Jurnal Sosioteknologi
Not a member yet
    592 research outputs found

    Word Frequencies in Linguistic Articles Published in SINTA Indexed Journals

    Full text link
      Multiword sequences are a language pattern that occurs when a bunch of words emerge in a similar register. In research papers conducted by lecturers and students, different topic areas and indexes has created various characteristics of lexical bundles. The method of this research is qualitative, combining corpus design to identify the sequence of words within the text. The corpus data were generated from five different indexing journals, yet the topic is linguistics. Initially, the whole papers were converted to text format to deal with readability in the program used. The program used was Orange Apps version 3.27 by applying the textable, data table, and text mining menus. The sources of the data are emphasized as being academic research indexed in SINTA 5, published in 2020. The main theory of used in this research is that of Biber’s (2007) which discusses the main characteristics and number of criteria for defining word strings. This observation resulted in 207.896 characters and 33.636 words. There were 4,273 words based on the pre-processing analysis result, which included transformation, tokenization, and PoS-tagging. From a total of 4,273 words, virus, deixis, and slang were the most frequently occurring. Based on these results, it can be concluded that the majority of journal articles are about viruses and slang. They pertain to the prevalent topic of pandemics at the time the journals were published. When the process of writing a journal article is in progress, this information may aid the authors in identifying the journal’s keywords and most frequent words

    Kompetensi Kewarganegaraan Berbasis Keterampilan Abad 21 dalam Pendidikan Kejuruan: Kompetensi Kewarganegaraan Berbasis Keterampilan Abad 21 dalam Pendidikan Kejuruan

    No full text
    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.Pendidikan berbasis keterampilan abad 21 disebut era pengetahuan, dan setiap lulusan akademik harus siap untuk berkompeten dengan dunia luar. Maka saat ini dibutuhkan kompetensi kewarganegaraan yang siap pakai, agar tidak menjadi warga negara yang tertinggal dengan kemajuan zaman. Penelitian ini menggunakan pendekatan kualitatif dengan pengumpulan data yang terdiri dari wawancara, observasi, dan studi literatur dengan lokasi di Bandung. Sebanyak 15 informan dilibatkan yang terbagi atas kepala sekolah, guru, sesama guru, dan siswa. Hasil di lapangan terlihat bahwa pada materi, metode, media, sumber, dan evaluasi mata pelajaran PPKn di SMK dalam peningkatan kompetensi kewarganegaraan harus ditingkatkan sesuai dengan kebutuhan zaman, Dalam artikel ini kami berpendapat bahwa untuk mengembangkan kompetensi kewarganegaraan yang lebih baik dalam pendidikan kejuruan harus ada pengembangan pembelajaran berbasis keterampilan abad ke-21, literasi digital, teknologi, dan karakter

    The Effect of Relocating Street Hawkers on Urban Vitality in the Malioboro Tourism Area, Yogyakarta

    Full text link
    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.Sejak tahun 1970-an, pedagang kaki lima menganggap Malioboro sebagai ikon kota Yogyakarta, Malioboro menjadi semakin ramai, beberapa pengunjung menganggap kehadiran PKL ini mengurangi keindahan jalan Malioboro. Melihat kondisi tersebut, diambil keputusan untuk merelokasi pedagang kaki limadari koridor Jalan Malioboro. Keputusan ini memberikan pro dan kontra, beberapa menganggap pedagang asongan sebagai wadah kreativitas, sektor yang sangat mempengaruhi tingkat keramaian dan menjadi daya tarik tersendiri bagi kawasan Malioboro. Namun, tidak sedikit yang menganggapnya sebagai penghalang wajah asli koridor Malioboro. Urban vitality merupakan aspek penting dalam meningkatkan minat pengunjung, hal ini berkaitan dengan kenyamanan, keamanan, keselamatan, dan kesenangan sebagai indikator utama khususnya di kawasan wisata. Kajian ini bertujuan untuk mengkaji dampak keputusan relokasi terhadap vitalitas Malioboro sebagai kawasan wisata. Dengan menggunakan metode kualitatif, penelitian ini akan membandingkan realitas melalui survei lapangan dan kuesioner online, dengan teori urban vitality dan kawasan wisata kota. Untuk mendapatkan kesimpulan,  apakah vitalitas Jalan Malioboro sebagai kawasan wisata meningkat? Dan apakah hal tersebut berpengaruh terhadap peningkatanpengunjung

    Community Perception of Social Media Marketing Activity on Instagram @VisitJawaTengah

