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ANALISIS TINDAK TUTUR KOMISIF PADA DEBAT PUBLIK CALON BUPATI DAN WAKIL BUPATI KABUPATEN POSO TAHUN 2024 Stevionika Boso; Ida Nuraeni; Asrianti; Juniati; Arum Pujining Tyas
KREDO : Jurnal Ilmiah Bahasa dan Sastra Vol. 10 No. 1 (2026): JURNAL KREDO VOL 10 NO 1 TAHUN 2026
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/kredo.v10i1.17347

Abstract

This study employs a descriptive qualitative approach to describe the forms of commissive speech acts in the public debate of the 2024 regent and deputy regent candidates of Poso Regency. Data were collected through non-participant observation, listening, and note-taking techniques on the candidates’ utterances across three debate sessions broadcast through official media channels. The data were analyzed using the interactive model proposed by Miles and Huberman. The findings reveal 59 commissive utterances, consisting of 56 promises (marked by expressions such as will, we will maintain, menjamin guarantee, we will actualiz, we will expand, we will establish, we will implement, we aspire, dedicated, and resolute, the remaining utterances consist of 2 instances of commissive offering, marked by offering, and 1 instance of commissive refusing, marked by dissent. The study shows that commissive speech acts are not only used to deliver political programs but also to build public trust through issues of unity, religious moderation, welfare, and regional development. The novelty of this research lies in its examination of commissive speech acts in local political debates within a post-conflict society context, which has been rarely discussed in previous studies. The results contribute to the development of pragmatics in political communication and demonstrate that commissive speech acts function as a linguistic strategy used by candidates to express political commitments and build public trust in public debates.
Kemampuan Menulis Puisi Menggunakan Model Pembelajaran Berbasis Pengalaman (Experiential Learning) Siswa Kelas XI SMA Negeri 1 Bungku Wahyuli. R. Zubair; Ulfah; Ade Nurul Izatti G. Yotolembah; Juniati; Hasnur Ruslan
Jurnal Pustaka Cendekia Pendidikan Vol. 4 No. 1 (2026): Jurnal Pustaka Cendekia Pendidikan, Volume 4 Nomor 1, Mei - Agustus 2026
Publisher : PT PUSTAKA CENDEKIA GROUP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70292/jpcp.v4i1.365

Abstract

Penelitian ini bertujuan untuk (1) mendeskripsikan kemampuan menulis puisi siswa kelas XI G SMA Negeri 1 Bungku melalui model pembelajaran berbasis pengalaman (experiential learning), (2) mengidentifikasi faktor penyebab kesulitan siswa dalam menulis puisi. Penelitian ini menggunakan pendekatan deskriptif kualitatif dengan metode studi kasus. Subjek penelitian berjumlah 24 siswa. Teknik pengumpulan data meliputi observasi, tes menulis puisi, dan kuesioner. Instrumen penilaian menggunakan rubrik dari Suharsimi Arikunto dengan empat aspek: pemilihan judul, diksi, imaji, dan kedalaman makna. Hasil penelitian menunjukkan bahwa rata-rata nilai kemampuan menulis puisi siswa setelah menerapkan model experiential learning mencapai 79,38% dalam kategori Baik. Sebanyak 15 siswa (62,5%) berada pada kategori Sangat Baik, 8 siswa (33,33%) kategori Baik, dan 1 siswa (4,17%) kategori Cukup Baik. Pada aspek pemilihan judul, 54,17% siswa mencapai kategori sangat menarik; aspek diksi 54,17% sangat kreatif dan indah; aspek imaji 41,67% ekspresif; aspek kedalaman makna 54,17% sangat penuh makna. Faktor penyebab kesulitan siswa meliputi keterbatasan leksikal dan pemilihan diksi puitis, rendahnya literasi membaca karya sastra, hambatan psiko-emosional (tidak percaya diri dan takut dinilai), minimnya pengalaman menulis puisi, serta keterbatasan waktu penelitian.
IMPOLITENESS IN THE ONLINE GAME FREE FIRE HIGH CLASS STUDENTS OF SDN KURISA PRAGMATIC STUDIES Dina Karina; Yunidar; Mohammad Tahir; Ulinsa; Juniati
JURNAL KONFIKS Vol 13 No 2 (2026): KONFIKS
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/dwjwc873

Abstract

The rapid development of digital technology has transformed online games into new spaces for social interaction among children, including elementary school students. One of the most popular online games is Free Fire, which provides real-time communication features through voice chat and text chat. Such interactions potentially encourage language use that deviates from norms of politeness. This study aims to describe the forms of linguistic impoliteness and to identify the factors influencing impolite language use among upper-grade students at SDN Kurisa in their engagement with the online game Free Fire. The research employed a qualitative descriptive approach within a pragmatic framework. The data consisted of students' utterances collected through voice chat recordings, screenshots of in-game text chats, classroom and field observations, and semi-structured interviews with students, teachers, and parents. Data analysis was conducted using Culpeper's theory of impoliteness, encompassing strategies such as bald on record impoliteness, positive impoliteness, negative impoliteness, sarcasm or mock politeness, and withhold politeness. The findings indicate that students frequently produced impolite utterances in the form of insults, profanity, direct commands without mitigation, sarcastic remarks, and the use of harsh slang and gaming jargon. These practices were influenced by internal factors, including limited emotional control and insufficient awareness of politeness norms, as well as external factors such as the competitive nature of the game, peer group influence, and weak social control in digital environments. The study also reveals a tendency for language practices from the gaming context to transfer into everyday school interactions. This research contributes to pragmatic studies on impoliteness in children's digital communication and offers practical implications for teachers and parents in fostering polite language use in the digital era.