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Code Switching and Code Mixing in the Conversations of the Characters in the Film Uang Panai 2 Muhammad Rizal Hardin; Saifullah; Kamal Podding; Nuraini Kasman
INTERACTION: Jurnal Pendidikan Bahasa Vol. 13 No. 1 (2026): INTERACTION: Jurnal Pendidikan Bahasa
Publisher : Program Studi Pendidikan Bahasa Inggris, Universitas Pendidikan Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36232/interactionjournal.v13i1.5591

Abstract

This study aims to describe the forms of code switching and code mixing found in conversations between the characters. This research employs a qualitative descriptive approach, which is used to identify and describe particular events or phenomena. The data collection techniques applied in this study were repeated observation and note-taking of the findings, while the data analysis used the Miles and Huberman model, which includes data reduction, data display, and conclusion drawing. The source of the data in this study was the film Uang Panai 2, which is available on the Netflix application. Based on the results of the study, 41 data items relevant to this research were identified. These data were divided into 23 items in the code-switching category, consisting of 7 instances of internal code switching, 5 instances of external code switching, 5 instances of situational code switching, and 5 instances of metaphorical code switching. Meanwhile, 19 data items were categorized as code mixing, consisting of 7 instances of internal code mixing, 6 instances of external code mixing, and 6 instances of hybrid code mixing. Based on these findings, it can be concluded that the use of code switching and code mixing in the film Uang Panai 2 demonstrates a strong ability to combine various languages in order to convey the message of the film, including the Bugis language, Makassarese, English, and Korean. The mixing of languages also becomes an interesting element in the film, allowing the characters to deliver messages according to the context of the conversation and to adapt to their interlocutors through the use of code switching and code mixing as a key to communication.
Optimalisasi Penerimaan Pajak Bumi dan Bangunan Perdesaan dan Perkotaan (Pbb-P2) Melalui Qris pada Kantor Upt Bapenda Wilayah Xi Kecamatan Kulo Idris Afandi; Andi Sinrang; Muh. Tamrin; Jamaluddin Ahmad; Nuraini Kasman; Andi Nilwana
Jurnal Inovasi Global Vol. 2 No. 11 (2024): Jurnal Inovasi Global
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/jig.v2i11.218

Abstract

Penelitian ini bertujuan :1)  menganalisis implementasi QRIS dalam proses penerimaan PBB-P2 di Kantor UPT Bapenda Wilayah XI Kecamatan Kulo; 2) mengukur dampak efektifitas dalam penerimaan pajak PBB-P2 melalui QRIS terhadap jumlah penerimaan pajak yang berhasil dihimpun oleh Kantor UPT Badan Pendapatan Daerah Wilayah XI Kecamatan Kulo. Jenis penelitian ini adalah penelitian kualitatif deskriptif dengan menggunakan pendekatan penelitian kualitatif. Lokasi penelitian terletak di kantor Kecamatan Kulo Kabupaten Sidenreng Rappang. Data dalam penelitian ini adalah informasi baik secara lisan maupun tulisan dari berbagai pihak seperti masyarakat, staf  kantor dan pimpinan selama berlangsungnya penelitian. Teknik pengumpulan data yang dilakukan dalam penelitian ini yaitu wawancara, observasi, dan dokumentasi. Analisis data yang digunakan adalah metode deskriptif analitik. Ada tiga alur yang digunakan dalam analisis data penelitian ini yaitu reduksi, penyajian data, dan kesimpulan. Hasil penelitian ini menunjukkan bahwa implementasi QRIS dalam penerimaan PBB-P2 di Kantor UPT Bapenda Wilayah XI Kecamatan Kulo terbukti optimal. QRIS berhasil mengurangi waktu transaksi dari rata-rata 15 menit menjadi 5 menit, meningkatkan kecepatan dan akurasi proses pembayaran, serta mengurangi kesalahan transaksi. Pegawai dan sebagian wajib pajak memiliki pemahaman yang baik tentang QRIS dan masih perlu sosialisasi dan pelatihan secara berkala bagi wajib pajak yang masih kurang familiar dengan sistem digitalisasi.
NILAI PENDIDIKAN KARAKTER DALAM KUMPULAN CERPEN SURGA JUGA DI TELAPAK KAKI AYAH KARYA SAFIRA ATALLA Nurhalisa Nurhalisa; Nuraini Kasman; Rustam Efendy Rasyid; Suhartini Khalik
INDONESIA: Jurnal Pembelajaran Bahasa dan Sastra Indonesia Volume 5 Number 2 June 2024
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/indonesia.v5i2.61797