    Full text link
      The use of social media has become a popular online activity. One of the most popular social media platforms is Instagram. Therefore, companies, institutions, and other tourism stakeholders mostly choose Instagram as the promotion medium. Promotion through Instagram is one form of social media marketing activity (SMMA). SMMA consists of several aspects, such as entertainment, customization, interaction, electronic word of mouth (e-WoM), and trendy. This study aims to determine the public’s perception of the social media marketing activity on Instagram (@VisitJawaTengah) during the COVID-19 pandemic in 2021. The research method used is descriptive-quantitative. The results of the study show that people have a positive perception of social media marketing activities on Instagram (@VisitJawaTengah).  Penggunaan media sosial telah menjadi aktivitas online yang populer dan Instagram menjadi salah satu yang terpopuler. Tak heran jika banyak perusahaan, institusi, dan pemangku kepentingan pariwisata memilih Instagram sebagai media promosi. Promosi melalui Instagram merupakan salah satu bentuk aktivitas pemasaran media sosial atau social media marketing activity (SMMA). SMMA terdiri dari beberapa aspek seperti entertainment, kustomisasi, interaksi, electronic word of mouth (E-WoM), dan trendi. Penelitian ini bertujuan untuk mengetahui persepsi masyarakat terhadap aktivitas pemasaran media sosial Instagram @VisitJawaTengah. Metode penelitian yang digunakan ialah kuantitatif desktriptif. Hasil penelitian menunjukkan masyarakat memiliki persepsi yang positif (baik) atas aktivitas pemasaran media sosial Instagram @VisitJawaTengah. &nbsp

    English

    No full text
    This study aims to determine Generation Z’s e-loyalty toward purchasing food via online services. Discounts, shipping charges, and online reviews were the study’s independent variables; the switching cost variable served as the study’s intermediary variable. SEM is an analytical technique that is employed with the aid of smartPLS software. 265 samples from the Generation Z, ranging in age from 15 to 26, were used in this study. The samples were from Bandung and Jabodetabek. The findings indicate that the bulk of the independent variables have an impact on the intervening and dependent variables, including variables that affect switching costs and e-loyalty, such as discounts, shipping costs, and online reviews. However, e-loyalty is unaffected by the fluctuating discount and switching costs. The independent variables that determine the loyalty of the z generation are the study’s limitations; hence, it is advised that further research be conducted using independent variables and alternative methodologies.Penelitian ini bertujuan untuk mengetahui e-loyalty Generasi Z terhadap pembelian makanan melalui layanan online. Diskon, biaya pengiriman, dan ulasan online adalah variabel independen penelitian; variabel biaya peralihan berfungsi sebagai variabel perantara studi. SEM adalah teknik analisis yang digunakan dengan bantuan perangkat lunak smartPLS. 265 sampel dari generasi Z, mulai dari usia 15 sampai 26 tahun, digunakan dalam penelitian ini. Sampel berasal dari Bandung dan Jabodetabek. Temuan menunjukkan bahwa sebagian besar variabel independen berdampak pada variabel intervening dan dependen, termasuk variabel yang mempengaruhi biaya peralihan dan loyalitas, seperti diskon, biaya pengiriman, dan ulasan online. Namun, loyalitas tidak terpengaruh oleh diskon yang berfluktuasi dan biaya peralihan. Variabel independen yang menentukan loyalitas generasi z merupakan keterbatasan penelitian, oleh karena itu disarankan dilakukan penelitian lebih lanjut dengan menggunakan variabel independen dan metodologi alternatif

    Analisis Ragam Hias dan Pemaknaannya pada Arsitektur Rumah Tradisional di Desa Lambunot, Aceh Besar

    No full text
      The Aceh Traditional House (Rumoh Aceh) is one of the cultural artifacts of Aceh, whose ornaments carry values and identity symbols that represent the Aceh architectural locality. This study aimed to describe the exploration of its decoration and its meaning. The exploration focuses on the settings, types, and basic shapes of the decorations used in the house. This ornamental variety shows every design element of the house’s façade, which used certain motifs. This research used a comparative study method with a case study approach for an object analysis conducted in an Acehnese traditional house in Lambunot Village. The analysis shows that the meaning of the decoration is dominated by floral motifs such as motif pucok rebong, on cirih, bungong seulanga, bungong awan-awan, bungong seuleupok, bungong tabue, bungong kipah, bulan bintang, bungong geulima, and tapak catoe. This study is expected to present the most convenient method for the Acehnese future generation in maintaining and interpreting the values of their traditional houses to perpetuate their architectural existence.Rumoh Aceh merupakan salah satu artefak kebudayaan masyarakat Aceh yang pada ornamennya mengandung nilai dan simbol identitas yang merepresentasikan lokalitas arsitektur Aceh. Penelitian ini bertujuan untuk mendeskripsikan eksplorasi ragam hias dan pemaknaannya pada rumah tradisional Aceh. Eksplorasi ini berfokus pada letak, jenis, bentuk dasar geometris, dan makna dari setiap ornamen yang digunakan. Ragam hias ini meninjau setiap elemen desain dari fasad rumah yang menggunakan pola motif tertentu. Penelitian ini memuat studi kasus pada Rumah Tradisional Aceh di Desa Lambunot dengan pengumpulan data melalui studi literatur dan observasi. Hasil analisis membuktikan bahwa makna ragam hias pada rumah tradisional Aceh didominasi oleh motif flora yaitu, motif pucok rebong, on cirih, bungong seulanga, bungong awan-awan, bungong seuleupok, bungong tabue, bungong kipah, bulan bintang, bungong geulima, dan tapak catoe. Penelitian ini diharapkan dapat memberikan kemudahan bagi generasi mendatang dalam menjaga dan memaknai nilai-nilai dari rumah tradisional Aceh guna melanggengkan eksistensi arsitekturnya

