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MORPHOLOGICAL TYPOLOGY OF THE GORONTALO LANGUAGE: AFFIXATION AND REDUPLICATION IN AN AUSTRONESIAN LANGUAGE OF SULAWESI Lamsike Pateda; Ibnu Rawandhy N. Hula; Ratni Bt. Hj. Bahri; Nur Hasaniyah
LiNGUA: Jurnal Ilmu Bahasa dan Sastra Vol 20, No 2 (2025): LiNGUA
Publisher : Laboratorium Informasi & Publikasi Fakultas Humaniora UIN Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/ling.v20i2.36407

Abstract

The Gorontalo language, an Austronesian language spoken in Sulawesi, exhibits rich morphological processes that remain under-documented. As one of the regional languages of Eastern Indonesia, Gorontalo represents a crucial yet underrepresented component of Austronesian linguistic diversity, making its systematic description both timely and necessary. This study investigates its morphological typology, focusing on affixation, reduplication, and agglutinative structure to determine how words are formed and how the language fits within Austronesian morphological frameworks. The investigation is situated within contemporary debates in typology that view morphological systems as dynamic and sensitive to social and communicative pressures. While Gorontalo language is increasingly threatened by the dominance of Indonesian and declining intergenerational transmission, this research prioritizes structural analysis to capture its core morphological mechanisms before potential attrition accelerates. This urgency reflects broader concerns in language endangerment studies, where loss of morphology often precedes large-scale grammatical erosion. Employing a qualitative descriptive design, primary data were collected through field interviews with native speakers across various age groups and social backgrounds. The inclusion of multiple generations allows the study to capture ongoing morphological change alongside established usage patterns. Complementary data were drawn from oral narratives, traditional expressions, and informal conversations. Thematic analysis identified recurring morphological patterns, with attention to both form and sociocultural context. The analysis categorized affix types, examined reduplication functions, and assessed the degree of agglutination versus fusion in word formation. Results indicate that 18 active affixes (10 prefixes, 5 suffixes, and 3 confixes) were identified, demonstrating a highly productive system of affixation as the primary word-formation strategy. Reduplication functions flexibly, not only for plurality but also for aspect, intensity, and lexical derivation. Gorontalo displays predominantly agglutinative morphology, with clearly segmented morphemes combined cumulatively. However, morphophonemic fusion and simplified usage among younger speakers suggest a transitional typology, reflecting ongoing structural change. This study contributes empirical detail to Austronesian linguistics by documenting the morphological dynamics of an understudied language. These findings have direct pedagogical and typological implications, supporting language preservation initiatives, the development of local curricula, and the design of digital tools such, as morphological analyzers and learning applications. It challenges static typological classifications and offers practical insights for language preservation, local curriculum development, and digital documentation tool.
GAME-BASED LEARNING AND STUDENT ENGAGEMENT: EXPLORING THE ROLE OF AI IN EDUCATIONAL GAMES Mohammad Ariswara Rai Djafar; Dilshan Parera; Lamsike Pateda
Al-Hijr: Journal of Adulearn World Vol. 5 No. 2 (2026)
Publisher : Sekolah Tinggi Agama Islam Al-Hikmah Pariangan Batusangkar, West Sumatra, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/alhijr.v5i2.1272

Abstract

Game-based learning (GBL) has emerged as an innovative approach to engage students and enhance learning outcomes. With advancements in artificial intelligence (AI), educational games are increasingly capable of providing personalized learning experiences. This study investigates the role of AI in GBL and its impact on student engagement and academic performance. The research aims to evaluate how AI-powered educational games influence student motivation, retention, and interaction with learning materials. A mixed-methods approach was employed, combining quantitative assessments of student performance and qualitative feedback from students and educators. The findings indicate that AI-enhanced educational games significantly increase student engagement, with an observed 25% improvement in participation and a 20% increase in academic achievement. Students reported higher levels of motivation, while teachers noted improved performance in both individual and group learning contexts. These results suggest that AI-driven personalization within educational games can effectively address individual learning needs, making learning more interactive and adaptive. The study concludes that while AI-powered games are a promising tool for enhancing education, they must be integrated with traditional teaching methods to maintain the essential human connection in the learning process. Future research should focus on the long-term effects of AI in GBL and explore the ethical considerations surrounding data privacy and AI biases.
Algospeak: The Evolution of Language in the Age of Social Media in Indonesia: Algospeak: Evolusi Bahasa di Era Media Sosial di Indonesia Lamsike Pateda; Ibnu Rawandhy N. Hula; Ana Mariana
ELOQUENCE : Journal of Foreign Language Vol. 4 No. 3 (2025): DECEMBER
Publisher : Language Development Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58194/eloquence.v4i3.3013

