Made Gautama Jayadiningrat
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The Dominance of Representative and Directive Speech Acts in Novels: Patterns, Functions, and Their Implications in Literary Pragmatics Komang Widiani; Made Gautama Jayadiningrat
International Journal of Language and Literature Vol. 8 No. 2 (2024): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijll.v8i2.93131

Abstract

The study of illocutionary speech acts in novels is part of pragmatic research that examines the function of utterances in character communication and their role in structuring narratives. This study employs a Systematic Literature Review (SLR) approach to analyse previous research on illocutionary speech acts in novels. Data were collected from various academic sources and analysed thematically. The findings indicate that representative and directive speech acts are the most dominant types in novels. Directive speech acts, such as commands, requests, advice, and pleas, frequently appear in character interactions, while representative speech acts play a role in conveying information and shaping the narrative. Analysing ten selected studies revealed a consistent pattern in the use of speech acts, with most research employing a qualitative approach and pragmatic discourse analysis. Some studies also highlight how social and cultural contexts influence the interpretation of speech acts in novels. These findings reinforce that illocutionary speech acts not only serve as a means of communication between characters but also function as fundamental elements in narrative dynamics, reflecting broader social realities. The implications of this study are expected to contribute to pragmatic research in literature and enrich the understanding of communication strategies in fictional works.
TEACHER STRATEGIES IN STIMULATING EARLY CHILDHOOD LANGUAGE ABILITIES BASED ON LOCAL CULTURE AT PEMBINA STATE KINDERGARTEN IN DENPASAR Putri Saraswati Dewi, Ida Ayu Putu; I Gede Sedana Suci; Made Gautama Jayadiningrat
PRATAMA WIDYA : Jurnal Pendidikan Anak Usia Dini Vol 11 No 1 (2026): Pratama Widya April 2026
Publisher : UHN I GUSTI BAGUS SUGRIWA DENPASAR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/pw.v11i1.6157

Abstract

This study evaluates the effectiveness of stimulating language skills in early childhood through the integration of lokal culture at the Pembina Denpasar Public Kindergarten.  Involving 30 students from Group B, the study utilized Lev Vygotsky’s sociocultural theory as the theoretical framework to analyze teachers’ strategies, the impact of implementation, and the obstacles encountered. Data were collected through observation, interviews, and documentation, then analyzed using data reduction and presentation techniques. The study’s findings indicate that various activities—such as masatua (storytelling) featuring master storyteller Gede Tarmada, singing the Gending Sekar Rare, using the Balinese language every Thursday, and playing traditional games—have proven to have a positive impact. In addition to significantly improving linguistic skills, these activities also fostered enthusiasm and a deep understanding among the children regarding Bali’s cultural heritage. Although there were constraints such as time limitations and less-than-ideal classroom conditions, the teachers proactively addressed them through intensive coordination with the school principal. Overall, this approach rooted in lokal wisdom proved effective as a contextual and educational medium for language stimulation among the children.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN AUGMENTED REALITY (AR) TERHADAP MINAT BELAJAR MATEMATIKA SISWA KELAS 2 SD NEGERI 5 KAWAN BANGLI Putu Bagus Adi Pramana Putra; I Gusti Ngurah Triyana; Made Gautama Jayadiningrat
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.57320

Abstract

Augmented Reality (AR) learning media is one of the technology-based educational innovations that has the potential to enhance students' learning interest. Based on preliminary observations conducted at SD Negeri 5 Kawan, some students were found to have low enthusiasm and participation during mathematics learning activities. Therefore, an engaging and interactive learning medium is needed to increase students' interest in learning. The research problems in this study are: (1) Is there any effect of using Augmented Reality (AR) learning media on the mathematics learning interest of second-grade students at SD Negeri 5 Kawan?; and (2) How significant is the difference in learning interest between students who learn using Augmented Reality (AR) media and those who learn through conventional instruction?. This study employed a quantitative approach using an experimental research design. The sample consisted of two groups, namely Class II A as the experimental group and Class II B as the control group, each consisting of 33 students. Data were collected using a learning interest questionnaire. The collected data were analyzed using IBM SPSS Statistics 26 through validity testing, reliability testing, normality testing, homogeneity testing, and hypothesis testing using the Independent Samples t-Test. The results of the study revealed that: (1) the average learning interest score of students in the experimental group was 135.15, which was higher than that of the control group at 106.33; (2) the hypothesis test showed that the calculated t-value (9.811) was greater than the t-table value (1.998), resulting in the rejection of H₀ and acceptance of H₁; and (3) the use of Augmented Reality (AR) learning media had a significant effect on students' mathematics learning interest. Therefore, Augmented Reality (AR) learning media can be considered an effective alternative learning tool to improve mathematics learning interest among elementary school students
PENGARUH MODEL PEMBELAJARAN PROJECT BASED LEARNING BERORIENTASI GEMINI AI TERHADAP MOTIVASI BELAJAR SISWA KELAS V PADA PEMBELAJARAN IPAS DI SD NEGERI 2 NUSASARI KABUPATEN JEMBRANA Ayunita Putri, Ni Kadek Cahya; Pusparini, Luh Dewi; Made Gautama Jayadiningrat
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomer 03, September 2026 Publication
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60096

Abstract

This study was motivated by the low level of students' learning motivation in Integrated Science and Social Studies (IPAS), which is caused by teacher-centered learning practices and the limited use of technology in the learning process. One alternative approach to address this issue is the implementation of the Project Based Learning (PjBL) model integrated with Gemini AI as a learning support tool. This study aimed to determine the effect of the Project Based Learning model oriented toward Gemini AI on the learning motivation of fifth-grade students in IPAS at SD Negeri 2 Nusasari, Jembrana Regency. This research employed a quantitative approach using a pre-experimental method with a One Group Pretest-Posttest Design. The population as well as the sample consisted of all fifth-grade students of SD Negeri 2 Nusasari. Data were collected using a learning motivation questionnaire that had been tested for validity and reliability. The data were analyzed using descriptive statistics, the normality test, and hypothesis testing through the Paired Sample t-Test. The results showed that students' learning motivation increased after the implementation of the Project Based Learning model oriented toward Gemini AI. The Paired Sample t-Test produced a significance value (Sig. 2-tailed) of 0.000 (< 0.05), indicating that the null hypothesis (H₀) was rejected and the alternative hypothesis (H₁) was accepted. Therefore, it can be concluded that the Project Based Learning model oriented toward Gemini AI has a significant effect on the learning motivation of fifth-grade students in IPAS at SD Negeri 2 Nusasari, Jembrana Regency. The implementation of this learning model creates a more active, interactive, collaborative, and meaningful learning environment, thereby enhancing students' engagement and learning motivation.