<em>Artikel ini berusaha menguraikan bagaimana konflik etnis dan agama di indonesa kontemporer. Dibeberapa wilayah di Indonesia konflik bernuansa etnis dan agama muncul sebagai respon atas dinamika politik, sosial dan ekonomi yang turut serta mengitari kehidupan sosial masyarakat. belajar adalah manusia yang tidak jatuh pada lubang yang sama. Konflik yang terjadi yang berwujud wilayah rusuh di Indonesia merupakan akumulasi dari kerapuhan persatuan dan kesatuan warga masyarakat heterogen dalam satuan-satuan wilayah kebudayaan dengan kepentingan konspirasi kelompok-kelompok tertentu di dalam negeri serta pihak asing. Kepentingan itu dilaterbelakangi tujuan politik, ekonomi dan agama. Upaya itu tidak mencapai sasaran puncak karena ditingkat elit dan pelaksana pihak keamanan dan birokrasi mayoritas masih komit dengan negara kesatuan sehingga serius memperkecil zona konflik dan kefatalan pelbagai dampaknya. Masyarakat dari berbagai suku dan agama juga tidak memiliki basic yang kuat memasuki kancah konflik bahkan sebaliknya dari semula sudah terbiasa hidup rukun dan damai dalam pelbagai perbedaan. Namun begitu karena masyarakat telah semakin berpendidikan dan cerdas, ditambah dengan nuansa reformasi secara mencuatnya konsep HAM, mereka menginginkan agar pelbagai pihak yang terkait dengan pembangunan.</em>
This research uses a qualitative descriptive approach method to examine the phenomenon intensively, in detail and in depth with observation, interview and documentation techniques that aim to find out the organization's communication strategy in recruiting members with communication accommodation theory and various conceptual frameworks namely communication strategies, organizational communication strategies and recruitment strategies. The results of the study can be explained that the communication strategy of the LPM Dinamika organization in recruiting members is face to face communication (private face to face and public face to face) by conducting socialization, namely entering new student classes, opening stands around campus and distributing brochures and mediated (private mediated and public mediated) using media intermediaries, the LPM dynamics organization disseminates information through social media and the use of captions in posts, class whatapps groups, and opening question and answer sessions on social media and via chat. In addition, the obstacles that occur in recruiting members are elements related to the organization (changes in registration schedules, permits), habits of finding candidates (personal data, ability or understanding of candidates, ethics and attitudes) and environmental factors (distance 3 campus, time and cost).
The purpose of this study is to find out how the communication that occurs between parents and their children at Perumnas Simalingkar and to determine the behavior of children at Perumnas Simalingkar. This study uses qualitative research methods with the aim of understanding the phenomenon in the research subject by describing it in the form of words or natural language. The theory used in this study is the theory of effective communication. The subjects in this study were children at Perumnas Simalingkar Jalan Damar 14. From the results of this study it can be concluded that positive parental communication will result in positive child behavior and negative parental communication will produce negative child behavior.
This article discusses how to apply digital marketing as a marketing communication for Happy Storiesphotography services to consumers in Medan. Happy Storiesis a vendor that offers complete photo products and services. Happy Storiesutilizes Instagram as a medium to market its products and services. This article uses descriptive qualitative research methods. Sources of data were obtained from interviews with Happy Storiesowners and two consumers who had used Happy Storiesphotography services. The results of the study show that the application of digital marketing from Happy Storiesuses a very good application of social media marketing. Marketing through digital marketing is able to promote and even create products and services from Happy Stories. Currently, Happy Storiesproducts and services are widely used to capture various moments of activity such as wedding receptions, graduations.
ABSTRAK Penelitian ini mengkaji tentang bagaimana Efek Permainan Game Online Mobile Legend Terhadap Mahasiswa Program Studi Ilmu Komunikasi Fakultas Ilmu Sosial UIN Sumatera Utara. Penelitian ini dilakukan di Fakultas Ilmu Sosial UIN Sumatera Utara dengan teknik analisis kualitatif metode deskriptif dengan observasi, wawancara, dan dokumentasi. Hasil Penelitian ini Menunjukkan Game Online Mobile legend telah memberikan banyak efek kepada penggunanya yaitu efek positif dan efek negatif berdasarkan informasi yang didapatkan peneliti, efek yang diterima sesuai dengan penggunaan yang dilakukan oleh penggunanya sesuai dengan teori use and effect, diantaranya dapat meningkatkan kemampuan bahasa asing karena didalam game online mobile legend banyak istilah asing yang digunakan, lalu meningkatkan semangat belajar karena mobile legend dapat menghilangkan stres dan memberikan kesenangan karena kemenangan yang didapat saat bermain, berikutnya mobile legend dapat meningkatkan kemampuan komunikasi antar personal karena game ini berbasis kelompok dan bisa bermain dengan siapa saja, lalu mendapatkan hiburan karena rasa puas akan kemenangan dalam bermain membuat pemain mobile legend terhibur , sedangkan efek negatifnya antara lain sering mengabaikan keadaan sekitar karena game mobile legend yang tidak bisa di pause saat bermain dan memerlukan fokus penggunanya, lalu boros waktu dan uang karena saat bermain diperlukan waktu yang lama serta memerlukan kuota atau fitur-fitur top up dalam mobile legend ini, dan mengalami gangguan tidur karena pemian yang sering berain pada malam hari agar menghindari gangguan. Kata Kunci : Game Online, Mobile Legend, Mahasiswa. ABSTRACT This research examines how the Effects of Mobile Legend Online Game Game on Students of the Communication Studies Study Program, Faculty of Social Sciences, UIN North Sumatra. This research was conducted at the Faculty of Social Sciences UIN North Sumatra with qualitative analysis techniques descriptive method with observation, interviews and documentation. The results of this study indicate that the Mobile Legend Online Game has had many effects on its users, namely positive effects and negative effects based on the information obtained by researchers, the effects received are in accordance with the use carried out by users in accordance with the use and effect theory, including being able to improve foreign language skills because in the online game mobile legend many foreign terms are used, then increase enthusiasm for learning because mobile legend can relieve stress and provide pleasure because of the wins you get while playing, next mobile legend can improve interpersonal communication skills because this game is group-based and can be played with anyone of course, then getting entertainment because the feeling of satisfaction with victory in playing keeps the mobile legend players entertained, while the negative effects include often ignoring the surrounding conditions because the mobile legend game cannot be paused while playing and requires n focus on the users, then waste of time and money because when playing it takes a long time and requires quota or top up features in this mobile legend, and experience sleep disturbances because players often play at night to avoid distractions. Keywords: Online Games, Mobile Legend, Students.
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