A STUDY OF JARGON USED BY THE COMMUNITY OF DOTA GAMERS IN UNIVERSITY OF MUHAMMADIYAH MALANG

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CHAPTER I

INTRODUCTION

1.1 Background of the study

  Jargon is one of the language varieties which is commonly experienced by society. According to Fromkin et al (2011), jargon is a slang term used in conceivable science, profession, trade and occupation. They also add that the reason to specialized terminology is for clarity of communication, but part is also for speakers to identify themselves with persons with whom they share interests. In addition, Yule (2010) stats that jargon help to create and maintain connections among people whether they are included or excluded of a group of people.

  Further, Yule (2010) also offers theory of kinds of jargon based on the way they formed. They are coinage, borrowing, compounding, blending, clipping, conversion, acronym, backformation and derivation.

  Coinage is one of the least common processes of word formation in English, which means the invention of totally new terms. One of the best examples of coinage is word

  “google”. Originally a misspelling for the word googol, which means the number 1 followed by 100 zeros.

  Borrowing is taking over of words from other languages. It is what commonly happened in Indonesian which takes several languages as its language. For example;

  diwan (Arabic) to be dewan (Indonesian).

  Compounding is a joining of two separate words to produce a single new term. It is common now to listen people say bookcase, fingerprint or fast food which all are compounding words.

  Blending is combining of two separate forms to produce a single new term. It is like in word smog means the effect of smoke, which originally from smoke and fog.

  Clipping is reduction which is noticeable in blending is even more apparent in the process, this occurs when a word of more than one syllable is reduced to a shorter form, like in proff , which originally taken from “professor”.

  Conversion is a change in the function of words. It could be noun used as verb without any changes like what commonly hear now people say, “You can google it,

  bottle it”, etc.

  Acronym is some new words are formed from the initial letters of a set of other words. The way to pronounce it is by spelling the letter one by one, like in CD (compact disc), or to pronounce it as single word like in NASA, NATO, UNESCO, etc.

  Backformation is a very specialized type of reduction process. This related with what commonly known by students as “word class”. It is typically the reduction of word of one type (usually noun) to a word of another type (usually verb). For example; television reduced to be televise, donation to be donate.

  Derivation is the origin or developing of word. It can be from the affixes like; un-, mis-, pre-, -ful, -less, -ish, -ism and -ness which appear in words like: unhappy (taken from happy), sadness (taken from sad), etc.

  The jargons which are used in a community could be formed by one of those word formation processes, the combinations of those, or even by irregular form which does not belong to those word formation processes.

  In doing this research, the writer takes the previous research as a reference in deciding the variables and as a comparison. The first research was done by Adisty (2007). She has done a research on the jargon used at Friendster testimonial in Indonesia. The aim of the research is to identify the jargon and their meaning used at Friendster testimonial in Indonesia and also to know the function of the jargons. All the jargons found were derived from acronym of English and Indonesian, abbreviation of English and Indonesian, nouns, verbs, adjectives of English and Indonesian, jargon of computer, modification (blend) of alphabet number, and emoticons (emotions icons).

  Besides, Yuli (2007) has conducted a study about jargon used in “Ikatan GayaArema (IGAMA)” East Java. In her thesis, she found that there were 205 jargons used by IGAMA members. Jargon was found in four languages such as English, Indonesia, Javanese and Sundanese. From that study, the writer learnt that the jargons are used to make communication easier and funny, even hold good relationship between each other.

  Further, the writer also uses a research done by Oktavia (2011) as an alternative reference. On her research, she had analyzed jargons foun d in “Just friends room” in Paltalk Chat”. There were abbreviations and acronyms, while the most dominant types of jargon used by the chatter was abbreviation words. After different subjects of the study. Here, the researcher wants to do a study on the jargon used by the Dota gamers community in University of Muhammadiyah Malang.

  Dota gamers’ community in University of Muhammadiyah Malang is the community of Dota online and offline game players. The game used is Dota. Dota is one of the most famous games on online and offline in the world, this game played by many younger around the world, while in Indonesia, this game is played by more than eight thousands people, proven by the account they have, and it is predicted that the offline players is much more than tha.

  Overall, the writer is really interested in doing this research because the writer thinks that the jargon which is researched is still new. Besides, the writer also thinks that the field where the researcher does has strong relation with academic environment, where this research will be published. So that, the researcher assumes that this research will be beneficial as it gives fresh information.

1.2 Statement of Problems

  Based on the background of the study, the research problems are formulated as follows:

1. What jargons are found in Dota gamers in UMM in playing the game? 2.

  What are the types of technical term of jargon found in Dota gamers in UMM in playing the games?

  3. What are the associative meanings of jargons found in Dota gamers in UMM in playing the game?

1.3 The purpose of the Study

  Based on the problems above, the purpose of the study are: 1. To find the jargons used in Dota gamers in UMM in playing the game.