Abstract

This study aims to describe the value of character education. This research uses a descriptive method with a qualitative approach. The focus of this research is the character education value of discipline and national spirit. The words or sentences found in the story are the data for this research. While the source of the data is a collection of short stories, ‘Heaven is Also on the Soles of Daddy's Feet’ by Safira Atalla, The data collection techniques used are library techniques, note-taking techniques, and data analysis based on Miles & Huberman data analysis techniques. The results showed that there are six values of discipline character education, namely: Father, your time is precious for me; Father, a simple doctor who is generous; he survives as a father for his child; women in the eyes of Father; the glory of a father's heart; the role of Father is often overlooked; and three values of national spirit character education, namely life is joy and sorrow; father is a yentara; and an athlete with his father.
REPRESENTASI BAHASA DISKRIMINASI DALAM FILM ‘PENGEPUNGAN DI BUKIT DURI’ KARTA JOKO ANWAR : Analisis Wacana Kritis terhadap Diskriminasi Bahasa dalam Sinema Indonesia Nurfajar Ekasari; Nuraini Kasman; Kamal
JURNAL SKRIPTA Vol 12 No 1 (2026): SKRIPTA MEI 2026
Publisher : UNIVERSITAS PGRI YOGYAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/skripta.v12i1.9676

Abstract

Penelitian ini bertujuan untuk mengkaji representasi bahasa diskriminasi dalam film Pengepungan di Bukit Duri karya Joko Anwar. Fokus penelitian ini adalah untuk mendeskripsikan bentuk-bentuk bahasa diskriminasi yang muncul dalam dialog tokoh-tokoh di film tersebut serta faktor sosial dan ideologis yang memengaruhi kemunculan bahasa diskriminatif tersebut. Dengan menggunakan pendekatan kualitatif deskriptif, penelitian ini menganalisis bagaimana bahasa digunakan dalam film untuk membentuk stigma, relasi kuasa, dan legitimasi diskriminasi terhadap kelompok etnis tertentu, khususnya etnis Tionghoa di Indonesia. Data dikumpulkan melalui teknik simak berulang dan catat dengan mengamati dialog-dialog yang mengandung unsur diskriminasi dalam film. Analisis data menggunakan model Miles & Huberman yang terdiri dari reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa terdapat 32 data ujaran yang mengandung diskriminasi, yang terbagi dalam empat bentuk utama: ujaran kebencian, stereotipe, ancaman atau intimidasi, serta pelabelan negatif dan dehumanisasi. Faktor-faktor yang melatarbelakangi kemunculan bahasa diskriminasi ini meliputi prasangka sosial, generalisasi, konflik sosial, serta dominasi kekuasaan. Penelitian ini diharapkan dapat memberikan kontribusi pada kajian linguistik media, khususnya dalam memahami peran bahasa sebagai sarana untuk merepresentasikan diskriminasi dan ketidaksetaraan sosial dalam media audiovisual.
Development of a Deep Learning-Based Short Story Listening Learning Model for Fifth-Grade Students at SD Negeri 2 Kulo Mariani Binti Aripin; Muhammad Hanafi; Aswadi; Jamaluddin Ahmad; Nuraini Kasman; Yusmah
INTERACTION: Jurnal Pendidikan Bahasa Vol. 13 No. 1 (2026): INTERACTION: Jurnal Pendidikan Bahasa
Publisher : Program Studi Pendidikan Bahasa Inggris, Universitas Pendidikan Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36232/interactionjournal.v13i1.5826

Abstract

This study aims to develop a deep learning-based instructional model for teaching short story listening skills to be utilized by teachers in classroom learning. The type of research employed is Research and Development (R&D) using the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. The product developed is a Deep Learning Lesson Plan (Rencana Pembelajaran Mendalam/RPM) for a short story listening instructional model, which was systematically designed and validated by experts. The validation results indicate a high level of feasibility: content experts scored 96%, language experts 81%, and instructional experts 88%, all categorized as “highly feasible.” A limited trial involving 10 students resulted in an average gain score of 0.40, which, according to Hake, falls into the moderate effectiveness category. A wider trial involving 25 students showed that 6 students were in the low category (g ≤ 0.30), 19 in the moderate category (0.39 < g ≤ 0.70), and none in the high category (g > 0.70). This indicates that the majority of participants experienced significant improvement after the implementation of the instructional model. The results of teacher and student response questionnaires also indicate a high level of effectiveness, with both obtaining an average score of 4.65, categorized as “very good.” In conclusion, the developed deep learning-based instructional model for teaching short story listening skills is effective, valid, and engaging in improving students’ listening skills in an active, critical, and reflective manner, and contributes to the development of innovative and contextual Indonesian language learning in elementary schools.
Pengaruh Pembelajaran Model Game-Based Literacy Learning Dan Game Edukasi Terhadap Kemampuan Membaca Permulaan Irma Irma; Yusmah Yusmah; Aswadi Aswadi; Jamaluddin Ahmad; Nuraini Kasman; Syamsu T
Science and Education Journal (SICEDU) Vol 5 No 2 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i2.833

