Mayakovsky's Neologisms: Word-Formation Models, Functions, Afterlife

Author(s):  
Jana Kitzlerová
Keyword(s):  
Author(s):  
Pavol Stekauer ◽  
Salvador Valera ◽  
Livia Kortvelyessy
Keyword(s):  

2010 ◽  
Vol 3 (1) ◽  
pp. 1-30 ◽  
Author(s):  
Heike Baeskow

For many decades there has been a consensus among linguists of various schools that derivational suffixes function not only to determine the word-class of the complex expressions they form, but also convey semantic information. The aspect of suffix-inherent meaning is ignored by representatives of a relatively new theoretical direction – Neo-Construction Grammar – who consider derivational suffixes to be either purely functional elements of the grammar or meaningless phonological realizations of abstract grammatical morphemes. The latter view is maintained by adherents of Distributed Morphology, who at the same time emphasize the importance of conceptual knowledge for derivational processes without attempting to define this aspect. The purpose of this study is first of all to provide support for the long-standing assumption that suffixes are inherently meaningful. The focus of interest is on the suffixes -ship, -dom and -hood. Data from Old English and Modern English (including neologisms) will show that these suffixes have developed rich arrays of meaning which cannot be structurally derived. Moreover, since conceptual knowledge is indeed an important factor for word-formation processes, a concrete, theory-independent model for the representation of the synchronically observable meaning components associated with -ship, -dom and -hood will be proposed.


Author(s):  
Anealka Aziz Hussin ◽  
Tuan Sarifah Aini Syed Ahmad

Engaging students in language activities can sometimes be challenging for language educators. One of the ways to engage students in language activities is through language games. Language games can motivate students to communicate, strengthens their ability to comprehend the language and enhance their problem-solving and cognitive skills. Language games also have a vast potential to increase engagement of the students, thus lead to the creation of the Conquer & Score: The Derivational Island. It is a word formation enrichment game catering to students learning lexicology and linguistics. The topic was chosen based on the result of an online quiz on the types of morphemes. The game focuses on the derivational morphemes used to form the English language words. The game requires knowledge of morphology as well as basic lexical analysis skills. The game provides educators a fun and engaging reinforcement activity for the students. Gamification elements used in the game such as rewards, flexible learning path and progress indicator offer a safe environment for competition, which can motivate students to outdo each other to win the game. This paper also highlights some important aspects of games in learning.


2018 ◽  
Vol 6 (2) ◽  
pp. 99-115
Author(s):  
Borislav Marušić ◽  
Sanda Katavić-Čaušić

Abstract The aim of this paper is to research the word class adjective in one sequence of the ESP: Business English, more precisely English business magazines online. It is an empirical study on the corpus taken from a variety of business magazines online. The empirical analysis allows a comprehensive insight into the word class adjective in this variety of Business English and makes its contribution to English syntax, semantics and word formation. The syntactic part analyses the adjective position in the sentence. The semantic part of the study identifies the most common adjectives that appear in English business magazines online. Most of the analysis is devoted to the word formation of the adjectives found in the corpus. The corpus is analysed in such a way that it enables its division into compounds, derivatives and conversions. The results obtained in this way will give a comprehensive picture of the word class adjective in this type of Business English and can act as a starting point for further research of the word class adjective.


Author(s):  
Larisa V. Kalashnikova

The article enlightens the probem of nonsense and its role in the development of creative thinking and fantasy, and the way how the interpretation of nonsense affects children imagination. The function of imagination inherent to a person, and especially to a child, has a powerful potential – to create artificially new metaphorical models, absurd and most incredible situations based on self-amazement. Children are able to measure the properties of unfamiliar objects with the properties of known things. It is not difficult for small researchers to replace incomprehensible meanings with familiar ones; to think over situations, to make analogies, to transfer signs and properties of one object to another. The problem of nonsense research is interesting and relevant. The element of the game is an integral component of nonsense. In the process of playing, children cognize the world, learn to interact with the world, imitating the adults behavior. Imagination and fantasy help the child to invent his own rules of the game, to choose language elements that best suit his ideas. The child uses the learned productive models of the language system to create their own models and their own language, attracting language signs: words, morphs, sentences. Children’s dictionary stimulates word formation and language nomination processes. Nonsense-words are the result of children’s dictionary, speech errors and occazional formations, presented in the form of contamination, phonetic transformations, lexical substitution, implemented on certain models. The first two models are phonetic imitation and hybrid speech, based on the natural language model. The third model of designing nonsense is represented by words that have no meaning at all and can be attributed to words-portmonaie. Due to the flexibility of interframe relationships and the lack of algorithmic thinking, children can not only capture the implicit similarity of objects and phenomena, but also create it through their imagination. Interpretation of nonsense is an effective method of developing imagination in children, because metaphors, nonsense as a means of creating new meanings, modeling new content from fragments of one’s own experience, are a powerful incentive for creative thinking.


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