  2. To describe the types of technical terms of jargon found in Dota gamers in UMM in playing the Dota.

  3. To know the associative meanings of jargons found in Dota gamers in UMM in playing the game.

  1.4 Significant of the Study

  It is expected that the finding of this study gives contributions for the students of English department and the readers to know theoretically about sociolinguistics and jargon, especially jargon used by Dota gamers’ community in University of Muhammadiyah Malang.

  Besides, the writer is also expected that the reader can applied the jargons offers in this research, especially for the students who like to play the game. The writer hopes that after reading this research, they can practice the jargon while knowing and understanding the theory. The last, the writer also hopes that this study would be useful for the next researcher who is interested in doing similar research.

  1.5 Scope and Limitation

  The scope of this study is jargon. Meanwhile, the limitation of this study is and only focusing on the analysis of jargon, types of technical term, and the meaning. In addition, the types here is in the technical term, how the words are formatted, stated by Yule (2010), while the theory of meaning used in this study is associative meaning (Yule: 2010), as the gamers tend to use the words (jargons) in different function with the standard form of words.

1.6 Definition of the Key Terms

  Some definitions of the key terms are presented to avoid misunderstanding in interpreting in this study:

1. Jargon is the specific words exclusively used in particular fields (Jendra, Made Iwan Indrawan, 2010:58).

  2. game which can

  Dota stands for defense of the ancients is a be played in numbers of players (maximally ten players) at one game and one time in online and offline modeom) 3. Dota gamers refer to the people who play the Dota game.

  A STUDY OF JARGON USED BY COMMUNITY OF DOTA GAMERS IN UNIVERSITY OF MUHAMMADIYAH MALANG THESIS By: Erwan Sholeh NIM: 08360098 UNIVERSITY OF MUHAMMADIYAH MALANG FACULTY OF TEACHER TRAINING AND EDUCATION ENGLISH DEPARTMENT

  A STUDY OF JARGON USED BY COMMUNITY OF DOTA GAMERS IN UNIVERSITY OF MUHAMMADIYAH MALANG

  This thesis is submitted to meet one of the requirements to achieve Sarjana Degree in English Education

  THESIS By: Erwan Sholeh NIM: 08360098 UNIVERSITY OF MUHAMMADIYAH MALANG FACULTY OF TEACHER TRAINING AND EDUCATION ENGLISH DEPARTMENT This thesis written by Erwan Sholeh was approved on May 02, 2013.

  By: Advisor II, Advisor I,

  

Drs. Soeparto, M. Pd Fardini Sabilah, M. Pd This thesis was defended in front of examiners of Faculty of Teacher Training and Education of University of Muhammadiyah Malang and accepted as the partial requirement to achieve

  Sarjana Degree in English Education On May 2, 2013

  Approved by: Faculty of Teacher Training and Education

  University of Muhammadiyah Malang

  Dean, Dr. M. Syaifuddin, M. M.

  Examiners: Signatures:

  1. Estu Widodo, M. Hum 1. ……………………

  2. Rina W. Setyaningrum, M.Pd 2. ……………………

  3. Fardini Sabilah, M.Pd 3.

  ……………………

  

MOTTO

Happiness (is) Only Real When Shared

DEDICATION

This thesis is dedicated to my beloved:

  

Father and Mother who always support me

to finish this mission until end,

Thanks!!

  

ACKNOWLEDGEMENT

  Alhamdulillah, the Almighty and the Merciful, all praise for Allah SWT, who has given a chance and inspiration to finish this thesis. Shalawat and salam are always for our prophet Muhammad SAW, who is the best leader to obey and also the best apostle to convince.

  The writer would like to express his deep appreciation and gratitude to Ms. FardiniSabilah, M. Pd. And Mr. Drs. Soeparto, M.Pd for their patient, willingness and guidance as well as suggestion for the completion of this thesis. He also wants to say thanks to the entire lecturers of English Department for their contribution and suggestion.

  His deepest gratitude is also addressed to his beloved parents Sundari and Misiatik who have been patient to educate, pray, motivate and even give financial supports. He also thanks to his older sister Khusnul Khotimah for the supports.

  Finally, the writer hopes this thesis is useful to the readers, especially the students of Sociolinguistics subject who wants to learn more about language variety for deeper comprehension and for who wants to have the similar research. Thank you all, I love you.

  Malang, May 2013 The Writer,

  Erwan Sholeh

  

A STUDY OF JARGON USED BY THE COMMUNITY OF DOTA GAMERS

  

IN UNIVERSITY OF MUHAMMADIYAH MALANG

ABSTRACT

  Jargon is one of language varieties that is used based on the use or some purposes. This study was intended to investigate phenomenon of jargon used by the students as community of Dota gamers in University of Muhammadiyah Malang. In this study, the writer used descriptive qualitative design which described the phenomena about the jargon used by community of Dota gamers. The subjects of this study were 56 Dota gamers from any majors and any faculties in University of Muhammadiyah Malang. The instruments used to collect the data were observation, interview and documentation. In the observation, the writer observed the words spoken and written during the game played by the gamers passively without being involved and influence them. So, in collecting the data, the writer used non- participant observation.

