scholarly journals PERMAINAN BUNYI DALAM PENCIPTAAN HUMOR KOMIK @TAHILALATS DI INSTAGRAM

Sirok Bastra ◽  
2020 ◽  
Vol 8 (1) ◽  
pp. 1-19
Author(s):  
Habib Safillah Akbariski

Manusia disebut sebagai homo ludens yang artinya manusia adalah seorang pemain, termasuk memainkan bahasa secara kreatif dalam pelbagai situasi dan kondisi. Dalam hal ini, permainan bahasa yang dimaksud adalah permainan bunyi yang dimanfaatkan untuk menciptakan humor. Penelitian ini bertujuan untuk mendeskripsikan empat hal. Pertama, teknik permainan bunyi yang digunakan dalam membangun humor komik Tahilalats. Kedua, cara bunyi tersebut membangun humor dalam komik @Tahilalats. Ketiga, interpretasi penggunaan teknik permainan bunyi. Keempat, memaparkan model tuturan dalam komik @Tahilalats. Metode yang digunakan dalam penelitian ini adalah deskriptif kualitatif. Hasil penelitian ini menunjukkan bahwa dari 90 edisi komik @Tahilalats yang dianalisis terdapat 129 data permainan bunyi. Teknik permainan bunyi dalam komik @Tahilalats terdiri atas 10 jenis teknik yang apabila dipecah dapat menjadi 15 teknik. Proses bunyi dalam membangun humor bergantung pada masing-masing teknik yang diterapkan dalam komik. Interpretasi data menunjukkan bahwa teknik substitusi merupakan teknik yang paling banyak dimanfaatkan dalam komik @Tahilalats. Model tuturan dalam komik ini dirumuskan berdasarkan teori SPEAKING oleh Dell Hymes dengan memanfaatkan aspek ends, act, dan key. Komik @Tahilalats memanfaatkan aspek verbal-nonverbal dan bunyi segmental-suprasegmental dalam penciptaan humor dan tuturan.  Mankind called as homo ludens means a player who plays the game, it is included creatively playing the language in certain terms and conditions. Language game refers to the sound change for the sake of humor. This research aims to define four points. Firstly, sound change techniques build humorous materials in @Tahilalats comic. Secondly, identifying the process of the sound builds the humorous materials in @Tahilalats comic. Thirdly, interpretating the use of language games' technique. Lastly, explaining  the type of information in @Tahilalats comic. This research use qualitative description research as its method. The result shows that there are 129 sound change data from 90 editions of @Tahilalats comic.  The techniques of @Tahilalats comic consisted of 10 types which will be differed into 15 techniques. The process of humor building depends on each type of techniques which are applied in the comic. The data interpretation shows substitution technique is the most common technique used in the @Tahilalats comic. Information model in this comic is formulated into SPEAKING theory by Dell Hymes included aspects; ends; act; and key. @Tahilalats comic utilizes verbal-nonverbal information and segmental-suprasegmental sound in humor and information building.

2019 ◽  
Vol 2 (2) ◽  
pp. 123-133
Author(s):  
Moh. Hasyim Asy'ari

The topic of this research is "Learning the Book of Al-Muhadasah Wa Muthala'ahAl-Arabiyah Juz Awwal for the Development of Maharah Kalam in the IslamicBoarding School Darul Lughah Waddirosatil Islamiyah, Seninan Akkor PelengaanPamekasan Madura, East Java". Every year there must be acceptance of newsantri in all of the rapidly developing huts in Indonesia, The new santri usuallyfind it difficult to speak Arabic because they don't know much about Arabicbefore entering pondok. This research aim to know the steps of learning and thepositive factors that influence the learning. This research use qualitative researchmethods. The results of this study are as follows: 1. Learning Steps to the Book"Al-Muhadasah Wa Muthala'ah Al-Arabiyah Juz Awwal" the teacher greets,remembering the students last lesson, giving new teaching material, the teacherreading the Muhadasah text and the students practiced the Muhadasah text thestudents were allowed to ask about the difficult mufrodat, the students translatedthe muhadasah text according to their abilities, then the teacher interpreted thewhole of the Muhadasah text. then the teacher gives training about sometimesthe teacher gives Arabic language games, the teacher tells students to memorize the muhadasah text and tells them to have two or two in front of the class, at the end of the lesson the teacher gives advice and motivation. 2. There are twopositive factors in the Learning of the Book "Al-Muhadasah Wa Muthala'ahAl-Arabiyah Juz Awwal" namely internal and external factors, internal factorsnamely: provisional teachers, the use of learning methodologies and appropriateteaching materials, students are eager to learn. External factors are: the scope ofthe Arabic language contained in the cottage.