    Book Review: Doing Ethnographic Research Online

    No full text
    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

    PERANCANGAN MODEL BISNIS USAHA KECIL MENENGAH MENGGUNAKAN PROSES BISNIS IMPROVEMENT FRAMEWORK ( UKM Ardelicious Kitchen Bandung)

    No full text
     Ardelicious Kitchen is a small industry engaged in the culinary field. In the business process, problems arise along with the increase of the number of consumers. This happens because the business management does not have the  right business strategy hence experiencing revenue stagnation. Also, consumers are not satisfied with the services. These conditions have caused the business process to run neither effectively nor efficiently. This affects the income generated, and it is therefore important to study business processes using the Business Process Improvement (BPI) Framework. The phases in this study comprise identifying business processes, process validation, time validation, and resource validation of business processes. The results of the proposed analysis have found that 4 factors are needed to overcome problems regarding customer dissatisfaction, i.e., customer response, target market, services, and infrastructure. Furthermore, to overcome this business management problem, a business management design must be made, so that the entire business process can be carried out effectively and precisely and can achieve the previously set business goals.    Ardelicious Kitchen  adalah industri kecil yang bergerak dalam bidang kuliner. Ardelicious Kitchen merupakan UKM yang bekerja sama dengan Dinas Koperasi dan UKM yang mendapatkan dana hibah dari pemerintah untuk peningkatan produksi dengan memiliki merek dagang, hak paten dan lisensi produk yang telah terdaftar, permasalahan pun muncul dengan peningkatan konsumen yang makin besar karena managemen bisnis yang tidak memiliki standar operasional (SOP) yang jelas, akhirnya mengalami stagnasi pendapatan, biaya bahan baku meningkat yang mempengaruhi pada biaya operasional yang meningkat, berdasarkan kondisi tersebut menyebabkan proses bisnis yang tidak efektif dan efesien. Unuk itu di butuhkan kajian proses bisnis dengan menggunakan Business Process Improvement (BPI) Framework. Fase pertama mengeditifikasi proses bisnis dengan Business Process Model and Notation (BPMN), fase kedua adalah Process Validation, Time Validation dan Resource Validation pada proses bisnis. Dan kemudian menentukan streamlining yang akan digunakan untuk meningkatkan efektivitas dan efisiensi proses bisnis. Dari hasil usulan analisis didapatkan peningkatan waktu pada model transaksi penjualan, sistem transaksi pembeli bahan baku, pemberian label harga

    PENGARUH PERFORMANCE EXPECTATION, EFFORT EXPECTANCY, SOCIAL INFLUENCE, PERCEIVED RISK, PERCEIVED COST PADA MINAT MENGGUNAKAN MOBILE PAYMENT DI INDONESIA

