Ditemukan 2 dokumen yang sesuai dengan query
Simanjuntak, Faido
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ABSTRAKThis study is a descriptive-qualitative study with an embedded-case study research design. The purposes of the study are (1) to describe strategies decided to translate comics entitled The Very Best of Donald Duck Comics into Indonesian, 2) to describe the effect of the strategies on the accuracy in content and acceptability of translated text of The Very Best of Donald Duck Comics. The data of the research are English comics entitled The Very Best of Donald Duck Comics and their translation in Indonesian, selected using purposive sampling technique. Two methods of data collection were employed: content analysis used to obtain data from both source and target texts, and questionnaire was used to gather data about the accuracy in content, and acceptability. The accuracy in content and acceptabilty of the translated text were rated by three raters. The results of data analysis show that: (1) there are five strategies used to translate The Very Best of Donald Duck Comics into Indonesian namely structural adjustment, cultural term borrowing, adaptation, maintenance, and deletion, (2) the chosen strategies contribute positively to the accuracy in content and acceptability of the translated texts. The average score for accuracy in content and acceptability is 1.15. This average score means that the source text has been accurately rendered into the target language; the target is easy to understand as determined by the raters and it needs not restructured."
Universitas HKBP Nonmensen, 2018
050 VISI 26:2 (2018)
Artikel Jurnal Universitas Indonesia Library
Yolanda Septiana Darna
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ABSTRAKEfek lucu pada humor diciptakan dengan penggunaan bentuk kreatif bahasa, salah satu contohnya adalah permainan kata. Penelitian kualitatif ini menganalisis permainan kata pada humor anak dalam laman moppentrommel situs resmi Donald Duck Netherlands. Jenis permainan kata yang diteliti adalah jenis permainan kata secara gramatikal (sintaktis dan morfologis), leksikal (polisemi dan homonimi), serta fonetis yang terbentuk dari kreativitas morfologis. Pada penelitian ini ditemukan bahwa permainan kata yang paling dominan digunakan adalah yang bermain dalam medan makna terutama dengan penggunaan polisemi karena dapat memicu adanya ketaksaan.
ABSTRACTThe creative forms of language such as wordplay create a funny effect on humor. This qualitative study analyzed wordplay on kids humor on the
moppentrommel page of Donald Duck Netherlands official site. The type of wordplay studied were grammatical (syntactic and morphological), lexical (polysemy and homonym), and phonetics formed from morphological creativity. This study found the most dominant wordplay used is in the meaning field, especially with the usage of polysemy because it could lead to ambiguity."
Depok: Fakultas Ilmu Pengetahuan dan Budaya Universitas Indonesia, 2019
TA-pdf
UI - Tugas Akhir Universitas Indonesia Library