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The Semiotics of Humiliation Andi Rachmawati Syarif; Nursidah Nursidah
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol 8, No 2 (2020): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Litera
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v8i2.1569

Abstract

Being almost inseparable from human being, ‘Humiliation’ and ‘dignity’ must be considered as much more universal substance. Its counterpart must be regarded as having the same level of universality. However, is the fact that the form of both ‘dignity’ and ‘humiliation’ differ so much around the world, that the two terms probably represent the best argument for that there are big differences between cultures and nations.  Since the experience of humiliation does not necessary result in an immediate feeling of being humiliated. Thus one of the core challenges is to find the solution of how ‘humiliation’ on the one hand represents something universal and on the other hand is the best argument for non-universality in the world. In this sense, the essay seems to be much easier to say something about the cause for humiliation instead of its effect on the victim.  Yet, this essay attempts to point out how these terms might be understood in attempt at making them meaningful in itself and fruitful for empirical investigation.
Implementation Environment Learning virtual (LPV) in Training Indonesian for speaker foreign Level Beginner Sam Hermansyah; Jamaluddin Jamaluddin; Nursidah Nursidah; Andi Rachmawati Syarif; Basuki Rahmat MS
La Ogi : English Language Journal Vol 9 No 2 (2023): July
Publisher : Prodi Pendidikan Bahasa Inggris, FKIP, LP3M Universitas Muhammadiyah Sidenreng Rappang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55678/loj.v9i2.1005

Abstract

This aim For describe application Environment Learning virtual ( Virtual Learning Environment ) in the BIPA training for the Beginner Level that was held by Muhammadiyah Sidenreng Rappang University. Implementation of Virtual Learning Environment (LPV) is carried out using four platforms as learning media online and remotely during the Covid-19 pandemic. The four platforms are zoom media as a form of synchronous learning, as well as asynchronous learning through use of LMS created and managed by Muhammdiyah Sidenreng Rappang University , Telegram social media and electronic mail or e-mail. This article uses qualitative method, namely describing the activities of the online BIPA learning process and long distance. The data includes learning activities that are processed based on activity categories learners and platforms used in learning which are then analyzed. Based on the findings, integration of LPV in Beginner Level BIPA learning with student cross country give bid Which promising for process learning online and remotely. LPV provides interactive learning tools as well communicative so that the learning process can be accepted by students wherever they are is at. Therefore, LPV integration for BIPA learning can be a reliable choice in online and cross-border learning. However, the refinement of LPV integration for BIPA, especially the Beginner Level, must continue to be developed in the future so that the goals goal Language Indonesia as Language international Can quick materialized.
The Role of puns in Enhancing Japanese Language Learning for English Major Students Nursidah; Andi Rachmawati Syarif; Sam Hermansyah
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol. 12 No. 2 (2024): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Lite
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v12i2.6033

Abstract

This study examines the role of puns in Japanese language learning among Indonesian students majoring in English who are taking Japanese elective courses. Puns have various functions in teaching and learning Japanese as a Foreign Language (JFL). This study investigates the role of puns in Japanese language learning. This study used a mixed methods approach, collecting data through questionnaires from 54 students. The findings show that using puns in JFL classes has a positive effect on learning Japanese. The Beneficial Aspects of Using Japanese Puns in the Classroom, (1). Improving Vocabulary Comprehension; (2) Developing Speaking skills; (3) Introducing Aspects of Japanese Culture; (4). Improving Hiragana and Katakana Reading Skills. This research makes a novelty contribution by examining puns in the specific context of English majors studying Japanese. In addition, this study proposes a teaching model that utilizes puns as a tool to connect aspects of humor, creativity, and cultural understanding in the learning process.
Membangun Citra Internasional Jepang: Strategi Bahasa Diplomatik Pidato Fumio Kishida di Konferensi Jepang-Ukraina untuk Promosi Pertumbuhan Ekonomi dan Rekonstruksi Oktaviani, Nurillah Rizqi; Nursidah, Nursidah
KIRYOKU Vol 9, No 1 (2025): Kiryoku: Jurnal Studi Kejepangan
Publisher : Vocational College of Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/kiryoku.v9i1.172-183