    Full text link
    The development of technology and information systems continues to give birth to various innovations, especially those related to financial technology (fintech) in order to meet the needs of society, including in the field of payment system services. Indonesia has several major players in fintech but non-cash transactions via fintech are only 1.66% of the circulation of money in Indonesia. According to Mckinsey, fintech penetration in Indonesia has only reached 5%. This figure is much lower than other countries. Mobile Payment, or abbreviated as M-Payment, is a payment method using a mobile phone or cellphone as the means. Payment fintechs including LinkAja, Go-Pay, OVO, and DANA are expected to target users in remote areas of the archipelago. However, it cannot be denied that there are still Indonesians who use ordinary cell phones or have not access to the internet. Moreover, based on Statista data, smartphone users are projected to only reach 28% of Indonesia's total population this year. Looking at this data, we can assume that the market potential for mobile money in Indonesia is quite large, but the market penetration is still low. Based on this background, it can be seen that the intention to adopt mobile payments is still very low. The behaviors that factor into the intention to adopt technology are performance expectancy, effort expectation, social influence, perceived risk, and perceived cost. The purpose of this study was to see how the effect of performance expectancy, effort expectation, social influence, perceived risk, and perceived cost on the intention to use mobile payments in Indonesia. This research was conducted on 400 respondents using Structural Equation Model analysis (SEM PLS). Keywords: Intention to use, Mobile Payment, SEM PLS, UTAUT.Perkembangan teknologi dan sistem informasi terus melahirkan berbagai innovasi, khususnya yang berkaitan dengan financial tehnology (fintech) dalam rangka memenuhi kebutuhan masyarakat, termasuk di bidang jasa sistem pembayaran. Indonesi memiliki beberapa pemain utama di fintechnamun transaksi non-tunai lewat fintech hanya 1.66% dari perputaran uang di Indonesia. Menurut Mckinsey  penetrasi fintech di Indonesia baru mencapai 5%. Angka tersebut jauh lebih rendah daripada negara lain. Mobile Payment ata disingkat M-Payment adalah cara pembayaran yang menggunakan mobile phone atau ponsel sebagai sarananya. Fintech pembayaran termasuk LinkAja, Go-Pay, OVO, dan DANA memang diharapkan bisa menyasar pengguna di pelosok nusantara. Namun, tak bisa dipungkiri, masih ada penduduk Indonesia yang menggunakan ponsel biasa atau belum terakses internet. Apalagi, berdasarkan data Statista, penguna smartphone diproyeksi baru mencapai 28 % dari total penduduk Indonesia pada tahun ini. Melihat data tersebut dapat kita asumsikan bahwa sebenarnya potensi pasar untuk mobile money di Indonesia cukup besar namun penetrasi pasarnya masih rendah. Berdasarkan latarbelakang tersebut maka dapat dilihat niat adopsi terhadap mobile payment masih sangat rendah .Adapun perilaku-perilaku yang menjadi faktor niat mengadopsi teknologi adalah, performance expectancy, effort expectation, social influence, perceived risk, dan perceived cost. Tujuan dari penelitian ini adalah untuk melihat bagaimana pengaruh performance expectancy, effort expectation, social influence, perceived risk, dan perceived cost terhadap niat menggunakan mobile payment di Indonesia. Penelitian ini dilakukan terhadap 400 responden dengan menggunakan analisis Structural Equation Model (SEM PLS)

    Performativitas Komunitas Virtual: Suatu Analisis dari Teori Jaringan-Aktor dalam Komunitas Virtual NFT

    Full text link
    Visual artists used NFT (non-fungible tokens) to market artwork and build virtualcommunity networks. NFTs are special certificates or licenses for digitally sold items.In this context, the presence of NFT creators has given rise to a virtual communityinvolving many digital media activities. The phenomenon then offers a variety of newtechnology-based relationships (blockchain, metaverse, NFT, Twitter, Twitter Spaces,Discord, and Clubhouse) and human actors (artists, digital artists, and designers), whichgive rise to specific characteristics to interact with each other or market their artworkin a virtual community. This research aims to discuss the interaction process in the NFT virtual community to understand the NFT ecosystem based on digital media. The actor- network theory is used to understand the network relations between human and non-human actors interacting through various digital platforms. The results of this study showed that the NFT virtual community could not be separated from the presence ofhuman and non-human actors.Perkembangan teknologi blockchain dan cryptocurrency membuat banyak bermunculan para pelaku dan komunitas NFT di Kota Bandung, terutama dari kalangan seniman dan desainer. NFT adalah sertifikat atau lisensi khusus untuk barang-barang yang dijualbelikan secara digital. Dalam konteks itulah kehadiran para kreator NFT memunculkan komunitas virtual yang banyak melibatkan aktivitas pada media digital. Fenomena itu kemudian menawarkan berbagai relasi baru berbasis antara teknologi (blockchain, metaverse, NFT, Twitter, Twitter Spaces, Discord, Clubhouse, dll) dengan aktor manusia (seniman, digital artist, desainer, dll) yang kemudian memunculkan karakteristik tertentuk dalam suatu komunitas virtual untuk berinteraksi atau memasarkan karya. Tak banyak penelitian yang membahas fenomena NFT ini di Indonesia. Terutama penelitian yang lebih spesifik membahas bagaimana terbentuknya komunitas virtual melalui pendekatan Teori Jaringan-Aktor. Dari hasil penelitian ini komunitas virtual NFT tak bisa dilepaskan dari hadirnya aktor manusia dan aktor non-manusia

    470

    full texts

    592

    metadata records
    Updated in last 30 days.
    Jurnal Sosioteknologi
    Access Repository Dashboard
    Do you manage Open Research Online? Become a CORE Member to access insider analytics, issue reports and manage access to outputs from your repository in the CORE Repository Dashboard! 👇