media planning
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2021 ◽  
Vol 5 (2) ◽  
Author(s):  
Sapar Junoko ◽  
Yosef Yulius ◽  
Didiek Prasetya

<p>Technological progress is something that can not be avoided in today's life. One of the results of technological <br />development is the internet, one of its benefits is as a means of entertainment, for example to play online games. Online <br />games themselves are not only played from computer games but can also be played on smartphones, online games are <br />much loved by teenagers because online games themselves are a means of entertainment for them but most teenagers <br />are addicted to playing online games. Online games themselves have positive and negative impacts, but if playing <br />excessive online games can have positive impacts which are definitely addicted to playing continuously. The main study <br />of this research focuses on the identification, analysis and design of Video Motion Graphic works and other supporting <br />media. This design uses premedia media planning methods, playing media and media follow-up. Data collected <br />through, observation, interviews, literature and website. The data is then identified, classified, selected, then analyzed <br />using the 5W + 1H method and interpreted according to the text and context. The design of the social media campaign <br />of the impact of online games for teens in the city of Palembang as a visual communication media which is part of the <br />design discussion. This design aims to encourage adolescents to reduce and reduce the number of addictions due to <br />online games especially teenagers in the city of Palembang in order to be able to balance between playing online games <br />and learning to get achievements in education.</p><p><br />Key word: Online Games, Motion Graphic Video, Social Campaign, Internet, Smartphone</p>


2021 ◽  
Author(s):  
Nouran Tahoun ◽  
Ahmed Taher

This study explores the utilization of Artificial Intelligence (AI) in the online advertising process and the impact of using AI in each stage on overall perceived effectiveness. It also provides a better understanding of the magnitude of using AI in the four stages of advertising online: namely, consumer insights, ad creation, media planning and buying, and ad evaluation. <i>The Process model of AI utilization in online advertising </i>is the study's conceptual model developed based on the literature. An online survey is conducted with digital advertisers worldwide from both agency and client-side. The findings showed that AI is emerging progressively in the four stages of the data-driven online advertising process. Moreover, it showed a significant relationship between AI utilization in each stage and the following one. Using AI in each advertising stage promotes the perceived effectiveness of the overall online ad process.


2021 ◽  
Author(s):  
Nouran Tahoun ◽  
Ahmed Taher

This study explores the utilization of Artificial Intelligence (AI) in the online advertising process and the impact of using AI in each stage on overall perceived effectiveness. It also provides a better understanding of the magnitude of using AI in the four stages of advertising online: namely, consumer insights, ad creation, media planning and buying, and ad evaluation. <i>The Process model of AI utilization in online advertising </i>is the study's conceptual model developed based on the literature. An online survey is conducted with digital advertisers worldwide from both agency and client-side. The findings showed that AI is emerging progressively in the four stages of the data-driven online advertising process. Moreover, it showed a significant relationship between AI utilization in each stage and the following one. Using AI in each advertising stage promotes the perceived effectiveness of the overall online ad process.