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model Game-Based Literacy Learning (X1) dan game edukasi (X2) terhadap kemampuan membaca permulaan siswa (Y) kelas II SD Negeri 2 Rijang Panua. Penelitian ini dilatarbelakangi oleh rendahnya kemampuan membaca permulaan siswa yang disebabkan oleh metode pembelajaran yang kurang menarik dan cenderung konvensional. Penelitian ini menggunakan pendekatan kuantitatif dengan metode eksperimen semu (quasi experiment) dan desain pretest-posttest control group design. Populasi penelitian terdiri dari 30 siswa kelas II yang dibagi menjadi kelompok eksperimen dan kelompok kontrol. Data dikumpulkan melalui tes kemampuan membaca permulaan, observasi, serta angket respon, dan dianalisis menggunakan regresi linear sederhana dan regresi linear berganda dibantu program SPSS. Hasil penelitian menunjukkan bahwa: (1) model Game-Based Literacy Learning (X1) berpengaruh signifikan terhadap kemampuan membaca permulaan dengan nilai signifikansi 0,001 < 0,05; (2) game edukasi (X2) juga berpengaruh signifikan terhadap kemampuan membaca permulaan dengan nilai signifikansi 0,001 < 0,05; dan (3) secara simultan, kedua variabel berpengaruh signifikan terhadap kemampuan membaca permulaan dengan nilai signifikansi sebesar 0,000 (< 0,05) serta nilai kontribusi R Square sebesar 77%. Model Game-Based Literacy Learning (X1) memiliki pengaruh yang lebih dominan dibandingkan game edukasi (X2). Dengan demikian, kedua variabel tersebut terbukti efektif dalam meningkatkan kemampuan membaca permulaan siswa.
Analisis Alih Kode dan Campur Kode pada Podcast Login Habib Jafar dan Onad di Media Sosial Youtube Noviana; M. Nurzin R. Kasau; Kamal; Nuraini Kasman
KLITIKA Jurnal Ilmiah Pendidikan Bahasa dan Sastra Indonesia Vol. 7 No. 1 (2025): Klitika
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/klitika.v7i1.6549

Abstract

Tujuan penelitian ini adalah untuk mendeskripsikan bentuk alih kode dan campur kode yang terdapat pada percakapan di podcast Login Habib Jafar dan Onad di media sosial YouTube, serta mengidentifikasi faktor-faktor yang memengaruhi terjadinya alih kode dalam percakapan tersebut. Penelitian ini menggunakan pendekatan kualitatif deskriptif. Subjek dalam penelitian ini adalah Episode 19 season 2 podcast login yang telah diposting di YouTube dan dapat diakses melalui akun YouTube Dedy Corbuzier. Analisis data penelitian ini menggunakan metode pendekatan Miles dan Huberman, yang terdiri dari tiga langkah utama, reduksi data, penyajian data, dan penarikan kesimpulan. Penelitian ini menyimpulkan bahwa dalam podcast Login digunakan beberapa bahasa, yakni Indonesia, Inggris, Arab, Betawi, Jawa, dan Maluku. Terdapat alih kode eksternal sebanyak 4 tuturan, berpindah dari bahasa Indonesia ke Inggris dan Arab, yang dipengaruhi oleh penutur dan lawan tutur. Campur kode ditemukan dalam 37 dialog, didominasi oleh campur kode eksternal (32 kasus: 23 kata, 6 frasa, 3 kalimat) yang mencampur bahasa Indonesia dengan Inggris dan Arab. Sementara itu, campur kode internal ditemukan pada 5 dialog (3 kata, 1 frasa, 1 kalimat) yang mencampur Indonesia dengan Betawi, Jawa, dan Maluku.
Pengaruh Lingkungan Sekolah terhadap Keterampilan Berbicara Siswa: The Influence of School Environment on Students' Speaking Skills Jusniati Jusniati; Jumiati Jumiati; Nuraini Kasman; Aswadi Aswadi
JBSI: Jurnal Bahasa dan Sastra Indonesia Vol. 6 No. 01 (2026): Artikel Riset Periode Mei 2026
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/jbsi.v6i01.8412