Abstract

This study examines Japan's diplomatic language strategies through Prime Minister Fumio Kishida's speech at the Japan-Ukraine Conference for Promotion of Economic Growth and Reconstruction. Using Norman Fairclough's Critical Discourse Analysis (CDA), the research investigates how diplomatic language tools like politeness, modality, and metaphors construct Japan's international image as a committed and peace-oriented nation. The study focuses on three dimensions: text, discursive practices, and social practices, to analyze linguistic elements and their broader socio-political contexts. The findings highlight that Kishida employs specific linguistic choices to convey Japan's solidarity and support for Ukraine amidst geopolitical challenges. Through the use of modality, Kishida reinforces Japan's authoritative yet empathetic stance, framing its support as both a moral and strategic obligation. Politeness strategies are used to establish rapport and mitigate potential tensions, while metaphors such as "investment in the future" redefine Japan's contributions as mutually beneficial, transcending traditional aid narratives. The research reveals that Kishida's rhetoric strategically positions Japan within the global community as a reliable ally and a proactive participant in addressing international crises. By aligning linguistic strategies with Japan's foreign policy objectives, the speech reflects broader ideological constructs and power relations within global geopolitics. This study underscores the significance of diplomatic language as a tool for fostering international collaboration, enhancing Japan's global reputation, and promoting shared values of peace, stability, and economic development.
Fenomena Campur dan Alih Kode dalam Lirik Lagu YUI: Sebuah Kajian Sosiolinguistik Ayu Azhariyah; Nursidah; Imelda
Jurnal Sakura : Sastra, Bahasa, Kebudayaan dan Pranata Jepang Vol. 7 No. 2 (2025): Vol. 7, No. 2, Agustus 2025
Publisher : Program Studi Sastra Jepang, Fakultas Ilmu Budaya, Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JS.2025.v07.i02.p09

Abstract

Code-mixing refers to the use of elements from one language inserted into an utterance that basically uses another language. In general, code-mixing can be classified into three types, namely insertion, alternation, and lexical congruence. Meanwhile, code-switching is a term used to describe the switch in the use of one or more languages or language varieties in one communication context, which consists of three main forms: tag, intersentential, and intrasentential. This study aims to identify the intensity of occurrence of words, phrases, and sentences in YUI song lyrics that show symptoms of code-switching and code-mixing, as well as to describe their types. Using the descriptive method, data were collected from 30 song titles, then classified and analyzed systematically. The results showed that the phenomenon of code-switching was found in the form of words as much as 28 data, phrases as much as 47 data, and sentences as much as 85 data. Meanwhile, code-mixing is identified in the form of words as much as 21 data, phrases as much as 44 data, and sentences as much as 15 data
Representasi Tokoh Oda Nobunaga dalam Game Samurai Warriors 4 Pandu Satria Mandala Putra; Taqdir Taqdir; Fithyani Anwar; Nursidah Nursidah
Journal of Language Education Studies and Applied Linguistics Vol 2 No 2 (2026): June 2026
Publisher : Fakultas Ilmu Budaya Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jolesal.2026.2.2.20891

Abstract

This study analyzes the representation of Oda Nobunaga in the video game Samurai Warriors 4 using Ferdinand de Saussure’s semiotic approach. The research aims to identify how visual elements, dialogues, and narrative structures construct the image of Nobunaga within the game. This study employed a descriptive qualitative method with data collected through gameplay observation, screenshot documentation, and dialogue transcription from the story mode of the game. The analysis focused on eight selected scenes that prominently featured Oda Nobunaga and contained significant visual and verbal elements related to character design, leadership interactions, and military strategy. The analysis focused on the relationship between signifier and signified in visual and verbal representations of the character. The findings reveal that Oda Nobunaga is represented as a powerful, charismatic, strategic, and dominant military leader. Visual signs such as golden armor, red cloak, facial expressions, and battle gestures symbolize authority, ambition, and military dominance. Verbal signs through dialogues further reinforce Nobunaga’s image as an authoritarian and strategic leader. In addition, battle scenes and campaign narratives reconstruct Nobunaga as a central figure in the unification of Japan during the Sengoku period. The study also shows that historical figures in video games undergo dramatization and symbolic reconstruction to fit contemporary narrative and entertainment purposes. Therefore, Samurai Warriors 4 functions not only as entertainment media but also as a cultural representation that shapes players’ perceptions of historical figures in popular culture.