Author(s):  
Adi Idham Jailani ◽  
Nazarul Azali Razali ◽  
Ahmad Harith Syah Md Yusuf ◽  
Ariff Imran Anuar Yatim ◽  
Nor Atifah Mohamad

Mastery of the English grammar is an intricate subject. Conventional teaching and learning of the English grammar have found to be an arduous task for teachers and a lacklustre one for students. The traditional pen and paper method often cause second language (L2) learners to become unmotivated in understanding this important element of the language. Thus, it is critical to provide L2 learners with the motivation to engage learning grammar in a more meaningful and purposive process. An ideal way to provide such learning experiences is through the use of language games that accommodate L2 learners’ desire to grasp grammar rules in an enjoyable way. To fill the gap for a purposive and meaningful grammar-based language game, Worchitect, a card-based game that focuses on (English) parts of speech is developed. The card game poses players/learners with questions that will foster their understanding of the rules of grammar for them to play the game and accumulate the highest scores possible. This game provides a constructive reinforcement to L2 users as it allows for the English parts of speech (and grammar) rules to be deductively attained. Furthermore, Worchitect is highly marketable as it is suitable for learners of various language proficiencies; for language teachers to be used as reinforcement or the actual learning activity; for parents who are looking to spend quality time with their children; and for any language enthusiast.


Author(s):  
Olga Iermachkova ◽  
Katarína Chválová

The paper is devoted to the language game in teaching Russian as a foreign language. The research aims to examine the phenomenon of the language game in journalistic text and show its effective implementation in the study processes. Language games are considered at different language levels (word-formation, graphics, paremiology and etc.). The article analyzes the definitions of the examined phenomenon and its main functions in journalistic text.


2003 ◽  
Vol 9 (4) ◽  
pp. 387-402 ◽  
Author(s):  
Willem Zuidema ◽  
Gert Westermann

Research in language evolution is concerned with the question of how complex linguistic structures can emerge from the interactions between many communicating individuals. Thus it complements psycholinguistics, which investigates the processes involved in individual adult language processing, and child language development studies, which investigate how children learn a given (fixed) language. We focus on the framework of language games and argue that they offer a fresh and formal perspective on many current debates in cognitive science, including those on the synchronic-versus-diachronic perspective on language, the embodiment and situatedness of language and cognition, and the self-organization of linguistic patterns. We present a measure for the quality of a lexicon in a population, and derive four characteristics of the optimal lexicon: specificity, coherence, distinctiveness, and regularity. We present a model of lexical dynamics that shows the spontaneous emergence of these characteristics in a distributed population of individuals that incorporate embodiment constraints. Finally, we discuss how research in cognitive science could contribute to improving existing language game models.


2014 ◽  
Vol 11 (1) ◽  
pp. 29-39 ◽  
Author(s):  
Hanne Nørreklit

Purpose – The purpose of this article is to demonstrate how the quality of Qualitative Research in Accounting & Management (QRAM) is manifested through the conceptualization of knowledge about functioning actions that are applicable for local management accounting practices. Design/methodology/approach – Drawing on language game theory and pragmatic constructivism, the paper analyzes the “practice doing” embedded in key language games of the case descriptions of three articles on intra-organizational buyer-supplier relations published in QRAM with the aim of revealing how they contribute to the development of a performativity in management accounting topos that integrates facts, possibilities, values and communication. Findings – The analysis documents that the three QRAM articles on inter-organizational cost management make a common contribution to the knowledge related to what to do to make functional actions within the practice of inter-organizational cost management. Together, the articles provide conceptual rigour with a complexity in content that can encompass the four dimensions of integration. Research limitations/implications – In providing a framework for analyzing practice relevance, the paper has implications for contemporary discussions on doing research that is relevant for practice. Originality/value – The paper provides novel insight into the analysis of quality in management accounting research. Additionally, it provides a framework for reflecting on the accumulation of practice-relevant knowledge and identifying areas requiring more research.


