Herwindy Maria Tedjaatmadja
Petra Christian University

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Types of Code Mixing Used by Iman Usman and Faisal Basri in Gita Wirjawan’s Endgame Donny Indrawan; Herwindy Maria Tedjaatmadja
Kata Kita: Journal of Language, Literature, and Teaching Vol. 11 No. 3 (2023)
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/katakita.11.3.434-441

Abstract

This study was conducted to analyze the code-mixing types used by Iman Usman as a young adulthood resource person and Faisal Basri as a middle adulthood resource person in Gita Wirjawan’s Endgame, as well as the similarities and differences between the code mixing types used by both respondents. The writers used the theory of code-mixing types by Muysken (2000) and employed a qualitative approach. The findings of this study revealed that both used all the code-mixing types: insertion, alternation, and congruent lexicalization. Content words were also widely found and both Iman Usman and Faisal Basri repeatedly applied the code-mixing with possessed content word (nouns, verbs, adjectives, or adverbs). Moreover, age factor did really affect Iman Usman and Faisal Basri when using code-mixing in their conversation with Gita Wirjawan. Iman Usman used code mixing more often than Faisal Basri.
Code-mixing Used By Putri Tanjung To People Who Had Different Statuses In Ngrobrol Sore Semaunya Podcast Katsujai Jathniel Ciputra; Herwindy Maria Tedjaatmadja
Kata Kita: Journal of Language, Literature, and Teaching Vol. 12 No. 1 (2024)
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/katakita.12.1.10-16

Abstract

This study was conducted to investigate the code-mixing types used by Putri Tanjung when she was talking to Hedi Rusdian, a non-government official who had the same status as her, and when she was talking to Erick Thohir, a government official who had a higher status than her with its differences and similarities. In this study, the theory of code-mixing types by Muysken (2000) and the status scale theory by Holmes (2013) were used. A qualitative approach was employed in this study. The findings revealed that Putri Tanjung chose a different type of code-mixing when talking to people with different statuses. This can probably happen due to the status of the interlocutors, the situation of the podcast, or the absence of appropriate terms. More studies involving podcasts are recommended. Other social factors or dimensions on code-mixing can also be included in further studies.
Figurative Language Used In Genshin Impact’s and Honkai: Star Rail’s Special Program Videos Euginea Kezia Lie; Herwindy Maria Tedjaatmadja
Kata Kita: Journal of Language, Literature, and Teaching Vol. 12 No. 3 (2024)
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/katakita.12.3.374-381

Abstract

This study aimed to identify various types of figurative language used in the video advertisements for two games, Genshin Impact and Honkai: Star Rail. Following Harris's (2018) theory on rhetorical devices, particularly figurative language, the researchers analyzed the utterances in these videos. According to Harris (2018), there are 11 types of figurative language namely: simile, analogy, metaphor, catachresis, metonymy, synecdoche, personification, allusion, eponym, apostrophe, and transferred epithet. Using qualitative research methods, the researchers collected and analyzed the data. The results indicated that the types of figurative language found in Genshin Impact were simile, analogy, metaphor, metonymy, synecdoche, personification, and allusion whereas simile, analogy, metaphor, metonymy, personification, and allusion were found in Honkai: Star Rail. Synecdoche, personification, and the combination of metaphor and synecdoche were absent in Honkai: Star Rail. The possible reasons for the differences might probably because of the differences in the game’s themes and the amount of information.
Figurative Language Used in September Event 2018 - Apple and Apple Event - September 7 Sihar Gilbert Marcelino Sitompul; Herwindy Maria Tedjaatmadja
Kata Kita: Journal of Language, Literature, and Teaching Vol. 13 No. 1 (2025)
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/katakita.13.1.8-15

Abstract

This study investigates how Apple Inc. used metaphorical language in two of its product presentation videos. "September 2018 - Apple" and "Apple Event - September 7" are the videos that have been studied. They include both live and pre-recorded presentations. The present study employs Harris's (2018) theoretical framework to identify the many forms of figurative language used in the two videos. These forms include simile, analogy, metaphor, catachresis, metonymy, synecdoche, personification, allusion, eponym, apostrophe, and transferred epithet. Video transcripts were examined using a qualitative methodology to find instances of metaphorical language. These results highlight various figurative language kinds and show variations in figurative language use between live and pre-recorded presentations. The findings reveal the insights of the figurative language usage in September Event 2018 - Apple and Apple Event - September 7. This study also found that the types of figurative language used in September Event 2018 - Apple and Apple Event - September 7 depends on the where and what format the presentation is set. It is also found that not all figurative language types are used in these two videos. There are some similarities where some figurative language is not being used in both videos, namely catachresis, allusion, eponym, apostrophe, and transferred epithet. Also, there are some differences where some types cannot be found in one of the videos, namely simile, analogy, metaphor, metonymy, synecdoche, and personification. It is suggested that this study needs an improvement for other electronic brands that also use product presentation for the launch of the new product.