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Maxim Violation in The Fall Guys Movie Through Lens of Gricean Maxim Rosalinah, Yanti; Afriyandi, Herry; Arief, Mohammad
Jurnal Pendidikan Tambusai Vol. 8 No. 3 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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Abstract

Penelitian ini terutama difokuskan pada Pelanggaran Maksim Prinsip Kooperatif, sebuah teori oleh (Grice, 1975) pada sebuah film yang disutradarai oleh David Leitch, yang disebut The Fall Guy. Orang-orang selalu menggunakan bahasa sebagai alat untuk berkomunikasi, dan kita berkomunikasi untuk mencapai pemahaman antara pembicara dan pendengar. Namun dalam beberapa skenario, pembicara dan pendengar tidak mencapai pemahaman, dan itu terjadi peserta percakapan melanggar aturan percakapan, dan kami menyebut aturan itu sebagai Maksim. Untuk mencapai pemahaman, Maksim harus dipatuhi. Makalah penelitian ini menggunakan pendekatan Kualitatif Direktif dengan studi pragmatis untuk menyelidiki bagaimana pepatah dilanggar dalam Film The Fall Guy. Namun, pepatah ini sering dilanggar, baik sengaja atau tidak sengaja, yang menghasilkan makna yang kompleks dan berlapis-lapis. Ada 1 pertanyaan utama di balik alasan mengapa analisis ini ada, dan itu adalah Maksim Gricean seperti apa yang dilanggar dalam Film ini. Dengan menganalisis transkrip film, peneliti harus mengidentifikasi bagaimana karakter tersebut melanggar maksim, dan memeriksa alasan dan konteks di baliknya dalam konteks sosial tertentu. Dengan menggunakan metode ini, peneliti menemukan 11 data yang dapat disimpulkan bahwa maksim kuantitas merupakan maksim yang paling banyak dilanggar dalam film ini.
Implementasi Teknologi pada Pariwisata Budaya di Madura Iqbal, Fikri Dainuri; Arief, Mohammad
Kompetensi (Competence : Journal of Management Studies) Vol 19, No 1 (2025): April
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/kompetensi.v19i1.29816

Abstract

This study aims to determine the role of marine tourism destinations with rokat tase cultural attractions and adopt technology to increase tourist visits and find out the meaning in the culture in Tengket village, Arosbaya District, Bangkalan Regency. This research was carried out qualitatively, using ethnographic studies, data collection techniques using interview, observation and documentation techniques, data analysis techniques using data collection, data reduction, data presentation and conclusions along with verification. The results of this study show the role of marine tourism destinations with rokat tase cultural attractions' to increase tourist visits, better management, dare to take risks in development, receive directions and suggestions from community leaders and all relevant stakeholders in an effort to improve the quality of marine tourism destination managers with rokat tase cultural attractions. This can improve services to the maximum which will bring good influence to marine tourism destinations in Arosbaya district.
Enhancing learning activity and learning outcomes through virtual reality–based learning media in office management education Rahmawati, Vera Eka; Churiyah, Madziatul; Arief, Mohammad; Kusdiyanti, Heny
Jurnal Pembangunan Pendidikan: Fondasi dan Aplikasi Vol. 12 No. 2 (2024): December
Publisher : Graduate School, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jppfa.v12i2.72279

Abstract

Rapid technological advancements have significantly transformed educational practices, particularly in the integration of digital learning media. This research and development study aims to produce and evaluate Virtual Reality (VR)–based learning media for the “Office Technology Equipment and Applications” component in Office Management and Business Services education. The study employs the ADDIE development model—analysis, design, development, implementation, and evaluation—and involves material experts, media experts, and Grade X students from SMK Negeri 1 Turen, East Java. Qualitative data were collected from expert feedback, while quantitative data were obtained through validation sheets, user trials, learning activity observations, and assessments of students’ cognitive and psychomotor learning outcomes. Validation results indicated that the VR-based learning media achieved an average feasibility score of 97% from both material and media experts, categorized as “highly valid.” Small-group trials also demonstrated very high practicality and positive student responses. Experimental implementation further revealed a substantial improvement in learning activity, particularly in emotional, visual, and mental engagement. Independent sample t-tests confirmed significant differences in cognitive and psychomotor learning outcomes between the experimental and control groups (p < 0.05), with the experimental group achieving higher scores. The findings demonstrate that VR-based learning media effectively enhance students’ engagement and mastery of learning materials by providing immersive and interactive virtual environments that simulate real-world office settings. This study highlights the potential of VR technology to support innovative learning strategies and recommends its broader implementation in vocational education to promote active learning and improved learning outcomes.