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Positive Politeness Strategies Used by the Main Character in the Movie It Ends with Us Dewi, Baiq Kartika Purnama; Syamsurijjal; Sudewi, Ni Ketut Putri Nila; Syahid, Agus; Miswaty, Titik Ceriyani
Lexeme : Journal of Linguistics and Applied Linguistics Vol. 7 No. 2 (2025): JULY 2025
Publisher : Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/ljlal.v7i2.51604

Abstract

This study analyzes the use of positive politeness strategies employed by the main character, Lily Bloom, in the film It Ends With Us (2024). Grounded in the politeness theory proposed by Brown and Levinson (1987), this qualitative descriptive research aims to (1) identify the types of positive politeness strategies used by or directed toward Lily Bloom and (2) examine which strategies are dominant and how they influence interpersonal relationships and the storyline’s progression. The data were drawn from selected dialogues involving Lily and were analyzed using content analysis techniques. The findings reveal that Lily uses various positive politeness strategies, including giving compliments, using inclusive pronouns, expressing gratitude, offering assistance, and showing empathy. The most frequent strategies include giving compliments, inclusive language, and expressions of gratitude. These strategies not only illustrate Lily’s attempt to build solidarity and closeness with others but also reflect her emotional resilience and interpersonal sensitivity in navigating complex social dynamics. The study contributes to the field of pragmatics by highlighting how politeness strategies serve as both linguistic and narrative tools in contemporary film discourse.
Implementasi Everyday English Expression Di SMAN 1 Gerung Sudewi, Ni Ketut Putri Nila; Ramdhani, Suciaty; Syahid, Agus; Miswaty, Titik Ceriyani; Pramanaputra, Abiyyu Alghozy
Jurnal Pengabdian Pada Masyarakat IPTEKS Vol. 1 No. 2: Jurnal Pengabdian Pada Masyarakat IPTEKS, Juni 2024
Publisher : CV. Global Cendekia Inti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/jppmi.v1i2.41

Abstract

The "Implementation of Everyday English Expression at SMAN 1 Gerung" project aimed to tackle the challenge of enhancing students' practical proficiency in English by integrating everyday language expressions into the educational framework. This initiative responded to the identified gap between formal language instruction and the practical language needs of students, particularly focusing on 10th-grade students at SMAN 1 Gerung, in collaboration with their English language instructors. The methodology involved a structured approach beginning with comprehensive pre-testing to assess baseline competencies, followed by an early evaluation phase to tailor instructional strategies based on identified needs. Orientation sessions were conducted to familiarize participants with the program's objectives and methodologies. The core comprised drilling exercises and continuous feedback, which aimed at reinforcing learning and refining language skills. The service yielded notable outcomes, demonstrating significant improvements in students' spoken proficiency and confidence in utilizing English expressions in everyday contexts. Despite challenges such as resource constraints, the active involvement of educators and the strategic implementation of instructional techniques fostered a conducive learning environment. These program's efficacy in enhancing students' English language proficiency and preparing them for practical language use beyond the classroom.
Sosialisasi Literasi Digital Dan Tuturan Cyberbullying Yang Berdampak Hukum Kepada Para Pelajar Di Kota Mataram Syahid, Agus; Rahmatyar, Ana; Pribadi, Teguh Iman; Setiawan, Muhamad Alam; Putri, Tiara Resta
Jurnal Pengabdian Pada Masyarakat IPTEKS Vol. 1 No. 2: Jurnal Pengabdian Pada Masyarakat IPTEKS, Juni 2024
Publisher : CV. Global Cendekia Inti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/jppmi.v1i2.43

Abstract

The use of internet and social media in Indonesia has become more extensive in recent years. It enables everyone to interact, share, and participate with fellow internet users. Social media has a positive and negative impact, one of the negative impact is cyberbullying. Cyberbullying has been defined as any form of aggressive communication using information and technology to mock others through social media. The content of the message is basically psychological violence or social terror. Digital literacy activities are an important step to avoid the act of cyberbullying. Seeing the importance of this activity, the service team carried out this activity with students in Mataram city namely SMA 1 Mataram. The service team focuses on introducing digital literacy and knowing cyberbullying phenomenon and how to prevent cyberbullying through sharing sessions activities. This activity was attended by 30 participants. The result of this community service show that students have awareness of the dangers of cyberbullying and the legal impacts from this action.
Application of Multimedia Digital Story Telling in Speaking Learning at Information Technology Study Program Rahmawati, Lela; Hastuti, Hilda; Syarifaturrahman, Wahyu Kamil; Syahid, Agus; Dewi, Puspita
Humanitatis : Journal of Language and Literature Vol. 10 No. 1 (2023): Humanitatis: Journal of Language and Literature
Publisher : LPPM Universitas Bumigora Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/humanitatis.v10i1.3515

