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An Analysis of Linguistic Features of Evaluative Stance Found in Research Articles’ Introduction Tyas Alhim Mubarok
BRILIANT: Jurnal Riset dan Konseptual Vol 6 No 4 (2021): Volume 6 Nomor 4, November 2021
Publisher : Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (361.121 KB) | DOI: 10.28926/briliant.v6i4.753

Abstract

This study aims to identify the use of linguistic feature of evaluative stance found in research articles’ introduction. There are certain linguistic features that indicate evaluative stance. That is how writers position themselves in their writing. By knowing those items, it can be known how the authors provide words usage to produce effective meaning. This study focuses on the use of epistemic modality, extraposed ‘ít’, communication verb, and personal pronoun. The method of this study applied both quantitative and qualitative research method. The data were gained from research article written in English limited in introduction section that taken from international journal of Journal of Development Research. The result showed that all of type of linguistic feature of evaluative stance found in introduction of articles. The most frequent used is personal pronoun. Then followed by epistemic modality, extraposed ‘it’ and the lowest is communication verb. This study is expected to provide more insightful reference in the field of linguistics study.
Pengembangan E-Modul Bahasa Inggris Menggunakan Aplikasi Sigil Untuk Mahasiswa Program Studi Teknik Informatika Tyas Alhim Mubarok; Fitri Arini
BRILIANT: Jurnal Riset dan Konseptual Vol 9 No 3 (2024): Volume 9 Nomor 3, Agustus 2024
Publisher : Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/briliant.v9i3.1421

Abstract

This development research aims to produce English e-modules for students of the informatics engineering study program using the Sigil application. The Sigil application is an application for managing and creating digital books in Epub format. This research is research and development with using the ADDIE development model. This model applies five stages, namely Analysis, Design, Develop, Implement, and Evaluate. The data collection method used questionnaire that given to the expert validator and students. The research results show that the English E-module using the Sigil application is valid and reliable for use in the learning process based on expert validation results, with an average score of 3.8 and included in the valid category. Based on student respondents, it shows that 76% of students feel helped in understanding English material using this E-Module. It is easier for students to study material anywhere and anytime.
Politeness Strategies Used by the Main Characters in The Garfield Movie: A Pragmatic Perspective Tyas Alhim Mubarok
BRILIANT: Jurnal Riset dan Konseptual Vol 10 No 2 (2025): Volume 10 Nomor 2, Mei 2025
Publisher : Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/briliant.v10i2.2287

Abstract

This study investigates the politeness strategies employed by the main characters in The Garfield Movie from a pragmatic perspective, using Brown and Levinson’s (1987) politeness theory as the analytical framework. By analyzing selected dialogues, the research identifies four main types of politeness strategies: bald on record, positive politeness, negative politeness, and off-record strategies. The findings reveal that positive politeness strategies are predominantly used to maintain social harmony and express friendliness, while bald on record strategies reflect the characters’ directness and humor. Negative politeness strategies appear less frequently, mainly to mitigate impositions and show respect, and off-record strategies serve to convey subtlety and indirectness, often adding comedic effect. The study highlights how these strategies align with the characters’ personalities and relationships, contributing to effective communication and audience engagement. The implications of this research extend to pragmatic theory, language teaching, media scriptwriting, and intercultural communication, emphasizing the value of media texts as authentic sources for pragmatic learning and analysis.
The Development of Taboo Game as Learning Media to Teach Speaking Skill in Eight Grade of Junior High School Istikomah, Nensi; Saifudin, Ahmad; Mubarok, Tyas Alhim
PROJECT (Professional Journal of English Education) Vol. 8 No. 3 (2025): VOLUME 8 NUMBER 3, MAY 2025
Publisher : IKIP Siliwangi

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Abstract

This research focuses on developing engaging learning media to teach speaking skills to eighth-grade students at MTs Durriyyatina. Traditional English teaching methods often fail to engage students and encourage active speaking, resulting in limited progress. To address this issue, the study introduces the Taboo game as a language learning tool. The game helps with vocabulary mastery, boosts speaking confidence, and encourages active participation. An R&D approach, including a trial with 24 students, was used to assess the effectiveness of the game. Results showed that the Taboo game significantly improved learning, with a questionnaire score of 89.3%, categorized as very valid. The evaluation indicated that the game is a highly effective teaching medium. This research demonstrates that interactive games like Taboo can enhance students' speaking skills and create a more engaging learning environment. This approach is in line with modern education trends that emphasize interactive, student-centered learning. In conclusion, the Taboo game is an effective solution for teaching speaking skills and increasing student motivation.
Developing Powerpoint Interactive Media to Teach Speaking Skill For 7th Grade Students Ningtyas, Aprilia Syafna; Mubarok, Tyas Alhim; Makrifah, Istina Atul
PROJECT (Professional Journal of English Education) Vol. 8 No. 4 (2025): VOLUME 8 NUMBER 4, JULY 2025
Publisher : IKIP Siliwangi

