ini dokumen yang saya temukan karena melacak dengan tidak sengaja daerah terlarang dari file skripsinya kaceaa.. hahaha.. tenyata ada ini..isinya kalo tdk salah ini skripsinya kaceku toh tentang tingkat pengetahuan bahasa inggris pada anak-anak yang suka main PS itu apakah dia tau arti perintah PS melalui iconnya atau memang tau arti bahasa inggrisnya.. :D sotta' sedikit tak mengapa haha..
cekidot.. saya sja tdk menger.. ini studi kasus..
Kace ku'.. :D sekarang kerja di Manokwari (jauuuuh) |
WIDYARTI
F21105008
SEMINAR PRASKRIPSI BAHASA
JANUARY 5, 2009
Children Acquisition of Icons and the Role in Playing Playstation 2;
A Study Case
CHAPTER I
I. CONTEXT
Nowadays,
we can deny, that technology becomes one of the important things that can
influence people. Technology becomes part of our daily needs. We can see that
technology also using language as their main part to simplify our activity or
to entertain us. One of them is
playstation. People, especially children, love this kind of technology because
it can lose their boring and sometimes help them to understand subconsciously
simple sign in the form of icon.
Iconic
signs are those whose forms mirror their meanings in some respect ( Alan
Cruse, Meaning in Language,7: Oxford
university press). Pierce brings the theory about sign in semiotic point of
view that so-called semiotic pragmatic. Semiotic pragmatic is a branch
knowledge that study about the relationship between sign, object, and interpret
ant. He explain about the object based on three important element that
so-called icon, index, and symbol.
Pierce says that sign is “…something
which stands to somebody for something in some respect or capacity” (Noth,
1995). He believes that subject play an important role as unseparated thing from the signifier
and significant. In iconicity, the link between significant and signifier have
the quality of similarities.
Sometimes we never realize that the
acquisition of the children to recognize icon when they are playing playstation
2 is an interesting topic. We can see how far the children helped by icon when
they are play and how the icon work while playing. According to this subject of
research, the writer would like to analyze the icon or are they ever thing
about how the icons work.
There are many researchers that have
been written about this. One of them is M.Hairul Huda from Airlangga University
(2007). He wrote about the acquisition of English directive utterance by
children during playing playstation 2. In his writing, he prove that children
do not just wasting their time during play video games but they can master to
understand simple directive utterance in English while playing. But he studies just
about how directive utterance can help children to understand simple word in
English. He even never talks about how the children are helped by the icon
while they are playing. So, in this study the writer wants to find out how the icons
help the children and how the children helped by the icon.
II. STATEMENT OF THE PROBLEM
According
to previous explanation, as part of our daily language, iconicity needs to be
analyzed in order to understand or get a clear description of what happens
during the children playing playstation 2. But, it has no data showing how the
children interpret the right icon to continue their playing or how the icons
help the children while playing. This study will provide data for showing that
icon help the children to play and the children can interpret it even though
they never study about icon before. There some question that the writer wants
to find out by doing this research:
- How the children interpret the icons while they are playing?
- What process that may occur when the children cannot interpret the icons well?
- What relationship that occurs between icons and children while playing Playstation 2?
III. RATIONALE
By
doing this study, the writer will describe the condition that may occur if
there is no clear description for this problem. If the children cannot
interpret the icon while they playing video games, they may get lose, play
badly or they cannot even play at all. The same thing may occur when they
misinterpret the icon which is show during play because different icon maybe
needs different action. The writer will provide the data to support and in
order to obtain a clear description. Also for the student, if they are have no data
about this problem so they cannot get a clear description about this problem
and it could become stumbling stone to the future research.
IV. SIGNIFICANCE
In
doing this research, there are several significance;
For the people or students who are interested in
studying about speech act, the writer hopes that the writing will give a
fruitful knowledge about speech act in semiotics point of view.
The writer also hopes that the research will
have continuity from the readers who are interested in this research.
For the general person, the writer hopes that
this writing would become a good description to know what are really happen in
our society.
CHAPTER II
THEORITICAL BACKGROUND
Sign is one of the interesting
studies in language. Sign is a part of semantic referential which is known by
Charles Sanders Pierce, an American philosopher who was develops pragmatisicm
in semiotics point of view. According to Pierce, sign “is something which stands to somebody for something in some
respect or capacity.” Something,
that we used to put sign into function so- called ground.