Abstract

This article explains how project-based learning is being implemented (digital storytelling) to help students in the First Semester in Bumigora University in Mataram at become more proficient speakers. The aims of this research are to find out whether Project-Based Learning (digital storytelling) can improve students’ speaking skill and to analyze the students’ learning motivation when is implemented. A test, questionnaire, interview, and observation were used to gather the data. The researchers used action research and random sampling technique. The method used mix method, quantitative and qualitative. The steps in this design are Planning, acting, observing, and reflecting. The study's conclusions showed that students' speaking abilities had improved in a number of areas, including confidence, fluency, pronunciation, grammar, and vocabulary. A range of speaking exercises, such as oral presentations, voice recordings, group discussions, and interviews, helped to strengthen those areas. The study's conclusions showed that pupils' speaking abilities had improved in a number of areas, including confidence, fluency, pronunciation, grammar, and vocabulary. A range of speaking exercises, such as oral presentations, voice recordings, group discussions, and interviews, helped to strengthen those areas. Moreover, the mean gain of the students’ post-test was higher than the mean gain of the students’ pre-test. In the pre-test, the mean gain was 56.37; however, the students could achieve 74.05 in the post-test. In addition, students’ learning motivation increased in terms of: students involve in learning process, students solve the problem and search the issue, students try to work harder to avoid the failure. A demanding multimedia-based project in which students generated digital stories might give meaningful experience and increase improvement students’ spoken ability.
The Influence of Translation Technique on Translation Ideology in the Novel Supatmiwati, Diah; Anggara, Gde Wetan Pragena; Syahid, Agus
Humanitatis : Journal of Language and Literature Vol. 10 No. 2 (2024): Humanitatis: Journal of Language and Literature
Publisher : LPPM Universitas Bumigora Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/humanitatis.v10i2.4091

Abstract

Translation is extremely crucial when communicating information, culture, messages, and so on between two or more people who speak different languages. The problem arises when it comes to translate a fantasy stories or games because the translation technique and ideology are heavily relied on the culture. This research aims to find out the influence of translation technique on ideology in translating the novel “Overlord”. This method of this research is qualitative, and the data collected is used to determine the analytical unit, which is the fantasy novel "Overlord". The unit is then broken into smaller parts, which correspond to the fantasy and gaming terms. Following that, a data sample is drawn from chapters one through five of the novels before removing unneeded and irrelevant data for this study. The data were analyzed based on Mile and Huberman techniques; data condensation, display, verification, and concluding. The findings of this research are the use of 7 translation techniques, which are: discursive creation (60), established equivalent (15), borrowing (184), Amplification (9), literal translation (118), modulation (29), and Particularization (4), and the most used translation technique is borrowing (184) and literal translation (118) in the novel. This means that the translation ideology that is used is foreignization which means that the translation is oriented to the source language culture.
Meningkatkan Kemampuan Matematika Anak Madrasah Ibtidaiyah Kelas 2 Melalui Bimbingan Belajar Bangun Datar Sederhana Riska Ayu Kurniawati, Kiki; Ahmad, Ahmad; Ratu Perwira Negara, Habib; Fathoni, Muhmmad; Syahid, Agus
INCOME: Indonesian Journal of Community Service and Engagement Vol 2 No 4 (2023)
Publisher : EDUPEDIA Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56855/income.v2i4.841

Abstract

Pengabdian ini bertujuan untuk meningkatkan kemampuan matematika anak kelas 2 Madrasah Ibtidaiyah (MI) melalui Bimbingan Belajar, khususnya dalam memahami konsep bangun datar sederhana. Pendekatan pembelajaran yang digunakan difokuskan pada pengenalan segiempat, segitiga, dan lingkaran, disesuaikan dengan tingkat pemahaman anak-anak kelas 2. Selama sesi bimbingan belajar, siswa terlibat dalam kegiatan praktis yang melibatkan manipulasi dan penggambaran bangun datar, membantu mereka memahami konsep matematika secara nyata. Metode penilaian yang diterapkan adalah metode formatif, dengan tujuan memantau perkembangan anak-anak selama bimbingan belajar. Evaluasi yang telah dilakukan memberikan gambaran komprehensif tentang peningkatan kemampuan matematika siswa kelas 2 MI dalam materi bangun datar sederhana. Harapannya, pengabdian ini dapat memberikan kontribusi positif terhadap pengembangan kurikulum matematika untuk anak-anak kelas 2 MI dan menjadi dasar untuk merancang strategi pembelajaran yang lebih efektif dalam meningkatkan pemahaman matematika pada tingkat awal pendidikan dasar.
Illocutionary Speech Act of Hate Speech in Mobile Legends Game Gusti, Dharma; Syahid, Agus; Sudewi, Ni Ketut Putri Nila; Abdussamad, Zainuddin; Sutarman
LITERA : Jurnal Bahasa Dan Sastra Vol. 11 No. 2 (2025): LITERA: Jurnal Bahasa dan Sastra
Publisher : LPPM Universitas Dhyana Pura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36002/litera.v11i2.3881

