KANAL: Jurnal Ilmu Komunikasi
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STRATEGI PROMOSI WISATA PULAU BAWEAN MELALUI EVENT FESTIVAL MOLOD BAWEAN
This research is explanation if Molod Bawean Festival that held by Kerukunan Toghellen Bawean is appropriate with event marketing process as defined by Lynn Van Der Wagen. And then it will be seen, how event Molod Bawean Festival could be a Bawean Island tourism promotion strategy. This qualitative research is held in Bawean Island, Gresik. The research subject is the Molod Bawean Festival Head Committee and also Head of the Kerukunan Toghellen Bawean who is made the Molod Bawean Festival as an annual event. On a deeper interview that done as a data-capture technique, could be said that this Molod Bawean Festival is held with the process as defined by Lynn Van Der Wagen but still not so perfect. Using Berentang Kota Negara Benua, Molod Bawean Festival should be an effective event marketing in promoting Bawean Island Tourism if it’s held through a maximal event marketing process
IDENTITAS BUDAYA NASIONAL PADA GAME NUSANTARA ONLINE
Game Nusantara Online is the only online game that lifted the Indonesian culture hey day empires that ever existed and is the only original online games domestically-made. So it is not surprising that this game displays various types of display depicting national cultural identity in the game. The method used in analyzing was John Fiske the semiotics (semiology) through three tiers level, reality, representation, and ideology in the opening game in the form of nondialogue short film, but it was also analyzed in the game play in game logo, the cast of characters, and missions “Timun Mas”. Further analysis was based on the study of literature and other supporting data to determinenational cultural identity. After doing research on the game Nusantara Online, it was found that national cultural identity displayed on the level of reality by visualizing typical clothing and accessories of Indonesia empire at that time, the use of the name on the cast of characters that has its own story and has become the local culture, including Hayam Wuruk, Elephant Mada, and others. Visualization of social life, such as religious rituals Bendrong Dimples and Bali, and incorporate folklore or legends in the game missions. While the level of representation, the camera technique is used so that the details of the national cultural identity clearly visible on the clothing motif and shape of the building. The ideology that displayed the Nusantara Online games are games that have cultural values and history of Nusantara (Indonesia)
PENGARUH PERAN PENYULUH DAN KEARIFAN LOKAL TERHADAP ADOPSI INOVASI PADI SAWAH DI KECAMATAN MONTASIK KABUPATEN ACEH BESAR
The basic method used in this research was the analytical descriptive with the quantitative approach which was suported by its qualitative side. The chosen location of the research was done on purpose that was the sub-district of Montasik (WKPP Piyeung I and WKPP Bukit Baro I) the regency of Aceh Besar. First, the second and the third hypothesis was using the multiple linear regression and the correlation, for the fourth hypothesis was using the qualitative approach. From the analysis results of multiple linear regression test which was using the Backward (model 5) in the first, the second and the third hypothesis indicated that all of the seven variables tested, three of them were instructor role variables, motivation and attitude had the positive and significant impact on innovation adoption of rice farming. With the sig value from the instructor role variables was 0.000 < 0.10, the sig value of the motivation was 0.097 < 0.10, and the sig value of the attitude was 0.004 < 0.10. For the fourth hypothesis showed the synergies between the counseling activities with the indigenous local wisdom approach towards the innovation adoption of rice farming where the extension worker and the community leaders could work together as well in the organizing of the rice planting schedule and in the process of environmental preservation in the Montasik sub-district
PENGARUH PROMOSI SEKOLAH TERHADAP KEPUTUSAN SISWA DALAM PEMILIHAN SMK SEPULUH NOPEMBER SIDOARJO
This study aims to determine the effect of the promotion toward the student's decision in choosing Sepuluh November vocational school of Sidoarjo. The variables in this study are the promotion of schools as independent variable and the decision to choose as the dependent variable. The subjects were 94 students of Sepuluh November vocational high school selected using proportionate stratified random sampling technique. Promotions and informed choice are measured using school promotion scale and the choosing decisions scale compiled by the researcher. From the results of the data analysis using regression analysis techniques aided by SPSS 16.0 for Windows, it was obtained that (thitung = 3.060; ρ = 0.003; ρ <0.05), the alternative hypothesis accepted that there was an effect of school promotion on the decision of the students tochoose Sepuluh November vocational high school. Based on the value of R square = 0.092 / 9.2% of students decisions is affected by the school promotional activities, while the remaining percentage influenced by other factors. Based on the value of multiple correlation (R) it is obtained at 0.304, it can be seen from the table below where it shows that relations campaign against the decision of the school students in choosing Sepuluh November vocational high school of Sidoarjo classified in the range of 0.20 to 0.39 points, which means that the level of relationship is low but definite
PENGARUH DISPLAY PRODUCT TERHADAP KEPUTUSAN PEMBELIAN KONSUMEN PT. ACE HARDWARE SIDOARJO
A company that engages in the retail home furnishings that is rapidly evolving to have 98 branches / outlets spread across cities in Indonesia is PT. Ace Hardware Indonesia.Tbk. PT. Ace Hardware Sidoarjo is the 39th branch which was established in 2008. PT. Ace Hardware Sidoarjo is always trying to create a good image for their company along with the professional services market segment for the middle class and above with reasonable and competitive price, so that it will improve profitability significantly while understanding the part of the marketing concept. This study is aimed to analyze the effect of display products towards purchase decisions of the consumers of PT. Ace Hardware Sidoarjo. Respondents involved in this study were 100 respondents, with a purposive sampling method. Questionnaire data collection and analysis methods of quantitative analysis performed by simple linear regression using SPSS software for windows 16:00. From the results of the regression test, it was shown that variable has weak influence on the purchase decision variables. So, we can get the summary that the display product does not affect consumer’s purchase decision