Author(s):  
Mar’atus Sholichah ◽  
Sri Estu Winahyu ◽  
Sukamti Sukamti

Abstract: Learning media is one of the important components in learning. Before using the media the teacher must pay attention to the planning and criteria for selecting a good media. So that the desired learning objectives can be achieved optimally. However, not all teachers plan, select, and use learning media properly and appropriately. This study aims to describe the planning, selection, and use of media as well as the obstacles experienced in implementing the use of media in online learning Theme 7 "Events in Life" Fifth Grade at State Elementary School Sumbersari 1 Malang. This study uses a descriptive qualitative approach. Collecting data using interview, observation, and documentation techniques. Based on the results of the study, it was found that the teacher did not do the media planning themselves but used the media planning listed in the lesson plans which were arranged in one cluster. In choosing the media, it is different from the media that has been planned. This is because the media planned in the lesson plans cannot be applied 100 percent the same, adjusting to the conditions of each school. There are media that are not in accordance with the learning objectives. The use of media has implemented the steps of using media well. The obstacle experienced is that there are students who do not open the media sent by the teacher. As well as the limited ability of teachers in making technology-based media. Abstrak: Media pembelajaran merupakan salah satu komponen penting dalam pembelajaran. Sebelum menggunakan media guru harus memperhatikan perencanaan dan kriteria pemilihan media yang baik. Sehingga tujuan pembelajaran yang diinginkan dapat tercapai dengan optimal. Namun, tidak semua guru melakukan perencanaan, pemilihan, dan penggunaan media pembelajaran dengan baik dan sesuai. Penelitian ini bertujuan untuk mendeskripsikan perencanaan, pemilihan, dan penggunaan media serta kendala yang dialami dalam penerapan penggunaan media pada pembelajaran daring Tema 7 “Peristiwa dalam Kehidupan” kelas V di SDN Sumbersari 1 Malang. Penelitian ini menggunakan pendekatan kualitatif deskriptif. Pengumpulan data menggunakan teknik wawancara, observasi, dan dokumentasi. Berdasarkan hasil penelitian diperoleh bahwa guru tidak melakukan perencanaan media sendiri melainkan menggunakan perencanaan media yang tertera pada dokumen RPP yang disusun dalam satu gugus. Dalam memilih media, berbeda dengan media yang sudah direncanakan. Hal ini dikarenakan media yang direncanakan dalam RPP tidak bisa diterapkan 100 persen sama, menyesuaikan dengan kondisi sekolah masing-masing. Terdapat media yang tidak sesuai dengan tujuan pembelajaran. Penggunaan media sudah menerapkan langkah-langkah penggunaan media dengan baik. Kendala yang dialami yaitu terdapat siswa yang tidak membuka media yang dikirimkan oleh guru. Serta keterbatasan kemampuan guru dalam membuat media berbasis teknologi.


2021 ◽  
Vol 5 (2) ◽  
Author(s):  
Safar Junoko ◽  
Yosef Yulius ◽  
Didiek Prasetya

Technological progress is something that can not be avoided in today's life. One of the results of technological development is the internet, one of its benefits is as a means of entertainment, for example to play online games. Online games themselves are not only played from computer games but can also be played on smartphones, online games are much loved by teenagers because online games themselves are a means of entertainment for them but most teenagers are addicted to playing online games. Online games themselves have positive and negative impacts, but if playing excessive online games can have positive impacts which are definitely addicted to playing continuously. The main study of this research focuses on the identification, analysis and design of Video Motion Graphic works and other supporting media. This design uses premedia media planning methods, playing media and media follow-up. Data collected through, observation, interviews, literature and website. The data is then identified, classified, selected, then analyzed using the 5W + 1H method and interpreted according to the text and context. The design of the social media campaign of the impact of online games for teens in the city of Palembang as a visual communication media which is part of the design discussion. This design aims to encourage adolescents to reduce and reduce the number of addictions due to online games especially teenagers in the city of Palembang in order to be able to balance between playing online games and learning to get achievements in education.


2021 ◽  
Vol 11 (2) ◽  
pp. 393-402
Author(s):  
Benan TOPBAŞ

The way these main media organs are included in new media outlets, video journalism has been examined. For this purpose, content analysis of the videos produced on cnnturk.com.tr Youtube and social media platforms, which have both traditional and new media organs, was performed. An institutionalized interview was conducted to make the content analysis results more meaningful. In the research, the social media planning of online news videos was examined and what kind of content they had was revealed. Research On cnnturk.com.tr, online news videos are from the pool of CNN TÜRK channel and from agencies, and the channels where readers and viewers react the most are Youtube and Facebook. The site cnnturk.com.tr, a new media organ, shared the online news videos broadcast from the CNN TÜRK channel, which is the traditional media organ, on platforms such as Twitter, Youtube and Facebook, and enabled the videos active in the traditional media to adapt to new media channels.


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