Abstract

Hate speech appears as a form of players' emotional response to the tense and competitive game situation. The purpose of this study is to identify the types of speech acts used in hate speech and analyze the form of hate speech in the Mobile Legends chat and comments. The method used was descriptive qualitative with a pragmatics approach regarding Searle illocutionary theory and used documentation techniques on conversation in chat games and player comments. The results showed that expressive speech acts are the most dominant 65form (53,33%), followed by directive (33.33%), assertive (6.67%), and commissive (6.67%). The forms of hate speech are carried out through calling someone or a group of people with animals, parts of the human body, blasphemy, and also Psychological Abuse. This speech not only reflects emotions, but is also used as a tool to verbally and psychologically attack opponents. The findings prove that in-game hate speech is a meaningful social action that can influence interactions between players. This study emphasizes the importance of understanding pragmatics in unpacking the meaning of hate speech as well as the urgency of creating a healthy play environment free from verbal violence.
Optimalisasi Penggunaan Game Dalam Pembelajaran Kosa Kata Bahasa Inggris Pada Anak Panti Asuhan Nurul Jannah NW Hastuti, Hilda; Syahid, Agus; Alfilail, Nur
Jurnal Ilmiah Pengabdian dan Inovasi Vol. 2 No. 4 (2024): Jurnal Ilmiah Pengabdian dan Inovasi (Juni)
Publisher : Insan Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57248/jilpi.v2i4.438

Abstract

Vocabulary is one element of language that must be learned. Learning vocabulary is the most important thing in learning English. As we know that vocabulary is the basic of communication which is very necessary. The use of interesting learning media and aims to make students more motivated in learning. Charades Games is the learning strategy can be used in this activities. This game makes learning more interesting because it makes students more active in learning English. The aim of the implementing charades game as media in learning is to increase students’ vocabulary mastery and makes student more interest and fun in learning process. As the result of implementing charades games in learning vocabulary in Nurul Jannah NW Ampenan orphanage children, Mataram City shows that the students are taught to work in teams, solve the problems with team, and charades games is one of the appropriate game to teach and learn vocabulary, especially in teaching and learning Nouns. Additionally, charades games can be played without considering age boundaries.
THE IMPLICATION OF ASSERTIVE UTTERANCE FOR PERSONALITY DEVELOPMENT AND LANGUAGE USE Tiara Resta Putri; Sutarman; Agus Syahid; Titik Ceriyani Miswaty; Syamsurrijal
Jurnal Bastra (Bahasa dan Sastra) Vol. 10 No. 4 (2025): JURNAL BASTRA EDISI OKTOBER 2025
Publisher : Program Studi Pendidikan Bahasa dan Sastra Indonesia, FKIP, Universitas Halu Oleo Kampus Bumi Tridharma Andounohu Kendari, Provinsi Sulawesi Tenggara – Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36709/bastra.v10i4.1544

Abstract

The phenomenon of speech act is functions as a tool for communication and a reflection of one’s thoughts, beliefs, and personality. This study aims to analyze assertive speech acts used by the main character, Moana, in the animated musical film Moana 2, and how those speech acts reveal the development of her personality. This study applied descriptive qualitative method with data collection technique through documentation and analysis of Moana’s utterances in the movie. A total of 176 utterances identified based from Moana and only 69 of them were categorized as assertive speech acts. The findings show forms of assertive utterance include stating, claiming, suggesting, reporting, boasting, admitting, and concluding. This research also contributes to the field of linguistics, especially in connecting speech act (Searle, 1969) with Big Five Personality Traits and enriching the understanding of how language reflects personality growth. These forms of speech acts reflect Moana’s change from an informative figure to an individual who is more confident, reflective, and has a great love for new things.  Thus, this study not only provides an overview of various assertive speech acts but also bridges the gap between pragmatic theory and personality.
The Linguistic Representation of Social Hierarchy and Kinship in Chibi Maruko-chan Sari, Al Mustika; Muhid, Abdul; Syahid, Agus
Humanitatis : Journal of Language and Literature Vol. 12 No. 1 (2025): Humanitatis: Journal of Language and Literature
Publisher : LPPM Universitas Bumigora Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/humanitatis.v12i1.5677

Abstract

This qualitative descriptive study examines the linguistic representation of social hierarchy and kinship in the Japanese animated series Chibi Maruko-chan. Grounded in sociolinguistic theories of politeness and indexicality, the research investigates how language constructs familial and social roles within the show’s narrative framework. The primary objectives are to identify and categorize specific linguistic features—including honorifics, address terms, and politeness strategies used to denote social relationships—and to analyze how these discursive practices reinforce traditional Japanese concepts of uchi (in-group) and soto (out-group). Data were collected through purposive sampling of fifteen episodes, forming a corpus of dialogue that was subsequently analyzed using directed content analysis. The findings reveal a consistent asymmetry in politeness strategies: children, particularly the protagonist Maruko, predominantly use positive politeness and casual language to express closeness, while parents and older siblings employ negative politeness, formal self-reference, and bald-on-record directives to assert authority and maintain hierarchical order. Interactions with grandparents blend affection and respect, softening hierarchical boundaries, whereas peer interactions exhibit egalitarian solidarity through direct, unmitigated speech. The study concludes that the series actively naturalizes social structures through everyday talk, serving as a rich site for the discursive reproduction of cultural norms. It contributes to media linguistics by demonstrating the value of anime as a corpus for pragmatic analysis and offers insights into the intersection of language, power, and culture in popular media.