scholarly journals ANALISIS KETERKAITAN ANTARA AGAMA DAN BUDAYA PADA MASYARAKAT VIRTUAL DI INDONESIA

2019 ◽  
Vol 4 (1) ◽  
pp. 507
Author(s):  
Ade Yul Pascasari Katili

<p>This paper aims to determine the acculturation between religion, culture and virtual society and the implementation of religion, and culture in virtual communities in Indonesia. The research methodology used is a conceptual approach by analyzing existing data through the study of literature relating to the focus under study. The literature used is primary and secondary sources, namely books and several journals that examine the same subject matter. The results of this conclusion are religion, culture, society is an important aspect that takes a leading role in creating a diversity of cultures of a nation. Pluralism that occurs comes from the acculturation process between these two aspects. The success of an acculturation model of culture and religion will be strongly supported by the development of information technology that affects its people to develop in the virtual realm or modernization. It is hoped that by understanding the acculturation process between religion, culture and virtual society,<br />we are able to reduce the alkuturation failure of these aspects in order to create a harmonious society in the current era of modernization.</p><p>Keywords: Religion, Culture, Virtual Society.</p>

Over the years, the Indian politics has gone through tremendous transformation. Amidst these, some changes are positives while others end as bittern experiences. The most positive changes in the Indian political system with the advent of information technology are transparency and accountability. With the help of IT, now public has become more aware about their role as the citizens. People know about dos and don’ts in political system. The technology has changed the life of many and makes it simple and more responsive. The main objective of this paper is to analyse the impact of information technology on Indian politics. The research methodology is explanatory in nature and for data collection; it is confined upto only secondary sources which includes journals, websites, etc. After going through the detailed analysis on the impact of information technology on Indian politics, it can be said that there are both positive and negative impacts. The need of the hour is to minimise the negative impacts and maximise the positive impacts. As in the age of digitalisation, we cannot ignore technology. We should try to use the information technology to make the Indian politics more responsive not to degrade it.


1998 ◽  
Vol 25 (1-2) ◽  
pp. 87-114
Author(s):  
Sławomir Gala

Summary The paper deals with onomastics as a branch of linguistics, its subject matter, scope of research, methodology, and relations to other branches of linguistics, such as language history, dialectology, as well as other fields, for example, history. The second part of the paper presents particular periods of onomastic research in chronological order. A systematic development of the discipline is shown through bibliographic examples and mention of the most important scientific organizations and institutions. The essence of the qualitative development of Polish onomastics consists in undertaking ever new problems which attest to the broadening of the scope of research to include new classes of speech signs recognized as nomina propria. Also essential is undertaking theoretical issues – the place and function of proper names in the system of language. A list of research desiderata concludes the discussion.


2019 ◽  
Vol 4 (1) ◽  
pp. 37
Author(s):  
Wardana, Zakiah

pplication quizlet is one of media-based learning android application that can be used to a limited extent to the students, that is, their use by teachers who provided the material is in the form of questions relating to the learning and grating exam questions that will be dihadapai by the students of classes VI MI DDI Seppange Bone. Granting of quizlet is done gradually so that absorption to the students can be more rapid and structured. Use of the media learning is very beneficial to students because it can be developed by entering (input) the subject matter in the form of questions that melingupi an important part of the sub a lesson. Quizlet apps is also a means of contracting the message and information learned. As well as the power tTarik learning using information technology is well designed to help learners in the digest and understand the subject matter. On dasarya this research uses Quasi Experimental Research method, by using the subject of research in the form of a group (class). Class VI MI DDI Seppange taken as the population because, this class was considered qualified and already have knowledge about android-based learning, this can be seen from the quizlet diajuan at the time of pre-test. Variables that are revealed in this research is a study of the response against the application of learning to the students ' quizlet klas VI students taught using quizlet and response application of their learning. Next design research is applied in this study isThe pre-test – post-test control group design.


