Analisis Implikatur Percakapan pada Pedagang Jamu di Pasar Tradisional Prenduan, Madura

2021 ◽  
Vol 3 (1) ◽  
pp. 39-52
Author(s):  
Albaburrahim Albaburrahim ◽  
Mochamad Arifin Alatas

Implicature is an implied meaning of speech that is conveyed indirectly by the speaker to the speech partner. This study aims to describe the conversational implications of herbal medicine traders in Prenduan traditional markets, Madura. This research used a pragmatic theoretical approach (implicature) and a descriptive qualitative methodological approach. The data collection technique of this study used the technique of listening, taking notes, and recording. The data analysis technique classified conversational implicatures based on the pragmatic theory approach. The results of the data analysis indicated that there were conversational implicature in the conversations of herbal medicine traders in Prenduan traditional market. Conversational implicatures are used, namely: prohibition, approval, refuse, command, request, assure, complaint, and report.

2020 ◽  
Vol 2 (1) ◽  
pp. 21-27
Author(s):  
Auliyah Fajar ◽  
Hasanuddin Remmang ◽  
Firman Menne

Penelitian ini bertujuan untuk mengetahui dan menganalisis pengaruh kompensasi, disiplin kerja dan lingkungan kerja ter-hadap kinerja pegawai pada Pusat Pengembangan Sumber Daya Manusia Regional Makassar. Metode pengambilan sampel menggunakan sampling jenuh (sensus) terhadap seluruh pegawai yang berjumlah 49 orang. Teknik pengumpulan data yang digunakan adalah kuesioner dan teknik analisis data yang digunakan adalah regresi linear berganda dengan SPSS. Hasil penelitian ini menunjukkan bahwa kompensasi berpengaruh positif dan tidak signifikan terhadap kinerja pegawai, disiplin kerja berpengaruh positif dan signifikan terhadap kinerja pegawai dan Lingkungan kerja berpengaruh positif dan signifikan terhadap kinerja pegawai PPSDM Regional Makassar.   This study aims to determine and analyze the effect of compensation, work discipline and work environment on employee performance at the Makassar Regional Human Resources Development Center. The sampling method uses saturated sampling (census) of all 49 employees. The data collection technique used was a questionnaire and the data analysis technique used was multiple linear regression with SPSS. The results of this study indicate that compensation has a positive and not significant effect on employee performance, work discipline has a positive and significant effect on employee performance and The work environment has a positive and significant effect on employee performance PPSDM Regional Makassar.


At- Tarbawi ◽  
2021 ◽  
Vol 13 (1) ◽  
pp. 16-27
Author(s):  
Suratiningsih Suratiningsih

The research aims to describe the puzzling media as a solution to increase the learning motivation of elementary /MI student. This research is library research. It is a method that the data which is needed in completing research comes from library sources i.e. include books, encyclopedias, dictionaries, journals, documents, magazines, etc as well as various sources on the internet. The data collection technique used in this research is documentation. Documentation means looking for data about things in the form of notes, books, papers, articles, journal, and so on. Then, the data analysis technique used in this study is content analysis. In this analysis, the process of selecting, comparing, and combining various meanings will be found to be relevant. The media is an intermediary or introduction. Puzzle media can improve the students’ motivation to keep trying to solve problems. It is fun for students because it can be repeated. The challenges in the puzzle game will give you an addictive effect to always try and try until they are successful.


2021 ◽  
Vol 5 (3) ◽  
pp. 195-211
Author(s):  
Nur Ihsan Halil ◽  
Takwa ◽  
Musliha

This research aims to investigate the implementation of politeness in the language of lecturers and students as well as students and students through online lectures at the Faculty of Teacher Training and Education, Universitas Sembilanbelas November Kolaka on the WhatsApp application. The research methodology used is descriptive qualitative with a focus on research, namely the fulfillment and violations of the principles of politeness in the language contained in online lecture conversations on WhatsApp. The data collection technique uses documentation or screenshots, and the data analysis technique uses content analysis methods with inductive procedures. The results indicate that the communication of lecturers to students and students to students based on the WhatsApp social network still pays attention to the principles of linguistic politeness in communication discourse. Based on the WhatsApp social network, students and lecturers can meet the principles of linguistic politeness, including maxim of wisdom, generosity, appreciation, simplicity, compatibility, and sympathy. However, there were also still some violations of the principle of politeness.