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Abstract

This research and development aims to describe the process and results of the development of Power Point Interactive media for teaching speaking on greeting, leave taking, and introduction materials. The subjects of the study were 30 students of 7th grade MTs Sunan Kalijogo. The development procedure refers to the Borg and Gall model. The information collection techniques in the preliminary study were interview and questionnaire. Meanwhile, to determine the feasibility of the Interactive Power Point product, the researcher used a questionnaire instrument given to material expert and media expert. Then, students were given a pre-test and post-test. In addition, the distribution of student response questionnaires to determine the level of student satisfaction with the media. According to the assessment of material expert, a score of 97.5% was obtained with a very valid category. From media experts, a score of 100% was obtained with a very valid category. Furthermore, the results of the pre-test and post-test with the calculation of the N-Gain formula obtained results of 0.8 with high qualifications. The student response questionnaire also obtained a score of 94% with a very feasible category. The last, Power Point Interactive was declared very suitable for use in teaching speaking skill.
Child Talk, Adult Power: A Conversation Analysis of The Boss Baby Movie Mubarok, Tyas Alhim
Kajian Linguistik dan Sastra Vol. 4 No. 2 (2025): Mei 2025
Publisher : Prodi Sastra Indonesia, FKIP Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/kalistra.v4i2.44258

Abstract

This study examines the interplay of language, authority, and identity in the animated film The Boss Baby through the lens of conversation analysis. Focusing on the film’s unique premise, an infant who speaks and behaves like an adult. The research explores how linguistic features such as turn-taking, speech acts, and power dynamics are employed to construct and challenge traditional roles of childhood and adulthood. This research employs a qualitative method grounded in the principles of Conversation Analysis. By analyzing selected dialogues between the titular baby and other characters, this paper reveals how adult-like language is used to subvert expectations, assert dominance, and create comedic tension. The findings highlight how The Boss Baby uses conversation as a tool to blur age-based hierarchies, offering insights into how media narratives shape and reflect societal understandings of power and communication. Abstrak Penelitian ini meneliti interaksi bahasa, otoritas, dan identitas dalam film animasi The Boss Baby melalui lensa analisis percakapan. Berfokus pada premis unik film tersebut, seorang bayi yang berbicara dan berperilaku seperti orang dewasa. Penelitian ini mengeksplorasi bagaimana fitur linguistik seperti giliran bicara, tindakan bicara, dan dinamika kekuasaan digunakan untuk membangun dan menantang peran tradisional masa kanak-kanak dan dewasa. Penelitian ini menggunakan metode kualitatif yang didasarkan pada prinsip-prinsip Analisis Percakapan. Dengan menganalisis dialog terpilih antara bayi tituler dan karakter lain, penelitian ini mengungkap bagaimana bahasa seperti orang dewasa digunakan untuk menumbangkan harapan, menegaskan dominasi, dan menciptakan ketegangan komedi. Temuan tersebut menyoroti bagaimana The Boss Baby menggunakan percakapan sebagai alat untuk mengaburkan hierarki berbasis usia, menawarkan wawasan tentang bagaimana narasi media membentuk dan mencerminkan pemahaman masyarakat tentang kekuasaan dan komunikasi.
Development of Pop-Up Book Media to Teach Reading Skill for Tenth Grade Students at SMK Annur Bululawang Surwanto, Danu; Mubarok, Tyas Alhim; Saifudin, Ahmad
English Education: Jurnal Tadris Bahasa Inggris Vol 16 No 2 (2023): English Education: Jurnal Tadris Bahasa Inggris
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ee-jtbi.v16i2.17520