2021 ◽  
Vol 28 (3) ◽  
Author(s):  
Adauto Lucas da Silva ◽  
Fábio Müller Guerrini

Abstract: The change in organizational processes by means of associating the new resources made available by IT (Information Technology) with the intrinsic characteristics of business-related areas embodies one of the innovation concepts. This work proposes a reference model for the formation of innovation networks focused on implementing systems that represent innovations by associating IT with the business area. The research methodology is based on an exploratory case study, composed of several analysis units, and on the organizational modeling methodology EKD (Enterprise Knowledge Development) to formulate the reference model. This research proposition contributes to systematize the formation process of collaborative alliances among the innovation agents in order to implement Information Technology-based systems.


2008 ◽  
pp. 8-14
Author(s):  
Catherine M. Ridings

The rise of the Internet has spawned the prolific use of the adjective “virtual.” Both the popular press and scholarly researchers have written about virtual work, virtual teams, virtual organizations, and virtual groups. But perhaps one of the most interesting phenomena to come to the forefront has been that of virtual communities. Many definitions of this term have been proposed and the term has been used in many different ways. This article will examine some of the most popular definitions and guidelines to understand what truly constitutes a virtual community. To define a virtual community, one needs to first examine the two words separately, particularly the sociological definition of “community.” The German sociologist Ferdinand Tonnies, in his 1887 book, made the distinction between two basic types of social groups: Gemeinschaft (community) and Gesellschaft (society). The former was often exemplified by the family or neighborhood (Tonnies, 1957). Sociology literature also often refers to the definition given by George Hillery, who reviewed 94 different definitions in academic studies. Three elements were common to the definitions, namely that community (1) was based on geographic areas, (2) included social interaction among people, and (3) had common ties such as social life, norms, means, or ends (Hillery, 1955). Thus the term community typically connotes a group of people within some geographic boundary, such as a neighborhood, or perhaps smaller subsection of a larger city. Further specification might have defined a community as a group of people within the geographic boundary with a common interest, such as the Jewish community of Brooklyn or the physician community of London. Therefore, members of the community were drawn together by both local proximity and common interest, even if the interest was in the geographic area itself. The term virtual, precipitated by the advent of information technology, and specifically, the Internet, means without a physical place as a home (Handy, 1995), or that which is electronic or enabled by technology (Lee, Vogel, & Limayem, 2003). Information technology therefore has expanded the means by which the social interaction in communities can be accomplished. While for most of human existence interaction was strictly limited to the face-to-face medium, social interaction can now be accomplished virtually, thus eliminating the necessity of being physically close enough to communicate. This type of communication is called computer-mediated communication (CMC). Combining the two terms together, thus, would mean eliminating the geographic requirements and allowing that the social interaction would occur virtually, that is, via information technology, among people with common ties. In fact, people have been coming together in virtual communities on the Internet for over 25 years. Usenet newsgroups, started in 1979, are widely regarded as the first virtual communities on the Internet (M. A. Smith, 1999), and The Well (www.well.com), started in 1985, is often referred to as an early exemplar of virtual community (Rheingold, 1993). Virtual communities may be part of a long-term shift away from geographic ties to common interest ties (Wellman & Gulia, 1999b). Formal definitions and understandings of the term virtual community still remain problematic, however (Lee et al., 2003). Perhaps the most cited definition is that of Howard Rheingold, a prominent author, consultant, and member of The Well: Social aggregations that emerge from the Net when enough people carry on those public discussions long enough, with sufficient human feeling, to form webs of personal relationships in cyberspace. (Rheingold, 1993, p. 5) Common to many of the definitions is the presence of shared interests or goals (Dennis, Pootheri, & Natarajan, 1998; Figallo, 1998; Kilsheimer, 1997). With the advent of information technology, locating/contacting others outside the local community has become relatively easy, especially when one seeks others who have a unique or uncommon interest. It may be that technology makes it easier for communities to form. For example, it may be difficult for someone interested in traditional bowhunting to locate others with the same inclinations by popping into the local tavern or socializing at a church function. However, a simple search in Google reveals a vibrant community centered around such an interest (www.bowsite.com/). There are virtual communities for nearly every interest that comes to mind, from medical afflictions (e.g., breast cancer, Parkinson’s, Down’s syndrome) to hobbies (e.g., coin collecting, wine, saltwater aquariums) to professions (e.g., nursing, law, finance). Implicit with the notion of community is some permanence among members and frequency of visits by members (A. D. Smith, 1999). Virtual communities must have a sense of long-term interaction (Erickson, 1997), not a place where people go only occasionally or where there are always different people. It is not uncommon for people to develop strong attachments to virtual communities, visiting them often enough to be described as “addicted” (Hiltz, 1984; Hiltz & Wellman, 1997). The members often feel part of a larger social whole within a web of relationships with others (Figallo, 1998). Indeed, many researchers have considered virtual communities as social networks (Hiltz & Wellman, 1997; Wellman, 1996; Wellman & Gulia, 1999a). Ridings et al. (2002) offer a comprehensive definition that incorporates the afore-mentioned concepts: Groups of people with common interests and practices that communicate regularly and for some duration in an organized way over the Internet through a common location or mechanism. (p. 273)