2006 ◽  
Vol 71 (1) ◽  
pp. 175-204 ◽  
Author(s):  
Eike Von Savigny

This paper is on theoretical commitments involved in connecting use and meaning. Wittgenstein maintained, in his , that meaning more or less 'is' use; and he more or less proclaimed that in philosophy, we must 'not advance any kind of theory' (PI § 109). He presented a connection between use and meaning by describing a sequence of language-games where richness of vocabularies and complexity of embedding behaviour grow simultaneously. This presentation is very in the sequence of PI §§ 2, 8, 15, and 21, even if it needs sympathetic touching up. If supplemented, the presentation makes a for claiming that there is a connection between use and meaning in the following sense: This may be a very modest statement of the meaning-is-use connection. However, , as sober analysis of the sequence presented by Wittgenstein will reveal. This is not to say that the modest statement is in any way fishy. Rather, I want to remind readers of how desirable it is to restrict the interpretation of Wittgenstein's famous hostile remarks on theories to that kind of metaphysical misunderstandings of our everyday language which the context of PI § 109 is about. In (1) I characterize, by way of listing examples from the , the area of what I think Wittgenstein regarded as innocent, everyday meaning talk, talk that is not yet infected by bad philosophy. In (2), I argue that what Wittgenstein wanted to show was that such talk is in some sense replaceable by use descriptions, i.e. by descriptions of language-games. In (3), I argue that not all kinds of language-games are relevant; in particular, those of teaching and explaining words have to be excluded. As I restrict myself to the four remaining 'primitive' language-games in PI §§ 2, 8, 15, and 21, I have to defend my approach, in (4), against Joachim Schulte's case for reading Wittgenstein's comparison of these language-games with real languages as ironical. How the invitation to regard such a language-game as a complete, primitive language should in fact be construed is a question I discuss in (5), defending my interpretation against Richard Raatzsch in particular. How increases of expressive power are brought about by increases of the use repertoires is shown by an analysis of modified versions of the language-games in question, and of alternatives thereof, in (6), (7), (8), and (9) respectively, pointing out the places where theoretical commitments enter. Section (10) sums up commitments that have emerged from a sympathetic defence of a modest reading of the meaning-and-use connection.


1977 ◽  
Vol 13 (4) ◽  
pp. 409-416
Author(s):  
W. D. Robinson

It is sometimes suggested that the logic of religious language differs from other kinds of language. Or it is said that each ‘language-game’ has its own ‘logic’ and that, whatever usual language-games are played in the context of religion, there is something that could be called the ‘religious language-game’ which does not correspond to any other and, therefore, has its own peculiar logic. In either case, religious people are urged to make clear what this logic is, so that their utterances may be understood and evaluated.


2019 ◽  
Vol 77 (1) ◽  
pp. 110-125
Author(s):  
Eman Abdussalam Owen ◽  
Abu Bakar Razali ◽  
Arshad Abd Samad ◽  
Nooreen Noordin

