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Eksplorasi Tuturan dan Dinamika Bahasa Remaja di Dunia Game Online: Perspektif Psikolinguistik Hasanah, Ninah; Mulyana, Eldi; Qinantri, Husna Epril
JURNALISTRENDI : JURNAL LINGUISTIK, SASTRA, DAN PENDIDIKAN Vol 10 No 2 (2025): November 2025
Publisher : Universitas Nahdlatul Wathan Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51673/jurnalistrendi.v10i2.2646

Abstract

This study explores adolescents' speech and language dynamics in the context of online gaming from a psycholinguistic perspective. Linguistic variation in this digital space is viewed as a unique reflection of cognitive processes, language production, and social affiliations. The primary objective is to analyze how adolescents construct, process, and use non-standard language, slang, and code-switching and code-mixing patterns for effective communication and the construction of group identity in a fast-paced gaming environment. The case study method used was a descriptive qualitative approach. Data were obtained from participant observation of game interactions and in-depth interviews with adolescent participants (aged 15–20 years). Data were transcribed and analyzed using a social psycholinguistic framework, focusing on aspects of language production and comprehension (language processing), as well as lexical variation. The results show that adolescent speech is dominated by extreme lexical creativity, including novel slang, acronyms, and game-specific lexis. This phenomenon serves as a marker of cognitive processing speed and social boundaries. Code-switching and code-mixing patterns, especially between Indonesian and English, frequently occur for time efficiency and emotional expression. Psycholinguistic, these dynamics reflect high linguistic flexibility and rapid cognitive adaptation to real-time communication. The study concludes that the online gaming world plays a vital role as a language incubation arena, providing in-depth insights into the mechanisms of adolescent language adaptation in the evolution of digital communication.
EFEKTIVITAS PENGGUNAAN MEDIA PLICKERS TERHADAP MOTIVASI BELAJAR SISWA PADA PELAJARAN IPS DI SMPN 1 GARUT Fadhila, Shely; Mulyana, Eldi; Rohman, Slamet Nopharipaldi
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 5 No. 4 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v5i4.7943

Abstract

This study is motivated by the low learning motivation of students in the Social Studies (IPS) subject at SMPN 1 Garut. This condition arises due to the use of conventional learning media that are monotonous, limited, and less supportive of active student engagement. The purpose of this research is to examine the effectiveness of Plickers-based learning media in enhancing students’ learning motivation. The study employed a quantitative approach with a quasi-experimental method using a Nonequivalent Control Group Design. The population consisted of all ninth-grade students, and purposive sampling was used to determine a total sample of 92 students, comprising 46 students in the experimental class and 46 students in the control class. The experimental class used Plickers, while the control class utilized fully non-digital conventional learning media, including textbooks, whiteboards, and verbal explanations as the primary sources of instruction. The research instrument was a Likert-scale learning motivation questionnaire that had been validated for reliability and validity. Data were analyzed using Analysis of Covariance (ANCOVA) to control for covariate variables. The results indicate a significant difference in learning motivation between students who used Plickers and those who used conventional learning media. A significance value of 0.002 (< 0.05) and a higher adjusted mean score in the experimental class (67.04) compared to the control class (64.22) support this finding. The study concludes that Plickers is significantly effective in improving students’ learning motivation in Social Studies learning, as it creates a more interactive, engaging learning environment and provides real-time feedback. ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya motivasi belajar siswa pada mata pelajaran Ilmu Pengetahuan Sosial (IPS) di SMPN 1 Garut. Kondisi tersebut muncul karena penggunaan media pembelajaran konvensional yang cenderung monoton, terbatas, dan kurang mendukung keterlibatan aktif siswa. Penelitian ini bertujuan untuk menguji efektivitas media pembelajaran berbasis Plickers dalam meningkatkan motivasi belajar siswa. Pendekatan penelitian menggunakan metode kuantitatif dengan desain kuasi eksperimen Nonequivalent Control Group Design. Populasi penelitian mencakup seluruh siswa kelas IX, dengan teknik purposive sampling yang menetapkan sampel sebanyak 92 siswa, terdiri dari 46 siswa kelas eksperimen dan 46 siswa kelas kontrol. Kelas eksperimen menggunakan media Plickers, sedangkan kelas kontrol menggunakan media pembelajaran konvensional yang sepenuhnya bersifat non-digital, meliputi buku ajar, papan tulis, dan penjelasan lisan sebagai sumber utama pembelajaran. Instrumen penelitian berupa angket motivasi belajar skala Likert yang telah teruji validitas dan reliabilitasnya. Analisis data dilakukan menggunakan uji Analysis of Covariance (ANCOVA) untuk mengontrol variabel kovariat. Hasil penelitian menunjukkan adanya perbedaan signifikan pada motivasi belajar antara siswa yang menggunakan Plickers dan siswa yang menggunakan media pembelajaran konvensional. Nilai signifikansi sebesar 0,002 (< 0,05) serta nilai adjusted mean kelas eksperimen sebesar 67,04 yang lebih tinggi dibandingkan kelas kontrol sebesar 64,22 memperkuat temuan tersebut. Penelitian ini menyimpulkan bahwa Plickers efektif secara signifikan dalam meningkatkan motivasi belajar siswa pada pembelajaran IPS karena mampu menciptakan suasana belajar yang lebih interaktif, menarik, dan menyediakan umpan balik secara real-time.