Abstract

This Study aim For developing learning media in the form of pop-up book narrative text and know How to level the feasibility of the media. Research is done on student class 10 SMK An-Nur Bululawang. The method of research used is Research and Development (R&D) which uses the ADDIE model. The stages include (1) Analysis needs, (2) Development product (3) Product design (4) Implementation product (4) Product evaluation. Determination feasibility is carried out with validation expert learning, validation media expert, and validation expert language. After That researcher does testing the product. Research And Development produce pop-up book media that is feasible to use based on a study from (1) Media expert validator get 90% rating (2) Expert validators learning get an evaluation by 90%. Expert validator Language gets evaluation by 85%. Assessment response students get a percentage evaluation of 88% which means the media can be received by the student. Reason choose study This is Because development previously different in place variable  And object study as well as No exists Validation expert language..
Developing Cue Card Media To Teach Speaking Skill For Ninth Grade Students At SMP Hasanuddin Sabila, Naumi Asfarina; Mubarok, Tyas Alhim; Widi, Widiarini; Makrifah, Istina Atul
Jurnal Pembelajaran dan Ilmu Pendidikan Vol 5 No 2 (2025): Volume 5, Nomer 2 Tahun 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jpip.v5i2.2177

Abstract

This study aims to create cue card media as an instructional aid to enhance the speaking skills of ninth-grade students at SMP Hasanuddin. The research adopts the Research and Development (R&D) approach, specifically utilizing the 4-D model, which includes the stages of Define, Design, Develop, and Disseminate. The background of this study stems from students' difficulties in speaking English, particularly in expressing ideas fluently and engaging in meaningful conversations. To address this issue, the researcher designed cue cards containing prompts and vocabulary that support guided dialogues between students.The developed product underwent validation by a media expert and a material expert, and was subsequently tested through student trials. The material validation score was 93%, the media validation score was 95%, and the student satisfaction score was 87%, all of which indicate that the media is highly feasible. The media enables students to engage in paired conversations using situational prompts provided through cue cards. Based on the findings, this learning tool is deemed both effective and practical in enhancing students’ speaking abilities and may serve as an alternative instructional resource in English language teaching
Development of Flashcard Use with QR Code to Teach Vocabulary for Fifth Grade Students in SD Negeri Modangan 03 Ashari, Arif Maulana; Syaifudin,, Ahmad; Widiarini, Widiarini; Mubarok, Tyas Alhim
Jurnal Pembelajaran dan Ilmu Pendidikan Vol 5 No 2 (2025): Volume 5, Nomer 2 Tahun 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jpip.v5i2.2178

Abstract

Language is a very important thing to learn to be used in everyday communication. In learning a foreign language, vocabulary learning is one of the things that has a significant role. This is because vocabulary is the basis for making a sentence that can then be used for communication both in writing and orally. In an unstructured interview conducted by the researcher with teachers and students of grade 5 at SD NEGERI MODANGAN 03, the researcher found an interesting problem. The teacher who teaches English in grade 5 of SD NEGERI MODANGAN 03 does not come from an English Education background, so she has difficulty finding effective media to teach English in class other than using student worksheets. Students have difficulty learning English because they do not know the meaning of the words on the student worksheets. Thus, the researcher decided that the purpose of this study was to develop teaching media that can help teachers in teaching vocabulary to 5th grade students of SD NEGERI MODANGAN 03. The research model used in this study is the ADDIE Model developed by Michael Molenda in 2015. There are 5 stages in this research process, namely Analysis, Design, Development, Implementation, and Evaluation. The media chosen by the researcher is Flashcard using QR Code to teach vocabulary. The results of this study can be seen from the N-Gain score of 58% which indicates that the learning media used is effective and provides good results. In addition, the average response value from students to the teaching media used is 88.5% which indicates that the teaching media used is able to increase students' interest and motivation in learning English.
Developing Flashcard Media to Teach Speaking Skill at MTs Maftahul Ulum Jatinom Blitar Hidayah, Fitria Hidayah; Rofi'ah, Siti; Mubarok, Tyas Alhim; Makrifah, Istina Atul
Jurnal Pembelajaran dan Ilmu Pendidikan Vol 5 No 2 (2025): Volume 5, Nomer 2 Tahun 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jpip.v5i2.2185

Abstract

This study aims to develop an instructional medium in the form of flashcards to enhance students’ speaking skills in English language learning. The research subject was 26 students of 7th grade at MTS Maftahul Uluum Jatinom Blitar. The development procedure referred to ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The background of this study stems from students' difficulties in speaking English and the lack of interest in learning. To address this issue, the researcher designed flashcard with the interesting and colorful pictures.The developed product underwent validation by a media expert and a material expert, and was subsequently tested through student trials. The material validation score was 88%, the media validation score was 98%, and the student satisfaction score was 90%, all of which indicate that the media is highly feasible. The result of student satisfaction analysis indicates that flashcard is effective to increase student interest. Based on the findings, this learning tool is deemed both effective and practical in enhancing students’ interest and may serve as an alternative instructional resource in English language teaching.