Author(s):  
Catherine M. Ridings

The rise of the Internet has spawned the prolific use of the adjective “virtual.” Both the popular press and scholarly researchers have written about virtual work, virtual teams, virtual organizations, and virtual groups. But perhaps one of the most interesting phenomena to come to the forefront has been that of virtual communities. Many definitions of this term have been proposed and the term has been used in many different ways. This article will examine some of the most popular definitions and guidelines to understand what truly constitutes a virtual community. To define a virtual community, one needs to first examine the two words separately, particularly the sociological definition of “community.” The German sociologist Ferdinand Tonnies, in his 1887 book, made the distinction between two basic types of social groups: Gemeinschaft (community) and Gesellschaft (society). The former was often exemplified by the family or neighborhood (Tonnies, 1957). Sociology literature also often refers to the definition given by George Hillery, who reviewed 94 different definitions in academic studies. Three elements were common to the definitions, namely that community (1) was based on geographic areas, (2) included social interaction among people, and (3) had common ties such as social life, norms, means, or ends (Hillery, 1955). Thus the term community typically connotes a group of people within some geographic boundary, such as a neighborhood, or perhaps smaller subsection of a larger city. Further specification might have defined a community as a group of people within the geographic boundary with a common interest, such as the Jewish community of Brooklyn or the physician community of London. Therefore, members of the community were drawn together by both local proximity and common interest, even if the interest was in the geographic area itself. The term virtual, precipitated by the advent of information technology, and specifically, the Internet, means without a physical place as a home (Handy, 1995), or that which is electronic or enabled by technology (Lee, Vogel, & Limayem, 2003). Information technology therefore has expanded the means by which the social interaction in communities can be accomplished. While for most of human existence interaction was strictly limited to the face-to-face medium, social interaction can now be accomplished virtually, thus eliminating the necessity of being physically close enough to communicate. This type of communication is called computer-mediated communication (CMC). Combining the two terms together, thus, would mean eliminating the geographic requirements and allowing that the social interaction would occur virtually, that is, via information technology, among people with common ties. In fact, people have been coming together in virtual communities on the Internet for over 25 years. Usenet newsgroups, started in 1979, are widely regarded as the first virtual communities on the Internet (M. A. Smith, 1999), and The Well (www.well.com), started in 1985, is often referred to as an early exemplar of virtual community (Rheingold, 1993). Virtual communities may be part of a long-term shift away from geographic ties to common interest ties (Wellman & Gulia, 1999b). Formal definitions and understandings of the term virtual community still remain problematic, however (Lee et al., 2003). Perhaps the most cited definition is that of Howard Rheingold, a prominent author, consultant, and member of The Well: Social aggregations that emerge from the Net when enough people carry on those public discussions long enough, with sufficient human feeling, to form webs of personal relationships in cyberspace. (Rheingold, 1993, p. 5) Common to many of the definitions is the presence of shared interests or goals (Dennis, Pootheri, & Natarajan, 1998; Figallo, 1998; Kilsheimer, 1997). With the advent of information technology, locating/contacting others outside the local community has become relatively easy, especially when one seeks others who have a unique or uncommon interest. It may be that technology makes it easier for communities to form. For example, it may be difficult for someone interested in traditional bowhunting to locate others with the same inclinations by popping into the local tavern or socializing at a church function. However, a simple search in Google reveals a vibrant community centered around such an interest (www.bowsite.com/). There are virtual communities for nearly every interest that comes to mind, from medical afflictions (e.g., breast cancer, Parkinson’s, Down’s syndrome) to hobbies (e.g., coin collecting, wine, saltwater aquariums) to professions (e.g., nursing, law, finance). Implicit with the notion of community is some permanence among members and frequency of visits by members (A. D. Smith, 1999). Virtual communities must have a sense of long-term interaction (Erickson, 1997), not a place where people go only occasionally or where there are always different people. It is not uncommon for people to develop strong attachments to virtual communities, visiting them often enough to be described as “addicted” (Hiltz, 1984; Hiltz & Wellman, 1997). The members often feel part of a larger social whole within a web of relationships with others (Figallo, 1998). Indeed, many researchers have considered virtual communities as social networks (Hiltz & Wellman, 1997; Wellman, 1996; Wellman & Gulia, 1999a). Ridings et al. (2002) offer a comprehensive definition that incorporates the afore-mentioned concepts: Groups of people with common interests and practices that communicate regularly and for some duration in an organized way over the Internet through a common location or mechanism. (p. 273)