2020 ◽  
Vol 5 (1) ◽  
pp. 21
Author(s):  
Imas Ismayati ◽  
Nani Ratnaningsih ◽  
Supratman Supratman

The aims of this study are to analyze and describe the metacognition of students who have high, moderate, and low Self-Regulated Learning (SLR) in solving Higher Order Thinking Skills (HOTS) type problem. The research method that used was qualitative, research subjects were taken from students who can provide information about the results of their work to obtain complete data and stop when there was no information that can be extracted (saturated data), then obtained 6 people consisting of students who have high, medium, low SLR. The Data collection technique used was the think-aloud method. The data analysis technique used in this study was a model from Miles and Huberman. Based on the data analysis, it can be concluded that: the metacognition of students with high SLR used metacognition in the indicators to compose strategies and monitor actions to the maximum while at the evaluation stage they had not been able to mention other alternatives to solve the problem, the metacognition of students with medium SLR used metacognition to the maximum in the indicators of the stage of compiling strategies but at the monitoring actions they had not been able to interpret the results of the answers and at the stage of evaluation they had not been able to mention other alternatives to solve the problem, the metacognition of students with low SLR had not been able to use metacognition to the maximum. Teachers must pay attention to students' self-regulated learning and metacognition in solving HOTS problems.


2021 ◽  
Vol 12 (1) ◽  
pp. 102-117
Author(s):  
Setyo Wahyuningsih ◽  
Sudarmadi Sudarmadi ◽  
Triyanto Triyanto

This study purposes were determined the effect of leadership, work environment, work discipline and motivation on employee performance at the Dinas Peternakan dan Perikanan, Grobogan Regency. The research type is a survey research using a questionnaire as the instrument. The research population are employees at the Dinas Peternakan dan Perikanan, Grobogan Regency. The sample used in this study amounted to 62 respondents. Data collection technique used questionnaire that has been tested for validity and reliability. The data analysis technique used is multiple linear regression. The research results shown that there is a positive and significant effect of leadership, work environment, work discipline, and work motivation on employee performance both individually and simultaneously. Leadership is the variable with the most dominant effect on the performance of the employees of the Dinas Peternakan dan Perikanan in Grobogan Regency.


Author(s):  
Lisna Sandora

The people of Tilatang Kamang, Agam Regency, West Sumatra have a tradition, namely the tradition of khatam Qur'an children. This tradition is a celebration / gratitude for the success of children in completing their recitation of the Koran (khatam). Usually this activity is held once a year, to be precise during school holidays. This tradition is a tradition that is ingrained in the life of the Tilatang Kamang community. This Quranic tradition of khatam is also found in several other areas in Minangkabau, but each region has its own uniqueness. In Tilatang Kamang this ceremony is enlivened by barracks around the village, the aim is to inform the crowd that there are several children in this area who have successfully finished reading the Qur'an (finished their studies) and can read the Koran properly and correctly. . The ceremony ended with the announcement of the winners of the khatam participants in the recitation of the Qur'an. The research method used is descriptive qualitative with an ethnographic approach. The data collection technique was done by interview and observation, while the data analysis technique used data reduction, reflection, and conclusion. The results of this study illustrate that the Khatam Qur'an ceremony has become a tradition for the Tilatang Kamang community of the Agam Regency for children who have completed their studies and also as one of the requirements for children to continue their education to a higher level.


2018 ◽  
Vol 4 (3) ◽  
pp. 193
Author(s):  
Ockti Syafitri ◽  
Rohita Rohita ◽  
Nila Fitria

