is suitable for the physical and psychological conditions of PwD. The method used is qualitative with a comparative approach by researching closure systems for adaptive clothing in the online market. This research produces design recommendations based on the type, development, and comparison of closure systems on adaptive clothing on the market. Adaptive clothing products are expected to stimulate or train memory, reduce anxiety, improve quality of life, and facilitate caregivers in caregiving.
Persfektif Ruang Kalkulasi Dalam Implementasi Parkir Elektronik (E-Parking) di Jalan Braga Kota Bandung Hilman Rahmatulloh; Sonny Yuliar
Jurnal Sosioteknologi Vol. 22 No. 2 (2023): JULY 2023
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2023.22.2.9

Abstract

The on-street parking retribution generates a significant income for Bandung City’s local revenue. At the implementation level, agents who directly relate to the public (street-level bureaucrats) produce behavior contrary to the policy’s objective. In developing this behavior, the agent performs calculations that, in the process, involve non-human materials. This study will show how agents calculate space when dealing with the dilemmas faced in the practice of the e-parking parking policy. This study uses a qualitative method with the theoretical framework of Actor-Network Theory (ANT) as an analytical tool to describe the role of actors from both human and non-human perspectives in the calculation space. From the perspective of the calculation space, several concerns can be explored and considered in the implementation of the e-parking policy. Not even at street-level bureaucrats, behaviors contrary to objectives also occur at the agent level. The recommendation policy can be improved by considering the heterogeneous associations between human and non-human actors and the calculations and translations that occur through these heterogeneous associations.
The Effect of Relocating Street Hawkers on Urban Vitality in the Malioboro Tourism Area, Yogyakarta Eva Sanchia Janita; Woerjantari Kartidjo
Jurnal Sosioteknologi Vol. 22 No. 2 (2023): JULY 2023
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2023.22.2.4

Abstract

Since the 1970s, street hawkers have considered Malioboro an icon of the city of Yogyakarta. Malioboro has become increasingly crowded. Seeing this condition, a decision was made to relocate the street hawkers from the Malioboro corridor. This decision has pros and cons; some consider street hawkers to be a place for creativity, a sector that greatly affects the level of crowds and is the main attraction for the Malioboro area. However, few people consider it a barrier to the original face of the Malioboro corridor. Urban vitality is an important aspect of increasing visitor interest; it relates to comfort, security, safety, and fun as the main indicators. This study aims to examine the impact of the relocation decision on the vitality of Malioboro as a tourist area. Using qualitative methods, this study compared the reality through field surveys and online questionnaires that had been distributed for one week to a total of 61 respondents who had ever visited Malioboro with the theory of urban vitality and urban tourism precincts. To get a conclusion on whether the Yogyakarta city government’s decision to relocate the street hawkers from Malioboro Street can maintain or even reduce Malioboro’s urban vitality.
Kompetensi Kewarganegaraan Berbasis Keterampilan Abad 21 dalam Pendidikan Kejuruan: Kompetensi Kewarganegaraan Berbasis Keterampilan Abad 21 dalam Pendidikan Kejuruan Eneng Martini Eneng
Jurnal Sosioteknologi Vol. 22 No. 2 (2023): JULY 2023
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2023.22.2.5

Abstract

The 21st century’s skills-based education is called the knowledge era, and every academic graduate must be prepared to compete with the outside world. So, at this time, ready-to-use citizenship competence is needed to be a citizen who is not left behind with the progress of the times. This study used a qualitative approach, and the object of this study was a vocational high school (SMK), with data collection consisting of interviews, observations, and literature studies with locations in Bandung. A total of 15 informants were involved, divided into school principals, teachers, and students. The results in the field show that the PPKn learning material in vocational high schools is too broad and there is overlapping material, so civic competence must be increased according to the needs of the times. 21st century, digital literacy, technology, and character.
Mengamati Bintang, Pengetahuan Merespon Bencana: Belajar dari Tuntunan Para Leluhur di Sinar Resmi Sukabumi Yeni Mulyani Supriatin Yeni
Jurnal Sosioteknologi Vol. 22 No. 2 (2023): JULY 2023
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2023.22.2.6

Abstract

Agricultural practices must consider seasonal variations and natural conditions. Astronomy, which involves studying celestial movements, plays a crucial role in this regard. Individuals who possess the knowledge to decipher celestial motions have historically contributed to the advancement of civilizations worldwide. Consequently, the presence of astronomers specializing in astrology is essential. The global agricultural civilization experienced rapid growth before the emergence of the industrial civilization. In the current era of globalization, traditional agricultural systems based on astronomical observations are being abandoned. The adoption of foreign planting techniques has led to a neglect of the indigenous wisdom and knowledge passed down through generations. Over time, our ancestors’ local knowledge has gradually faded away. However, the indigenous people of Sinar Resmi, Sukabumi, continue to rely on star observations in their rice farming practices, particularly as a response to natural disasters. This study aims to demonstrate that rice farmers can effectively respond to natural disasters by observing the stars. It employs an oral tradition approach to describe the role of star observations in rice farming, focusing on case studies from the Sinar Resmi community in Sukabumi and other indigenous populations. The findings suggest that star observations in rice farming remain relevant for mitigating the risk of crop failure during natural disasters. The significance of astronomical observations and their inherent value lies in their ability to maintain order and stability in agrarian societies.
Perancangan Aplikasi Mobile tentang Etika Digital pada Pola Asuh Anak Usia Remaja Awal Adnyana Hrumsari; Achmad Syarief
Jurnal Sosioteknologi Vol. 22 No. 2 (2023): JULY 2023
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2023.22.2.7

Abstract

COVID-19 has led to a shift from offline to online teaching and learning in schools, increasing screen time for early adolescents. This increases exposure to non-educational content, enabling cyberbullying, pranks, pornography, and hoaxes. Parents play a crucial role in digital parenting by understanding and regulating digital activities, often using parental control apps for safety reasons. For security reasons, many parents begin to use parental control apps to monitor the use of gadgets. This study aims to identify parenting approaches to introduce digital ethics and then design apps that can accommodate parenting styles in early-adolescent teenagers. The research used quantitative and qualitative methods. The design method used was the Four Basic Activities of Interaction Design. The Parentika app features were designed based on the TOSS (Teen Online Safety Strategies) framework, considering the balance between parental control and self-moderation. Based on the results of the Parentika app’s evaluation by users, it is proven to be excellent based on effectiveness, efficiency, and user satisfaction. Through Parentika apps, parents can participate in educating themselves about digital ethics. In addition to being digital mentors, it is hoped that parents can also become role models for early adolescence.

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