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STRATEGI KESANTUNAN TUTURAN IMPERATIF LANGSUNG DALAM DRAMA『5 時から 9 時まで』 GOJI KARA KUJI MADE KARYA MIKI AIHARA Indahningrum, Marina
GoKen Vol 5, No 3 (2017): Edisi Wisuda Oktober 2017
Publisher : GoKen

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

AbstrakTujuan berkomunikasi tidah hanya untuk bertukar informasi tetapi juga untuk menjaga hubungandengan orang lain. Oleh karena itu, penting bagi penutur menjaga citra diri untuk tidak melukai perasaanorang lain. Salah satu tuturan yang dapat melukai harga diri lawan tutur adalah kalimat imperatif. Olehkarena itu, diperlukan suatu strategi kesantunan agar maksud tuturan imperatif dapat tersampaikan denganbaik tanpa melukai harga diri lawan tutur. Terdapat tiga permasalahan yang diteliti dalam penelitian ini,yaitu bagaimana bentuk tuturan imperatif langsung, bagaimana fungsi tuturan imperatif langsung,danbagaimana strategi kesantunan tuturaan imperatif langsung dalam drama goji kara kuji made. Data yangditemukan sebanyak 1 81 data, yakni : ungkapan perintah memiliki bentuk kalimat ~nasai, ~te, ~e/ro.Ungkapan permintaan memiliki bentuk kalimat ~tekudasai,~tekure, dan~kudasai. Ungkapan permohonanmemiliki bentuk kalimat ~tekudasai dan ~kudasai. Ungkapan larangan memiliki bentuk kalimat~naidekusai. Ungkapan ajakan memiliki bentuk kalimat ~mashoo,~ou/yoo, ~masenka. Strategi Kesantunanberbahasa yang digunakan untukmengungkapkan imperatif terbagi menjadi dua, yaitu strategi kesantunanpositif terdapat empat sub strategi yang digunakan yaitu memperhatikan lawan tutur, mencari persetujuan,peserta lawan tutur berada dalam sebuah aktivitas yang sama, dan memberikan simpati kepada lawan tutur.Sedangkan untuk strategi kesantunan negatif terdapat lima sub strategi yang ditemukan yaitu permintaansecara tidak langsung konvensional, bersikap pesimis, meminimalkan unsur paksaan,memberipenghormatan dengan membuat perbedaan posisi dengan lawan tutur, dan membedakan/ mengakhirikalimat dengan kata benda.Kata Kunci: tindak tutur imperatif langsung, strategi kesantunan, strategi kesantunan positif, strategikesantunan negatif.??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????5 ??? 9 ???????????????????????????? ????????????????????? ????????????????????????????????????????????? 181 ????????????????????????5 ??? 9 ????????????????????????????????????????????????????????????????????????????????~?+?????? (???????)? (?????????)?????????????????????? (?????????)???????????????????????????????????????????????????????????????????????????????????? ????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????<
GAME ADVENTURE UNTUK PEMBELAJARAN PENGGUNAAN HATSUON PADA MATA KULIAH HANASHIKATA Indahningrum, Marina
Paramasastra: Jurnal Ilmiah Bahasa Sastra dan Pembelajarannya Vol 7, No 2 (2020): Vol.7 No.2 Bulan September 2020
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/parama.v7n2.p104

Abstract

Nowadays technology is increasingly developing so that everyone must be able to use various technologies to meet their needs, especially in midwives education. As a lecturer, it is expected to be able to keep abreast of rapid technological developments, sometimes even as students, it feels to be more professional in using technology today. So many students who feel less motivated by learning that is not interesting. Therefore this research is in the form of an Android-based Japanese educational game application that will be applied to one of the Japanese language majors, namely speaking or Hanashikata. This research uses a game that will make it easier for students to learn Japanese. The adventure game is an adventure-based game that is given an educational element. The education included is learning how to pronounce Japanese. This game is a solution to overcome the obstacles of teaching methods that are less fun, while Japanese language enthusiasts more and more. In this study, we discussed how to apply this adventure game application as a learning medium in one course, where students will learn learning material not only with the help of lecturers or modules but with the context in the game. Based on the design of the game made it can be felt this game will provide high motivation to learn for students and provoke their curiosity and creativity.
Kesantunan Negatif pada Tuturan Keluhan Anime Naruto Shippuden Indahningrum, Marina; Soepardjo, Djodjok; Roni, Roni
EDUKASIA Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 2 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i2.376

Abstract

This study aims to analyze politeness in utterances of complaints in Japanese. Complaint utterances are essentially rude speech acts to convey negative feelings that tend to offend the other party's feelings, even so the speaker can consider politeness to maintain harmony in communication between humans. Complaint utterances are examined through sociopragmatics by using the strategy concept of Anna Torsbog's complaint strategy and Brown and Levinso's negative politeness. the first season of Naruto Shippuden anime which is analyzed through the stories told by the characters. The results of the study found that negative politeness pays respect, negative politeness questions, negative politeness is not optimistic.