<p><em>Abstrak</em> - <strong>Perkembangan kognitif merupakan aspek yang penting dalam mengembangkan kemampuan berpikir anak, salah satunya yaitu mengenal konsep lambang bilangan. Penelitian ini bertujuan untuk mengetahui bagaimana peningkatan kemampuan mengenal konsep lambang bilangan 1 – 10 melalui permainan pohon hitung pada anak usia 4 – 5 tahun di BKB PAUD Harapan Bangsa. Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang menggunakan model Kemmis dan Mc Taggart yang dilakukan selama 2 siklus, di mana satu siklus terdiri dari 3 kali pertemuan. Subjek penelitian ini adalah 14 anak, yang terdiri dari 9 anak laki-laki dan 5 anak perempuan. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah observasi kemampuan anak dalam mengenal konsep lambang bilangan 1 – 10, aktivitas guru dan anak serta dokumentasi. Teknik analisis data yang digunakan pada penelitian ini adalah deskriptif kualitatif dengan menggunakan perhitungan statistika sederhana. Berdasarkan hasil penelitian diketahui bahwa terdapat peningkatan dalam kemampuan mengenal konsep lambang bilangan 1 – 10 melalui permainan pohon hitung. Hal ini diketahui dari rata-rata anak yang mendapat skor 3 pada setiap indikator yaitu indikator membilang 1 – 10 siklus I sebesar 69,1% dan siklus II sebesar 100% artinya terdapat peningkatan sebesar 30,9%. Pada indikator menghubungkan benda-benda konkret dengan lambang bilangan 1 – 10 siklus I sebesar 55,4% dan siklus II sebesar 77,6% artinya terdapat peningkatan sebesar 22,2% dan pada indikator mengurutkan lambang bilangan 1 – 10 siklus I 44,7% dan siklus II sebesar 77,6% artinya terdapat peningkatan sebesar 32,9%. Pencapaian di siklus II sudah melebihi indikator keberhasilan yang telah ditentukan yaitu sebesar 75%. Berdasarkan hasil penelitian dapat disimpulkan bahwa permainan pohon hitung dapat meningkatkan kemampuan mengenal konsep lambang bilangan 1 – 10. Peningkatan terjadi karena dalam penelitian ini dilakukan melalui permainan dengan menggunakan media pohon hitung yang beracuan pada teori mengenai tahapan-tahapan mengenal lambang bilangan kepada anak dan dengan adanya motivasi berupa reward membuat anak lebih semangat dalam melakukan permainan.</strong></p><p><em><strong>Kata Kunci</strong> - Mengenal Konsep Lambang Bilangan, Permainan Pohon Hitung, Anak Usia 4 – 5 Tahun</em></p><p>Abstract - <strong>Cognitive development is an important aspect in developing children's thinking skills, one of which is to recognize the concept of numeral symbol. This study aims to find out how to improve the ability to recognize the concept of numeral symbol 1 - 10 through tree math game at the children aged 4 - 5 years of BKB PAUD Harapan Bangsa. This study is a classroom action research (CAR) using Kemmis and Mc Taggart model carried out in 2 cycles where one cycle consists of 3 meetings. The subjects of this study are 14 children, 9 of them are boys and the rest are girls. Data collection technique used in this study is observation towards the ability of children in recognizing the concept of numeral symbol 1 - 10, the teacher as well as the children activities and documentation. Data analysis technique used in this study is descriptive </strong><strong>qualitative using simple statistical calculation. According to the research results it is known that there is an improvement in the ability to recognize the concept of numeral symbol 1 - 10 through the tree math game. It can be seen from the average of children who got score 3 on each indicator which is counting 1 - 10 in cycle I is as much as 69,1% and in cycle II rises to 100%. It means that there is an increase of 30,9%. While on the indicator of connecting concrete objects with numeral symbols of 1 - 10 in cycles I show the average of 55.4% and in the second cycle rise to 77.6% which means there is an increase of 22.2%. Furthermore, on the indicator of sorting numeral symbol of 1 – 10 in cycle I show the average of 44.7 % and in cycle II climb to 77.6% which means there is an increase of 32.9%. Therefore, the achievement in cycle II has exceeded the predetermined success indicator of 75%. Based on the research results it can be concluded that the tree math game can improve the ability of children aged 4-5 years to recognize the concept of numeral symbol 1 - 10. The improvement occurs because this study is carried out through the game using the tree math media which refers to the theory of the stages of knowing numeral symbol to the children and with the motivation in the form of reward to make them more enthusiastic in playing the game</strong>.</p><p><em><strong>Keywords</strong> - Knowing the Concept of Numeral Symbol, Tree Math Game, Children Aged 4 - 5 Years.</em></p>


KIRYOKU ◽  
2020 ◽  
Vol 4 (1) ◽  
pp. 44-57
Author(s):  
Izzatul Maulina ◽  
Lisda Nurjaleka

