Della Eka Putri
Universitas Lampung, Indonesia

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ANALISIS TINDAK TUTUR ILOKUSI PADA PROGRAM MUSTANG PLAYGROUND WITH NO NA: KAJIAN PRAGMATIK JOHN SEARLE Della Eka Putri; Sumarti Sumarti; Nurlaksana Eko Rusminto
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 11 No. 2 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v11i2.2047

Abstract

This study aims to analyze illocutionary speech acts in the program “Mustang Playground with No Na” on the Mustang 88 FM YouTube channel based on John Searle’s speech act theory. This research employs a qualitative approach with a descriptive method. The data were collected using observation and note-taking techniques, along with transcription of utterances between the host and No Na members in question-and-answer segments and game sessions. The data were analyzed by classifying utterances into types of illocutionary acts, namely assertive, directive, expressive, commissive, and declarative. The findings show that assertive and directive speech acts are the most dominant, indicating that the interaction in the program is mainly characterized by information sharing, experiences, opinions, and the organization of the show and games. Expressive speech acts appear less frequently but function to build emotional atmosphere, while commissive acts are very limited and declarative acts are not found because the program is informal and does not involve institutional authority. This study lies in the analysis of illocutionary speech acts in a digital YouTube entertainment program that combines talk show elements and interactive games as a medium for music promotion. This study demonstrates that digital entertainment is a dynamic space for pragmatic communication
METAFUNGSI BAHASA DALAM EPISODE “ASYIKNYA BERKEMAH” PADA KARTUN ADIT SOPO JARWO: KAJIAN SFL HALLIDAY Della Eka Putri; Sumarti Sumarti; Mulyanto Widodo; I wayan Ardi Sumarta
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 11 No. 2 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v11i2.2056

Abstract

This study aims to analyze language metafunctions in the camping-related conversations in the cartoon Adit Sopo Jarwo using Halliday’s Systemic Functional Linguistics (SFL) approach. This research employs a descriptive qualitative method with documentation techniques through conversation transcripts consisting of 45 clauses from three contexts. The data were analyzed based on three language metafunctions, namely ideational, interpersonal, and textual metafunctions. The findings show that the ideational metafunction is dominated by material processes that represent the characters’ physical activities, accompanied by mental and relational processes that express attitudes and conditions of participants. In the interpersonal metafunction, declarative clauses with modality are predominantly used to build social interaction while conveying information. Meanwhile, the textual metafunction reveals a coherent and structured Theme-Rheme pattern that organizes the flow of information. The novelty of this study lies in the use of conversational data from an Indonesian local cartoon as the object of metafunction analysis, which has mostly been applied to written texts or formal discourse, thus contributing to SFL studies in popular media and informal interaction. The implication of this study is that the metafunctions of language can be applied to popular media such as cartoons to understand interaction patterns and language functions in informal communication.
ANALISIS MAKNA REFERENSIAL DI APLIKASI X/TWITTER: STUDI KASUS AKUN SELEBTWEET DANTE (@SKIPBERAT) Della Eka Putri; Rahmat Prayogi
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 10 No. 4 (2025): December
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v10i4.1072

Abstract

Dante on the Twitter/X platform. The focus of the research is to understand how words, phrases, and slang used in the tweets contain direct references to tangible objects, phenomena, and real events. This study employs a qualitative approach with a descriptive method, where the data consist of tweets selected based on their relevance to real-world references. Data analysis was conducted using content analysis by considering the context of each tweet and its relation to the referenced reality. The results show that out of all the data analyzed, there are 21 instances of referential meaning in the form of objects, 3 in the form of phenomena, and 16 in the form of events. Additionally, Dante’s tweets contain slang and abbreviations that carry specific meanings, serving as expressions and interactions with his followers. This study confirms that each word or phrase in the tweets contains referential meaning reflecting objects, psychological states, or real events, making understanding these meanings essential for accurately interpreting the conveyed messages. The findings are expected to provide insights into the use of referential meaning in digital communication and help understand user interaction and expression on social media.
ANALISIS TINDAK TUTUR ILOKUSI PADA PROGRAM MUSTANG PLAYGROUND WITH NO NA: KAJIAN PRAGMATIK JOHN SEARLE Della Eka Putri; Sumarti Sumarti; Nurlaksana Eko Rusminto
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 11 No. 2 (2026): Regular Issue
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v11i2.2047

Abstract

This study aims to analyze illocutionary speech acts in the program “Mustang Playground with No Na” on the Mustang 88 FM YouTube channel based on John Searle’s speech act theory. This research employs a qualitative approach with a descriptive method. The data were collected using observation and note-taking techniques, along with transcription of utterances between the host and No Na members in question-and-answer segments and game sessions. The data were analyzed by classifying utterances into types of illocutionary acts, namely assertive, directive, expressive, commissive, and declarative. The findings show that assertive and directive speech acts are the most dominant, indicating that the interaction in the program is mainly characterized by information sharing, experiences, opinions, and the organization of the show and games. Expressive speech acts appear less frequently but function to build emotional atmosphere, while commissive acts are very limited and declarative acts are not found because the program is informal and does not involve institutional authority. This study lies in the analysis of illocutionary speech acts in a digital YouTube entertainment program that combines talk show elements and interactive games as a medium for music promotion. This study demonstrates that digital entertainment is a dynamic space for pragmatic communication
METAFUNGSI BAHASA DALAM EPISODE “ASYIKNYA BERKEMAH” PADA KARTUN ADIT SOPO JARWO: KAJIAN SFL HALLIDAY Della Eka Putri; Sumarti Sumarti; Mulyanto Widodo; I wayan Ardi Sumarta
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 11 No. 2 (2026): Regular Issue
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v11i2.2056

Abstract

This study aims to analyze language metafunctions in the camping-related conversations in the cartoon Adit Sopo Jarwo using Halliday’s Systemic Functional Linguistics (SFL) approach. This research employs a descriptive qualitative method with documentation techniques through conversation transcripts consisting of 45 clauses from three contexts. The data were analyzed based on three language metafunctions, namely ideational, interpersonal, and textual metafunctions. The findings show that the ideational metafunction is dominated by material processes that represent the characters’ physical activities, accompanied by mental and relational processes that express attitudes and conditions of participants. In the interpersonal metafunction, declarative clauses with modality are predominantly used to build social interaction while conveying information. Meanwhile, the textual metafunction reveals a coherent and structured Theme-Rheme pattern that organizes the flow of information. The novelty of this study lies in the use of conversational data from an Indonesian local cartoon as the object of metafunction analysis, which has mostly been applied to written texts or formal discourse, thus contributing to SFL studies in popular media and informal interaction. The implication of this study is that the metafunctions of language can be applied to popular media such as cartoons to understand interaction patterns and language functions in informal communication.