Author(s):  
Ellen J. Bass ◽  
Carl Pankok ◽  
Yushi Yang ◽  
Sheryl Potashnik ◽  
Kathryn H. Bowles ◽  
...  

Design of health information technology (HIT) that improves patient outcomes is an ongoing process. We propose a methodology that takes a human factors engineering approach to develop systems-engineering-style requirements and design recommendations for both HIT and aspects beyond the scope of the HIT itself (e.g., policies and procedures). Our approach includes: (1) data collection and analysis; (2) preliminary recommendations generation; (3) recommendation review by methodological and domain subject matter experts; (4) revised recommendation review by end users; (5) revised recommendation review by HIT vendors; and (6) final recommendation generation. We illustrate the methodology by presenting a case study focusing on home health care nurses using HIT during the home care admission process.


2020 ◽  
Vol 10 (1) ◽  
pp. 1-14
Author(s):  
Anggi Permata Dewi ◽  
M. Rizki Pohan ◽  
Sutia Handayani ◽  
Rani Khairunnisa ◽  
Muhammad Rifki Shihab

In order to improve the business climate, the Indonesian government focuses on carrying out a fundamental reform program. One part of the program is issuing online business licenses. As a form of compliance, the Ministry of Trade (MoT) needs to implement the Integrated Trade Licensing System (ITLS), where the system’s values will be made possible through a collaboration between government agencies. This condition illustrates a self-organizing network of organizations where each agency will be able to contribute its values and result in a new set of values. This concept is aligned with the extended organization. This paper aims to examine how ITLS can successfully work through government agencies’ collaboration in an extended organization. The research methodology used a qualitative approach by collecting data through documentation study, observation, and interviews. The study found that trade licenses can only be issued if the value given by the extended organization is sent to ITLS with the assistance of information technology (IT). This research is expected to be a lesson learned of extended organization concept in government agencies.


2020 ◽  
Vol 5 (2) ◽  
pp. 71-76
Author(s):  
I Ketut Sudaryana ◽  
Rouly Doharma

Learning to count for school children becomes a daunting subject matter, difficult because it requires thinking and using reasoning to solve it. As material that has been taught since elementary school, media are needed that can help students learn to count. To overcome students' difficulties in learning to count, Diginusa has special counting software for grade 5 children, based on multimedia that combines elements of text, sound, images and animation. The purpose of this study is to make learning to count easier because it is done in the form of a visualization on a computer monitor screen. This research utilizes quantitative data types, with data collection obtained from the results of software experiments to students in the form of grades that will be compared with the KKM scores. The Tecknology Acceptance Model (TAM) application is used to measure acceptance of interactive learning media. This TAM model illustrates the acceptance of the use of information technology that is strongly influenced by usefulness. The results of this study are from two data that are processed based on Minimum Completeness Criteria (KKM) whose percentage is 97% and the results of the Questionnaire are 64%.


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