The importance of English as a foreign language EFL in Libya has increased significantly throughout the years and the language has become essential in all disciplines. However, one of the essential challenges that needs to be explored is the lack of speaking competence of the Libyan students. There has been little research, which adopts an experimental design to determine the causal effects of certain teaching methods, particularly the Communicative Language Teaching (CLT) approach on Libyan students’ English speaking performance. Against this backdrop, this research sets out to assess the effects of selected Communicative Language Teaching (CLT) activities (i.e., Information gap and Language games) on Libyan first-year secondary school students’ English speaking performance. Using a sample of 124 students from a public secondary school in Sabratha, Libya, and adopting the quasi-experimental pre-test, post-test non-equivalent groups design (NEGD), first year classes were randomly assigned as three experimental groups (i.e., Experimental Language Game group (G1), Experimental Language Game and Information Gap group (G2), and Experimental Information Gap group (G3)) and one Control group (G4). Treatments were given to the experimental groups and paired sample t-test results reveal significant differences between the groups’ in the post-test English language speaking scores. While an ANOVA test, comparing the scores between the four groups reveals a substantial difference between Information Gap group and the control group through a post-hoc test. It is therefore concluded that implementing communicative activities based on the principles of CLT in the Libyan English language classroom helps to enhance students’ English speaking performance. Keywords: Communicative Language Teaching (CLT), English as a foreign language (EFL); information gap and language games activities; quasi-experiment speaking performance.


2017 ◽  
Vol 13 (1) ◽  
pp. 37
Author(s):  
Nita Handayani Hasan

The existence of folksong is an important thing for the Moluccas. It has functions as an entertainment and the way to deliver the events that existed in the past. This research discuss about jarjinjin and largula folksongs based on hermeneutics approach. The purposes of this research are to transcript and to understand the deepest meaning of the jarjinjin and largula folksongs, and to know the functions of those folksongs for the owner and the young generations. Jarjinjin and largula comes from Longgar village, Kepulauan Aru district, Maluku province. This research use qualitative description method. After transcripted and analyzed  the lyrics, the results show about the history of Longgar, Karey, and Gomu-Gomu village; the folksongs taught the people always remember the message of the ancestors in maintaining brotherhood and culture. For the owner, jarjinjin and largula made brotherhood relation closed beyond the villagers in Longgar, Karey, and Gomu-Gomu village; remaining the history of the ancestors; preservation of local languages; entertaining, because they have sang together and escorting by stampted drums and gongs; and maintaining and preserving the tradition. For young generations, they improved the knowledge about the history of Aru’s ancestors; practicing and demonstrating local language ability; reinforcing love of the history; and maintaining and preserving the tradition. Keberadaan nyanyian rakyat bagi masyarakat Maluku merupakan hal yang penting. Nyanyian rakyat berfungsi sebagai penghibur hati dan cara untuk  menyampaikan peristiwa-peristiwa yang ada di masa lampau. Penelitian ini mengkaji nyanyian adat yang berjudul jarjinjin dan largula dengan menggunakan pendekatan hermeneutika. Penelitian ini bertujuan untuk mentranskripsi nyanyian adat jarjinjin dan largula, mengetahui makna yang terkandung di dalamnya, dan mengetahui fungsi kedua nyanyian adat bagi pemilik lagu dan generasi muda. Lagu jarjinjin dan largula merupakan nyanyian adat yang berasal dari Desa Longgar, Kabupaten Kepulauan Aru, Maluku. Metode yang digunakan adalah deskriptif kualitatif. Setelah melakukan transkripsi dan analisis terhadap kedua lirik-lirik lagu, diketahui kedua nyanyian adat tersebut menceritakan perjalanan sejarah nenek moyang desa Longgar, Karey, dan Gomu-Gomu. Selain itu, dalam nyanyian adat mengandung ajaran untuk selalu mengingat pesan leluhur dalam menjaga persaudaraan dan adat-istiadat. Fungsi bagi pemilik lagu yaitu mendekatkan hubungan persaudaraan antar masyarakat Desa Longgar, Karey, dan Gomu-Gomu; mengingatkan sejarah perjalanan leluhur; pelestarian bahasa daerah; penghibur hati, karena dinyanyikan secara bersama-sama dan diiringi alat musik tifa dan gong; dan menjaga serta melestarikan tradisi. Sedangkan fungsi lagu jarjinjin dan largula bagi generasi muda yaitu menambah pengetahuan terkait sejarah perjalanan leluhur masyarakat Aru; media melatih dan mempertunjukkan kemampuan berbahasa daerah; memperkuat rasa cinta terhadap sejarah masa lalu; serta menjaga dan melestarikan tradisi.


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