  The result of this study showed that there were 50 jargons used by the community of Dota gamers. Furthermore, there were only three technical terms from the theories of word formation process used to form the jargons. They were coinage, borrowing and clipping. Furthermore, it was also found that some jargons found do not belong to theory of word formation process. From those three technical terms, it was found that the Dota gamers tended to use borrowing than others. In addition, in case of understanding jargon’s meaning, the writer used associative meaning as each word needed to be clarified to avoid misunderstanding.

  From all jargons found by the writer in community of Dota gamers in University of Muhammadiyah Malang, the writer concluded that jargons are specific languages used by the specific community, they are short, relax, informal and difficult to understand even though they seem like the standard language because they have different meanings and functions. Further, Jargons can be used in both oral and written forms.

  Key words: Jargon, Dota, Dota Gamers Community. The Advisor I,

  The Writer, Fardini Sabilah, M.Pd. Erwan Sholeh

  

TABLE OF CONTENTS

Content Page

  APPROVAL ....................................................................................................... i LEGALIZATION ............................................................................................... ii MOTTO AND DEDICATION ........................................................................... iii ACKNOWLEDGEMENT .................................................................................. iv ABSTRACT ........................................................................................................ v TABLE OF CONTENTS .................................................................................... vi

  CHAPTER I: INTRODUCTION 1.1 Background of the Study .............................................................................

  1 1.2 Statement ofthe Problems ............................................................................

  4 1.3 Purpose of the Study ....................................................................................

  5 1.4 Significance of the Study .............................................................................

  5 1.5 Scope and Limitation ...................................................................................

  5 1.6 Definition of the Key Terms ........................................................................

  6 CHAPTER II: REVIEW OF RELATED LITERATURE 2.1.

  7 Sociolinguistics ............................................................................................

  2.2.

  8 Variety of Language ....................................................................................

  2.3. Jargon ........................................................................................................... 11 2.3.1 Kinds of Word Formation Process ...................................................

  12 2.4. Meaning .......................................................................................................

  13 2.4.1 Conceptual Meaning ........................................................................

  13 2.4.2 Associative Meaning ........................................................................

  14

  2.5 Dota….. ........................................................................................................ 14 2.5.1 Definition of Dota ............................................................................

  14 2.5.2 Description of Dota ..........................................................................

  15 CHAPTER III: RESEARCH METODHOLOGY 3.1 Research Design...........................................................................................

  16 3.2 Subject of Study ...........................................................................................

  17 3.3 Research Instrument.....................................................................................

  18 3.3.1 Observation ......................................................................................

  18 3.3.2 Interview ..........................................................................................

  19

  3.5. Data Analysis ...............................................................................................

  21 CHAPTER IV: FINDINGS AND DISCUSSION 4.1 Finding .........................................................................................................

  23 4.1.1 The Jargons Found in Community of Dota Gamers in UMM .........

  23

  4.1.2 The Types of Jargons Found in Community of Dota Gamers in UMM ................................................................................................

  25

  4.1.3 The Meaning of Jargons Found in Community of Dota Gamers in UMM ................................................................................................

  26 4.2 Discussion ....................................................................................................

  28 CHAPTER V: CONCLUSIONS AND SUGGESTIONS 5.1 Conclusions ..................................................................................................

  30 5.2 Suggestions ..................................................................................................

  31 BIBLIOGRAPHY APPENDIX

  

BIBLIOGRAPHY

  Ary, Donald, Lucy Cheser Jacobs and Chris Sorensen. 2010. Introduction to Research in Education, Eighth Edition. Nelson Education, Ltd. Aslinda, Leni Syafyahya. 2007. Pengantar Sosiolinguistik. Bandung: Refika Aditama. Cohen, Louis; Lawrence Manion and Keith Morrison.Research Method in Education, Sixth Edition. Routledge. Language and Linguistics, Encyclopedia. 2006. Pergamon Imprint. Endiarrningsih, Yuli. 2007.

  The Study of Jargon Used in “Ikatan Gaya Arema”-

EastJava. Unpublished Thesis: University of MuhammadiyahMalang.

  Febriani, Adisty. 2007. A Study of Jargons Used at Friendster Testimonial in

Indonesia. Unpublished Thesis: University of MuhammadiyahMalang.

Fromkin, Victoria; Robert Rodman and Nina Hyams. 2011. An Introduction to Language, Ninth Edition. Boston: Thomson Corporation. Jendra, Made Iwan Indrawan. 2010.

  The Study of Society’s Languages, First Edition.

  Yogyakarta. Graha Ilmu. Oxford, Dictionary. 2003. New York: Oxford University Press. Sabilah, Fardini. 2001. Sociolinguistics, Students Book. Faculty of Teacher Training and Education: University of Muhammadiyah Malang Trask, R, L. 2007. Key Concepts in Language and Linguistics. New York: Routledge. Yule, George. 2010. The Study of Language, Fourth Edition. Cambridge. Cambridge University Press.

  th (http://.playdota.com/History_of_Dota retrieved on Mei 24 ,2012 at 10 p.m.). th (http://en.wikipedia.org/wiki/Dota retrieved on Mei 24 ,2012 at 11 p.m.).

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