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ADVERBIAL CLAUSES FOUND IN “LEAGUE OF LEGENDS” WEBSITE Nyoman Ryan Ega Jayendra; I Nyoman Kardana; I Gusti Ngurah Adi Rajistha
Kulturistik: Jurnal Ilmu Bahasa dan Budaya Vol. 8 No. 2 (2024): July 2024
Publisher : Universitas Warmadewa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22225/kulturistik.8.2.10019

Abstract

The use of adverbial is immensely complex. Adverbials can be filled by many different word classes and come in many different forms; the most compared to other sentence elements. Moreover, adverbials can also convey a huge number of meanings. Hence, with this great complexity, research of adverbials needs to carry out, with analysing the forms and the meanings of adverbial clause as the aims of this research. The data source of this research comes from the official website of a video game “League of Legends”. The data collection was done in several actions; opening the data source, reading (the characters’ story), note-taking, and identifying the sentences that consist of adverbial clauses. Furthermore, the collected data were analysed descriptively by using Quirk’s theory of adverbials. The result of the research showed that three forms of adverbial clauses and seven meanings of adverbial clauses were found in “League of Legends” Website. The three forms of adverbial clauses found were finite clauses, non-finite clauses, and verbless clauses. The seven meanings of adverbial clauses found were clauses of time, clauses of place, clauses of condition, clauses of concession, clauses of reason or cause, clauses of purpose, and clauses of result.
Pengembangan Keterampilan Berbicara Bahasa Inggris Berbasis Artificial Intelligence Untuk Promosi Pariwisata Budaya: Penelitian Dewa Ayu Kadek Claria; I Nyoman Kardana; I Gusti Ngurah Adi Rajistha; Ni Made Suwendri; Aril Rifki Febrian; Anak Agung Revina Puspita Dewi
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 4 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 4 Tahun 2026
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i4.6387

Abstract

Penelitian ini bertujuan untuk mengembangkan keterampilan berbicara bahasa Inggris siswa SMAN 9 Denpasar dengan mengaplikasikan Artificial Intelligence (AI) untuk mendukung promosi pariwisata budaya Bali. Di era digital saat ini, kemampuan komunikasi bahasa Inggris sangat penting untuk membantu melestarikan warisan budaya lokal dan sekaligus memperkenalkannya kepada khalayak internasional. Namun, banyak siswa mengalami kesulitan dalam kelancaran berbicara, pengucapan, penggunaan kosakata, dan rasa percaya diri saat berbicara dalam bahasa Inggris. Perangkat pembelajaran berbasis AI menyediakan latihan berbicara yang interaktif, umpan balik langsung, koreksi pengucapan, serta kesempatan belajar secara personal sehingga dapat meningkatkan kemampuan komunikasi siswa. Integrasi AI diharapkan dapat menumbuhkan kepercayaan diri, kreativitas, dan literasi digital siswa dalam menghasilkan materi promosi pariwisata yang menarik. Dengan menggabungkan pembelajaran bahasa dan teknologi, siswa dapat mengembangkan keterampilan komunikasi praktis yang relevan dengan konteks pariwisata global. Temuan penelitian diharapkan menunjukkan bahwa pembelajaran berbicara berbasis AI berkontribusi positif terhadap kemampuan bahasa Inggris serta mendukung promosi pariwisata budaya lokal secara lebih inovatif dan mudah diakses.
Flouting Maxim in “It’s Mine” Line Webtoon Ni Wayan Nana Anggi Putri; I Gusti Ngurah Adi Rajistha
PRAGMATICA : Journal of Linguistics and Literature Vol. 4 No. 1 (2026): PRAGMATICA : Journal of Linguistics and Literature
Publisher : CV. Tirta Pustaka Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60153/pragmatica.v4i1.331

Abstract

The title of this research is “Flouting Maxim in "It's Mine" Line Webtoon”. This research is aimed to describe kinds of flouting maxim and conversational implicature based on Grice’s theory. The data source used in this research is an e-comic on English Line Webtoon entitled "It's Mine". The data is collected from the utterances of the characters in the dialogues and analyzed based on the storyline and context of the conversation. The data were collected by downloading the application, reading the comic, and then collecting the data by taking a note which reflects the phenomena of maxim flouting, also identifying the conversational implicature of each kind of flouting maxim. The results of the research showed the four kinds of flouting maxims found in the Line Webtoon, there were 5 flouting maxims of quantity; 5 flouting maxims of quality; 5 flouting maxims of relation; and 3 flouting maxims of manner. Hence the total number of flouting maxims is 18. Furthermore, each kind of flouting maxim has two categories of conversational implicature, such as generalized conversational implicature and particularized conversational implicature.