This study aims to analyze and categorize the type of yakuwarigo or role language on the Anime of Gintama. Role language, or known as Yakuwarigo in Japanese, is a set of language features associated with a particular type of character in the virtual world. The characteristic of these languages variation such as vocabulary, grammar, intonation, and accent patterns. (Kinsui, 2003). This study also investigates the function of these language variation types focusing on the yakuwarigo types in Anime Gintama. The data collection technique that was used is the note technique. The data analysis technique used in this study was the reading markah analysis technique followed by a descriptive qualitative data analysis technique to present the results of the data analysis. The results show that the type of Yakuwarigo found in Anime Gintama shows the variation of the character itself. Seven types of yakuwarigo seen from 10 Gintama anime characters, namely, aruyo kotoba, hakase go, onee kotoba, joseigo, danseigo, chara gobi, and Osaka ben. And the particular type of the yakuwarigo’s characteristics was shujoshi and specific types of expression used by these characters.


2021 ◽  
Vol 10 (1) ◽  
pp. 141-152
Author(s):  
Hermawati Hermawati ◽  
Jumroh Jumroh ◽  
Eka Fitri Puspa Sari

AbstrakKemampuan pemecahan masalah tidak lepas dari kegiatan belajar mengajar pada umumnya karena keberhasilan seseorang terhadap sesuatu yang dihadapi tidak lepas dari matematika. Penelitian ini bertujuan untuk mengetahui kemampuan pemecahan masalah matematis peserta didik kelas IX di SMP Negeri 15 Palembang. Sampel pada penelitian ini di ambil secara acak yaitu peserta didik kelas IX.1 berjumlah 31 peserta didik yang dilakukan di SMP Negeri 15 Palembang tahun Pelajaran 2019/2020. Teknik pengumpulan data menggunakan soal tes berbentuk uraian materi bangun ruang (kubus dan balok). Teknik analisis data dalam penelitian ini adalah deskriptif kuantitatif. Dari hasil analisis data dan pembahasan maka dapat disimpulkan bahwa kemampuan pemecahan masalah matematis peserta didik dikategorikan rendah.  Analysis of Mathematical Problem-Solving Ability on Cubes and Blocks in Junior High SchoolAbstractThe ability to solve problems cannot be separated from teaching and learning activities in general because one's success in something that is faced cannot be separated from mathematics. This study aims to determine the mathematical Problem-solving abilities of grade IX students at SMP Negeri 15 Palembang. The sample in this study was taken randomly. namely students of class IX.1, totaling 31 students which were conducted at SMP Negeri 15 Palembang for the 2019/2020 academic year. The data collection technique used test questions in the form of a description of the material (cubes and cuboids). The data analysis technique in this research is descriptive quantitative. From the results of data analysis and discussion, it can be concluded that the students' mathematical Problem-solving ability is categorized as low.


2019 ◽  
Vol 9 (1) ◽  
pp. 45
Author(s):  
Miskawati Miskawati

This study aims to improve children's creativity in learning dance through learning strategies while playing in Sa'adatul Khidmah Islamic Kindergarten in Jambi City. This study is a classroom action research. The design of this study refers to the Kemmis and Mc Taggart models, covering planning, implementation, observation, and reflection. The subjects of this study were children in group B, Islamic Kindergarten Sa'adatul Khidmah Kota Jambi, which amounted to 16 children, consisting of 8 boys and 8 girls. The collaborator of this research is the Sa'adatul Khidmah Islamic Kindergarten Dance Teacher in Jambi City. The data collection technique used is observation. The research instruments are observation sheets and diaries. The data analysis technique used is descriptive analysis both quantitative and qualitative. The results of the study show that children's creativity can be improved after being given action through play-learning strategies that are applied to dance learning. The results of the observation before the action showed that the average score of creativity obtained by the child was 57.9. There are two aspects of undeveloped creativity, namely originality and elaboration. In the first cycle the average score of creativity increased to 85.83 and all aspects of creativity have developed but there are two aspects whose development has not been optimal, namely flexibility and elaboration. In the second cycle the score of creativity increased to 96.66 on average and all aspects of creativity had grown optimally. The implication of this study is that the teacher will implement a learning strategy while playing to improve children's creativity in dance learning.


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