Abstract

This study aims to determine the influence of the school environment on students' speaking skills at SMP Negeri Satap 12 Batu, Leppangeng Village, Sidenreng Rappang Regency. The background of this study is that students' speaking skills still pose problems, including a lack of fluency in expressing opinions, low self-confidence, and language use that is not fully in accordance with Indonesian language rules. These conditions are thought to be related to the school environment, which includes the learning atmosphere, social interactions, and learning facilities. This study uses a quantitative approach with a correlational-causal research design. The study population and sample consisted of 43 students, using a total sampling technique. Data collection was carried out through questionnaires, observations, interviews, and documentation. The data obtained were analyzed using the Pearson product-moment correlation test and simple linear regression. The results of the study indicate a positive and significant relationship between the school environment and students' speaking skills, with a correlation value of 0.395 and a significance of 0.009 (<0.05). The results of the regression test indicate that the school environment accounts for 15.6% of students' speaking skills, while factors outside the study influence 84.4%. Based on these results, it can be concluded that the school environment has a low-to-moderate influence on students' speaking skills. Therefore, efforts are needed to create a more conducive school environment to enable students' speaking skills to develop optimally.
Effectiveness of the Game-Based Literacy Learning Model as an Innovation in Beginning Reading Learning for Second Grade Elementary School Students Irma Irma; Yusmah Yusmah; Aswadi Aswadi; Jamaluddin Ahmad; Nuraini Kasman; Syamsu T
ANTHOR: Education and Learning Journal Vol 5 No 3 (2026): Anthor 2026
Publisher : Institut Teknologi Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/anthor.v5i3.457

Abstract

Low early reading skills in lower-grade elementary school students are often caused by the use of less varied and teacher-centered learning strategies. This study aims to deeply examine the effect of the Game-Based Literacy Learning model on improving early reading skills in second-grade students at State Elementary School 2 Rijang Panua. The research method used was a quasi-experiment with a non-equivalent control group design. Data collection was carried out through reading ability tests covering aspects of letter recognition, syllables, and simple sentences, reinforced by observations of learning activities. Data analysis techniques used descriptive and inferential statistics to compare the achievements between the experimental group and the control group. The results showed that the application of the learning model had a significant impact on increasing students' literacy skills. The group that received the game-based learning model intervention experienced a much higher increase in average scores compared to the group with conventional methods. Statistical analysis proves that this model provides a dominant contribution to students' reading success. The conclusion of this study is that the Game-Based Literacy Learning model is an effective learning innovation and is feasible to be implemented to accelerate early reading skills. This strategy is able to create an interactive and enjoyable learning environment, thereby optimizing students' cognitive engagement.
Penguatan Karakter Cinta Pertanian Sejak Dini melalui Edukasi Budidaya Tanaman Berbasis Praktik bagi Siswa Sekolah Dasar Aksal Mursalat; Ahmad Mustanir; Sunandar Said; Nurjannah Nonci; Muliani Samiri; Muhammad Rais Rahmat Razak; Muhammad Faisal Saade; Jamaluddin Ahmad; Nuraini Kasman; Muhammad Hanafi; Syamsu Tang; Andi Astinah Adnan
ASPIRASI : Publikasi Hasil Pengabdian dan Kegiatan Masyarakat Vol. 4 No. 4 (2026): Juli : ASPIRASI : Publikasi Hasil Pengabdian dan Kegiatan Masyarakat
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/aspirasi.v4i4.2886

Abstract

The declining interest of younger generations in the agricultural sector has become a major challenge to ensuring sustainable farmer regeneration in Indonesia. Therefore, introducing agriculture at an early age through experiential learning is essential to foster positive attitudes toward farming. This community service program aimed to strengthen elementary school students' agricultural appreciation through practice-based plant cultivation education. The program was implemented at SD Negeri 3 Betao, Sidenreng Rappang Regency, involving 23 students. A participatory approach based on the learning by doing concept was applied through three stages: preparation, educational sessions integrated with hands-on plant cultivation activities, and monitoring and evaluation. Program effectiveness was assessed using pre-test and post-test questionnaires to measure changes in students' agricultural appreciation. The results demonstrated active participation from all students throughout the program. The average pre-test score increased from 52.1% to 92.6% in the post-test, representing an average improvement of 40.5%. Improvements were observed across all evaluation indicators, including enjoyment of planting activities, willingness to care for plants, appreciation of the farming profession, responsibility for maintaining planted crops, and interest in participating in future agricultural activities. These findings indicate that practice-based plant cultivation education is an effective approach to fostering agricultural appreciation among elementary school students and may contribute to supporting future farmer regeneration.