In consequences, sign, always contained
in triadic relationship. That is ground, object and interpretant. Based on this
relationship, Pierce, bringing into classification of sign. Sign, be keyed to
its ground, divided into Qualisign, Sinsign and Legisign. Qualisign is the
qualities that stick of the sign, signsign is something which is talk about the
existence of the thing or event of the sign and legisign is the norms of the
sign.
Pierce, than, distinguish three
basic concepts of semiotics. They are syntaxes semiotics, semantic semiotics,
and pragmatic semiotics. In this writing, the writer would be concern in
pragmatic semiotics as the major of research.
Pragmatics semiotics is the study of
relationship between sign, object and interpretant. Based on the object point
of view, he divides the sign into icon, index, and symbol. Furthermore, Pierce
explains that the icon is sign which has a similarities relationship between
its signifier and signified. In other word, icon is a relation between sign and
object based on its similarities point of view.
Not only Pierce who become the
person behind this theoretical background. There are also Saussure, Barthes,
and Odgen &Richard who are delivered their theory of sign. The existence of
Saussure theory is find the relation between signifier and signified based on
its convention, which is so-called signification. So, his theory aims to find
the link between elements of sign according to the certain convention.
The next is Rholand Barthes. In his
theory, he divided into two dichotomies. They are denotation and connotation.
Denotation is the level of sign which is explained the relation between
signified and signifier in reality that could be able to produce explicit
meaning. While, connotation is the level of sign which is explained the
relation between signified and signifier in order to produce the implicit one.
Something different came from Odgen
and Richard. They combined Saussure’s and Barhes’s and found the tracheotomies
relationship between signified and signifier. They divide signifier in smaller
form and called them actual function and object properties. In this theory,
signified aims as a meaning, concept and idea but signifier aims as description
of actual function and object properties. Those whole things link together to
get what we called “meaning”.
In this writing, the writer tries to
combine those theories to solve the case. But Pierce would take much place than
the others because according to the writer, Pierce and his theory is more
appropriate than the others.
CHAPTER III
METHODOLOGY
I. Type of Research
This
research is kind of observational research with descriptive approach. The data
would be collect and would be analyze in obtain to answer the question that
occur in statement of the problem. To
make this research connected with previous research, the writer also uses
library research method in order to get some previous study of this case and
make a little comparison.
II. Sample and Population
Population of this research is 15
children in 5th grade of Elementary School who like to play
playstation 2. Sample of this research is the games that almost of them like to
play either adventure game or skill game.
III. Method of Sampling
Method
of sampling in this research is field research. The writer would give them a
questionnaire before, during, and after they playing. This questionnaire then
showed what may occur and how they solve if they face the problem.
Ini hasilnya pas sudah jadi skripsi :D
Salah
satu cara memperkenalkan bahasa asing terutama bahasa Inggris kepada anak
(pelajar pemula) adalah dengan metode games. Jenis games yang dapat digunakan
adalah yang dapat merangsang anak untuk dapat sekaligus belajar dan bermain
pada waktu yang bersamaan. Tujuan penelitian ini adalah untuk mengetahui
manfaat video games (Playstation 2) untuk meningkatkan kemampuan anak dalam
mempelajari bahasa Inggris.
Ini hasilnya pas sudah jadi skripsi :D
ABSTRAK
WIDYARTI, the Role of English Directive Utterances in
Playing Playstation 2 for Children English Acquisition (A Study Case)
dibimbing oleh R.S.M. Assagaf dan Sitti Sahraeny
Disain penelitian ini adalah penelitian
observational dengan menggunakan pendekatan deskriptif kualitatif yang
dilakukan pada responden yang berusia 10-12 tahun ( kelas 5 atau 6 sekolah
dasar). Sampel yang digunakan berjumlah 12 orang dengan 2 judul video games
yang berbeda.
Hasil
penelitian ini menunjukkan bahwa responden yang sering bermain video games
memiliki tingkat kemampuan menangkap arti sebuah ujaran lebih baik dibandingkan
dengan yang tidak pernah bermain video games. Selain dapat menambah
perbendaharaan kosakata, video games juga dapat merangsang anak untuk
meningkatkan kemampuan yang lain seperti kemampuan mengeja, membaca serta
berfikir logis dan memecahkan masalah dengan lebih baik.
kalau skripsi gizi disuruh bikin dalam bahasa inggris begini saya akan kabuuuuuur hahha :D
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