138 research outputs found

    Political Humor in Abdur Arsyad's Stand-up Comedy

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    The study aimed to identify types of political humor in Abdur Arsyad’s stand-up comedy by applying the Script-Based Semantic Theory of Humor (SSTH) and describing the language games to support humor. This research is a qualitative descriptive study. The data consisted of Abdur Arsyad’s stand-up comedy video published on Youtube. The data method collection used listening and note-taking techniques. The result showed that political humor in Abdur Arsyad’s stand-up comedy can be classified into (1) humor to criticize political figures and political groups, and (2) humor that describes bad conditions in society: political repression, education, corruption, and social inequality. Two language games are used, namely sound games and meaning games

    Dogwhistles: Persona and Ideology

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    A dogwhistle is a piece of language that sends one message to an out- group while at the same time sending a second (often taboo, controversial, or in- flammatory) message to an ingroup. We propose an analysis of dogwhistles in the setting of social meaning games that treats them as signaling the persona of the speaker, and in some circumstances enabling an enrichment of the conventional meaning of the expression through the connections of social personas and ideolo- gies, which we model formally. We show that this account improves over pitfalls encountered in other accounts (Henderson & McCready 2019b; Khoo 2017; Stanley 2015), which includes in some of our own previous work. We further show how this formal framework allows, not just a account of dogwhistles, but opens up a way to analyze a variety of sociopragmatic phenomena like unconscious bias and epistemic hypervigilance

    Recess Rules: Why the Undervalued Playtime May Be America's Best Investment for Healthy Kids and Healthy Schools

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    Identifies opportunities for increasing children's physical activity. Focuses on the Sports4Kids model of addressing children's health through play and explores possible funding disparities in the field of physical activity

    An Analysis of MiLB Salaries and Cost of Living: How does the ability to live on MiLB salaries differ based on player contract and city?

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    The purpose of this research was to determine how Minor League Baseball (MiLB) player ability to live on different MiLB salaries change from city to city. This research set out to discover if the salaries made by MiLB player’s during the 2016 season was sufficient enough to cover the cost of living in each MiLB city. An increasing level of disparity between MLB and MiLB salaries has developed, but no research specifically compared MiLB city cost of living to MiLB salaries. The results of this study are valuable for Minor League Baseball players because it allows for individual cost of living analysis on all 60 MiLB cities at the Double-A and Triple-A level. This would allow players to gain knowledge on the difficulty to live in specific MiLB cities before being placed there, ultimately increasing self-awareness of the financial hardships they may endure, while also emphasizing the importance of alternative employment and budgeting practices. Quantitative secondary data was utilized. The entire population (n=60) was studied. Cost of living data were collected from Sperling’s Best Places. The results indicated that the assumption that MiLB players live on poverty (Babb & Castillo, 2016) while in some cases true, in others is false. It was found that MiLB players do, indeed, have a difficult time covering living costs over a 12-month period, and in some cases, cannot cover living costs for their city of employment when living there during the season only (six months). It was also found that while all of the highest paid MiLB players can cover living expenses, the overwhelming majority of the lowest paid players end up living at less than minimum wage level

    TEACHING ENGLISH BASED ON GAME TECHNIQUE TO THE SECOND GRADE STUDENTS OF SDN MASARAN I, SRAGEN

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    This final project report was written based on the job training done by the writer as an English teacher in SDN Masaran I, Sragen. In teaching English, the writer applied game techniques as the techniques of teaching. The game technique applied by the teacher was matching pairs game. The teacher applied this game to make the students enjoy the English learning activities. The teaching process based on matching pairs game was divided into three steps. They were introduction, explanation and practice. In the first step as the introduction, the teacher made two pre-teaching activities called, reviewing the previous lesson and presenting the new material. Then, the teacher offered the students to play matching pairs game. The next step was explanation. Here, the teacher explained how to play this game and its rules. Last, the teacher asked them to p lay the game based on the teacher‟s guidance. During the job training activities, the writer got some useful exp eriences. There, the teacher can understand how to handle the students in the class by applying game technique. There are also some benefits got by the writer during the job training activities. The writer is able to control the class well and knows how to arrange the lesson plan appropriately

    Theoretical Video Game Analysis: The Creation of Experience

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    The creation of experiences is a focused Masters by Research thesis in the field of media and specifically game studies. The purpose of this study is to introduce and investigate the effects of game design, specifically through the open world genre on the player's experience. This approach involves applying a phenomenological theory to games participation in order to analyses the ways in which narratives are unfolded for the gamer. This thesis specifically aims to determine how the individual gaming sessions determines the connection one makes in order to create memorable and meaningful participation. Qualitative research was conducted, such as observation and textual analysis, to collect material and evidence to support the subject of the thesis. Features include: comprehensive approaches and theory for analysing video games: exploration of the methodology to provide new perspective on video games both as an art and as a cultural medium: accounts of specific case studies as a focal point expanding on the academic, social and cultural dynamics of video games. The meaning games create whilst experiencing the content, cannot be defined and to a certain degree identified until brought into the range of human interaction. These features, combined within this thesis, allow for the conclusion that the experience of playing a game depends on the individual and their formulation of the subjective projection of the content. This thesis hopes to offer access to further research and detailed analysis, and thus make a small contribution to improving the understanding on the connection between the player[s], hardware and the software

    Morrer antes da morte: análise retórica do Sermão da Cinza de 1673 do Padre António Vieira

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    The rhetorical resources, used in the Sermon on the Ash of 1673, are based on the development of logical reasoning taken to the last consequences and on the analysis of the polysemy of concepts, unfolding in subtleties, paradoxes, meaning games, paronomasias, antanaklases, antitheses, mythological figures and images. In addition, they are an important argument for persuasion, such as the exempla, quotations, and glosses of classical, patristic, and biblical auctoritates. We conclude that the rhetoric of dust and ash, highlighted in this study, is one of the most baroque marks in the ingenious speech of Father Vieira, one of the greatest geniuses of the 17th-century sacred oratory.info:eu-repo/semantics/publishedVersio

    Supplement to the Historiography I:24

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    Ore no Ryouri; and origins of NBA 2
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