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Tindak Tutur Ekspresif Anak-Anak Dalam Lingkungan Kelompok Bermain di Wilayah H. Saemin Pondok Pinang Nisa, Aprilda Chairun
Socius: Jurnal Penelitian Ilmu-Ilmu Sosial Vol 1, No 10 (2024): May
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.11183382

Abstract

The aim of this research is to analyze and describe the forms of expressive speech acts produced by children playing in the H. Saemin area, Pondok Pinang. The method used is the observe-note-classify-analyze method with data collection techniques through observation. From the research results, conversation data was obtained for 7 illocutionary speech acts in the category of expressive speech acts. Through 7 conversation data from children with the initials RKY (K), RZA (Z), ADN (D), and AZM (A), 15 expressive utterances were obtained in the data game, including expressions of greeting, insulting, blaming, thanking. love, complain, praise, apologize and criticize.
Penerapan Media Permainan Ludo Berbasis Konvensional Terhadap Minat Belajar Bahasa Indonesia Kelas VIII SMP Harapan Ibu Jakarta Islamic School Nisa, Aprilda Chairun
Madani: Jurnal Ilmiah Multidisiplin Vol 2, No 4 (2024): Madani, Vol. 2, No. 4 2024
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.11183335

Abstract

This study used a descriptive qualitative method with respondent questionnaire data in the form of percentages described in words. The purpose of the study was to determine the influence of the application of ludo game media on the interest in learning Indonesian class VIII at SMP Harapan Ibu Islamic School Jakarta. Meanwhile, the stages in this study are the stages of preparation, implementation, and evaluation of the application of conventional ludo game media. Data collection is carried out by observation and providing questionnaires to students directly. The results of this study showed that respondents from students gave positive responses to the application of ludo games with enthusiasm, pleasure, and enthusiasm in carrying out learning through the game model. From the questionnaire data, the positive responses of participants can be proven in the results of the questionnaire in the form of statements of 1-8. The results of student responses showed in a percentage that more than 50% by agreeing with the application of ludo games that can foster interest in learning in a positive direction.