Abstract

Background: The rapid expansion of digital platforms has given rise to new linguistic practices, including algospeak, a creative strategy used by users to circumvent algorithmic moderation. Purpose: This study examines the morphological patterns, social functions, and broader implications of algospeak in Indonesian social media. Method: Employing a qualitative descriptive approach with a digital sociolinguistic case study design, the research analysed 500 posts collected purposively from Twitter (X), TikTok, and Instagram during 2023–2025. Data were gathered through digital documentation and screened based on linguistic relevance. Analytical procedures combined morphological analysis, sociolinguistic interpretation, and critical discourse analysis, while validity was ensured through triangulation of sources and theories, peer debriefing, and limited member checking. Results and Discussion: The findings reveal four dominant morphological strategies: phonological/orthographic substitution, abbreviation and acronyms, blending and hybridisation, and euphemism/metaphor. These patterns demonstrate that algospeak functions not only as a technical tactic to avoid censorship but also as a form of humour, solidarity, and community identity. Beyond describing linguistic forms, the study contributes to bridging a gap in digital sociolinguistics by highlighting a non-Western perspective and showing how morphology operates as a site of resistance and adaptation to algorithmic control. Conclusions and Implications: algospeak reflects the dynamic interaction between human creativity and technological governance, underscoring the need to rethink keyword-based moderation and integrate digital language practices into literacy and education. Future research should expand toward multimodal analysis and cross-linguistic comparison to better capture the global evolution of language in algorithm-driven environments.
MENINGKATKAN KEMAMPUAN MEMBACA PERMULAAN MENGGUNAKAN MEDIA SNADER GAME PADA MATA PELAJARAN BAHASA INDONESIA SISWA KELAS 1 SDN 21 LIMBOTO Yanawati A. Sutara; Lamsike Pateda; Dewi Darmiyani Napu
Al-mujahidah Vol 7 No 2 (2026): Mei-Oktober
Publisher : Institut Agma Islam Hamzanwadi NW Lombok TImur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51806/al-mujahidah.v7i2.451

Abstract

This study aims to determine the initial reading ability and how much the initial reading ability increases using the Snader Game media in the Indonesian Language subject of grade 1 students of SDN 21 Limboto. This type of research is classroom action research. The subjects of this study were grade 1 students, with a total of 26 students. Where male students consisted of 17 and female students were 9 students. The data analysis techniques used in this study were analysis of test results and analysis of observation results. Based on the results of the study conducted over two cycles, it shows an increase in reading ability from pre-cycle to cycle II. In the pre-cycle, the percentage of student completion was 67%, then increased to 73.8% in cycle I, and reached 85.7% in cycle II. This increase shows that the use of Snader Game media can help students more easily recognize letters, arrange letters into syllables, arrange words into syllables, and can read words in their entirety. In addition, the application of Snader Game media also makes the learning process more interesting and interactive so that students are more enthusiastic about participating in reading activities. Thus, it can be concluded that the application of the Snader Game media is effective in improving the initial reading skills of grade I students.
PEMANFAATAN BUKU CERITA BERGAMBAR UNTUK MENINGKATKAN HASIL BELAJAR BAHASA INDONESIA PADA SISWA SEKOLAH DASAR Afrianti Uwente; Karmila Iskandar; Lamsike Pateda; Aulia Sabina Anantasari
Al-ATHFAL: Jurnal Pendidikan Anak Vol. 7 No. 4 (2026): Oktober
Publisher : LPPM IAD Probolinggo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46773/dhtq4074

Abstract

This classroom action research aims to improve student learning outcomes through the use of picture storybooks in Indonesian language subjects in grade III of SDN 02 Limboto. This research is motivated by the low student learning outcomes indicated by the large number of students who have not yet achieved the completion criteria set by the school. research uses the Classroom Action Research method which is implemented in two cycles, with each cycle consisting of planning, action implementation, observation, and reflection. The research subjects were 24 grade III students of SDN 02 Limboto. Data collection techniques were carried out through observation, interviews, learning outcome tests, and documentation. Data obtained were analyzed descriptively quantitatively and qualitatively to determine the improvement in student learning outcomes in each cycle. The results of the study indicate that the use of picture storybooks can improve student learning outcomes in Indonesian language subjects. This can be seen from the increase in the percentage of student learning completion, namely from 33.33% in the pre-cycle stage to 66.67% in cycle I and increasing again to 91.67% in cycle II. llustrated storybook media has proven to be effective as an alternative learning media to improve student learning outcomes in Indonesian language subjects in elementary schools.