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STRATEGY OF IMPOLITENESS UTTERED BY MOBILE LEGEND: BANG BANG PLAYERS Rizky, Nadia; Laila, Malikul
EXPOSURE : JURNAL PENDIDIKAN BAHASA INGGRIS Vol 13, No 2 (2024): Exposure
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/exposure.v13i2.15345

Abstract

Social media gaming is a recent trend that allows most teenagers to express themselves freely. As the tendency changes toward public entertainment, in this case esports broadcasting, the bulk of them turn into spectators. However, the manner in which they express themselves is frequently regarded as unethical. This means that their expressions frequently transcend the norm, as evidenced by several unpleasant comments. With this in mind, the aim of this research is to identify the various forms and intentions of impolite language strategies used in live comments on YouTube during broadcasts of the Mobile Legends Premier League (MPL) Indonesia Season 12. Aside from that, the researchers explored how incivility standards were explained in YouTube Mobile Legends: Bang Bang live comments. This study is a descriptive qualitative study. Culpeper's (1996) impoliteness theory is used by researchers. In this study, data was gathered by observation and note-taking. The data for this study came from harsh text comments on a match video on the official Mobile Legends: Bang Bang YouTube channel. According to the findings of the study, four types of rudeness are used: outright bald on record impoliteness, positive impoliteness, negative impoliteness, sarcasm or mock impoliteness. The researchers, however, did not detect withhold politeness type. Aside from that, the researchers found that there is a thing that may be considered breaching the impolite norms, notably spamming behaviors, based on the results of the researched data. 
PENGGUNAAN MEDIA PEMBELAJARAN GAMBAR KREATIF UNTUK MENINGKATKAN MINAT BELAJAR SISWA SD Cahyo, bint; Anggreani, Defvi; Juanti, Devika Ramadhani; Dibah, Jihan Para; Rizky, Nadia; Ulandia, Sinta Bella; Sapitri, Siti; Wulansari, Wulandari; Lazuardi, Lazuardi
Journal of Rural and Urban Community Empowerment Vol. 4 No. 2 (2023): April
Publisher : Fakultas Perikanan dan Kelautan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Media gambar adalah segala sesuatu yang diwujudkan secara visual dalam bentuk dimensional sebagai berbagai pemikiran seperti lukisan, potret, film, slide, dan proyektor. Hal ini dikarenakan siswa lebih menyukai gambar, apalagi jika gambar tersebut sangat kreatif dan berwarna serta disajikan sesuai dengan kondisi dan kemampuan siswa. Tentunya media gambar akan dapat meningkatkan semangat dan minat siswa dalam mengikuti proses pembelajaran. Penelitian ini bertujuan untuk mendeskripsikan penggunaan media pembelajaran berupa gambar dalam meningkatkan minat belajar siswa kelas III SDN 004 Genduang. Jenis penelitian ini adalah penelitian kualitatif melalui pendekatan deskriptif. Teknik yang digunakan dalam pengumpulan data dalam penelitian ini adalah observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa strategi peneliti dalam menggunakan media gambar untuk meningkatkan minat siswa kelas III SDN 004 Genduang adalah menyesuaikan materi dengan media gambar yang akan digunakan, merancang media gambar, dan langkah-langkah penggunaan media gambar.
PENGGUNAAN MEDIA PEMBELAJARAN GAMBAR KREATIF UNTUK MENINGKATKAN MINAT BELAJAR SISWA SD Cahyo, Bintang Dwi; Anggreani1, Defvi; Juanti, Devika Ramadhani; Dibah, Jihan Para; Rizky, Nadia; Ulandia, Sinta Bella; Sapitri, Siti; Wulandari, Wulandari; Lazuardi, Lazuardi
Journal of Rural and Urban Community Empowerment Vol. 4 No. 2 (2023): April
Publisher : Fakultas Perikanan dan Kelautan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/

Abstract

Media gambar adalah segala sesuatu yang diwujudkan secara visual dalam bentuk dimensional sebagai berbagai pemikiran seperti lukisan, potret, film, slide, dan proyektor. Hal ini dikarenakan siswa lebih menyukai gambar, apalagi jika gambar tersebut sangat kreatif dan berwarna serta disajikan sesuai dengan kondisi dan kemampuan siswa. Tentunya media gambar akan dapat meningkatkan semangat dan minat siswa dalam mengikuti proses pembelajaran. Penelitian ini bertujuan untuk mendeskripsikan penggunaan media pembelajaran berupa gambar dalam meningkatkan minat belajar siswa kelas III SDN 004 Genduang. Jenis penelitian ini adalah penelitian kualitatif melalui pendekatan deskriptif. Teknik yang digunakan dalam pengumpulan data dalam penelitian ini adalah observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa strategi peneliti dalam menggunakan media gambar untuk meningkatkan minat siswa kelas III SDN 004 Genduang adalah menyesuaikan materi dengan media gambar yang akan digunakan, merancang media gambar, dan langkah-langkah penggunaan media gambar.
STRATEGY OF IMPOLITENESS UTTERED BY MOBILE LEGEND: BANG BANG PLAYERS Rizky, Nadia; Laila, Malikul
EXPOSURE : JURNAL PENDIDIKAN BAHASA INGGRIS Vol. 13 No. 2 (2024): Exposure
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/exposure.v13i2.15345

Abstract

Social media gaming is a recent trend that allows most teenagers to express themselves freely. As the tendency changes toward public entertainment, in this case esports broadcasting, the bulk of them turn into spectators. However, the manner in which they express themselves is frequently regarded as unethical. This means that their expressions frequently transcend the norm, as evidenced by several unpleasant comments. With this in mind, the aim of this research is to identify the various forms and intentions of impolite language strategies used in live comments on YouTube during broadcasts of the Mobile Legends Premier League (MPL) Indonesia Season 12. Aside from that, the researchers explored how incivility standards were explained in YouTube Mobile Legends: Bang Bang live comments. This study is a descriptive qualitative study. Culpeper's (1996) impoliteness theory is used by researchers. In this study, data was gathered by observation and note-taking. The data for this study came from harsh text comments on a match video on the official Mobile Legends: Bang Bang YouTube channel. According to the findings of the study, four types of rudeness are used: outright bald on record impoliteness, positive impoliteness, negative impoliteness, sarcasm or mock impoliteness. The researchers, however, did not detect withhold politeness type. Aside from that, the researchers found that there is a thing that may be considered breaching the impolite norms, notably spamming behaviors, based on the results of the researched data.