Academic literature on the topic 'Karanga language (Bantu)'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Karanga language (Bantu).'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Karanga language (Bantu)"

1

Mhute, Isaac. "Typical Phrases For Shona Syntactic Subjecthood." European Scientific Journal, ESJ 12, no. 5 (February 28, 2016): 340. http://dx.doi.org/10.19044/esj.2016.v12n5p340.

Full text
Abstract:
This paper presents findings from a qualitative research that focused on providing a comprehensive description of the Shona subject relation. Shona is a Bantu language spoken by around 75% of the over 13million people making up the Zimbabwean population plus the other speakers in neighbouring countries like Zambia, Botswana and South Africa. The paper reveals the types of phrases that typically perform the subject role in the language. The research concentrated mainly on the language as used by speakers of the dialect spoken by the Karanga people of Masvingo Province (the region around Great Zimbabwe) and the Zezuru dialect spoken by people of central and northern Zimbabwe (the area around Harare Province).
APA, Harvard, Vancouver, ISO, and other styles
2

Himawan, Riswanda, Suhardi Suhardi, and Prihadi Prihadi. "Ragam Penggunaan Bahasa dalam Rapat dan Arisan Karang Taruna AMOEBA di Yogyakarta: Perspektif Sosiopragmatik." Lingua Franca 1, no. 2 (July 7, 2022): 1–11. http://dx.doi.org/10.37680/lingua_franca.v1i2.1612.

Full text
Abstract:
This study aims to analyze the variation of language used in AMOEBA (Bajang Youth and Youth Generation) meetings and social gatherings in Pandak, Bantul, and Yogyakarta. The method used in this research is a descriptive qualitative method. The data was obtained from the recordings made at the wedding ceremony of a community in Bantul Regency. According to Scarlet, the speech act analysis in this study is based on the speech act theory. This research produces written data. The results of the study show that the use of language found in the AMOEBA hamlets of Daleman, Gilangharjo, Pandak, and Bantul are as follows; (1) Switching external codes from Javanese to Indonesian; (2) switching extercodescode from Arabic to Indonesian; (3) internal code-switching from Javanese ngoko to Javanese krama; (4) mix code into; (5) mix the code out; (6) and speech acts which are dominated by the presence of illocutionary speech acts, in the form of expressive speech acts and directive speech acts. Based on the sociopragmatic analysis, the use of the language is strongly influenced by the social conditions of the speaking community, both age, kinship, and the same language, because they live in the same area
APA, Harvard, Vancouver, ISO, and other styles
3

Bakthaselvan, Logambigai, Muhammad Saiful Haq Hussin, and Wong Seng Yue. "PEMBANGUNAN MODUL KARANGAN E-BMKU UNTUK KEGUNAAN MURID SEKOLAH JENIS KEBANGSAAN TAMIL (SJKT)." Jurnal Pengajian Melayu 33, no. 1 (April 22, 2022): 55–68. http://dx.doi.org/10.22452/jomas.vol33no1.4.

Full text
Abstract:
Abstract Students of Tamil national-type primary schools (Sekolah Jenis Kebangsaan Tamil or SJKT) in Malaysia find it difficult to grasp the skills needed in Malay essay writing. For instance, they lack the adequate vocabulary to express their ideas, find it difficult to construct grammatical sentences and have yet to master Malay grammar. Therefore, there is a need to develop an interactive teaching tool, or Bahan Bantu Mengajar (BBM), to complement lessons on Malay essay writing. This study explores the development of an interactive multimedia module to polish the skills required for Malay language essay writing named Modul Karangan E-BMKU. The module utilises the concept of High-Level Thinking Skills (HLTS), which is the core of learning in the 21st century. The research was conducted using the qualitative descriptive method, in which the E-BMKU module is built upon the ADDIE instructional design model. ADDIE is the acronym for ‘Analysis’, ‘Design’, ‘Development’, ‘Implementation’ and ‘Evaluation’. The authoring programme of Adobe Animate CC was used to create the module. The findings of this study showed that the module could assist SJKT students in learning Malay essay writing skills, albeit in an entertaining manner. Integration of interactive multimedia elements in the module also attracted them to learn the abovementioned skills. However, further research is required to measure the effectiveness of the E-BMKU module in improving the students’ skills in Malay essay writing. Keywords: essay writing, Tamil National-Type School (SJKT), E-BMKU, ADDIE model, multimedia. Abstrak Kemahiran menulis karangan bahasa Melayu sukar untuk dikuasai oleh murid Sekolah Jenis Kebangsaan Tamil (SJKT). Antara kelemahan menulis karangan yang dihadapi oleh mereka ialah kekurangan perbendaharaan kata untuk mengungkapkan idea, sukar membina ayat yang gramatis dan kurang menguasai tatabahasa bahasa Melayu. Oleh itu, wujud satu keperluan untuk membangunkan Bahan Bantu Mengajar (BBM) yang bersifat interaktif untuk pembelajaran menulis karangan bahasa Melayu. Kajian ini membincangkan berkaitan pembangunan modul multimedia interaktif untuk memperkasakan kemahiran menulis karangan bahasa Melayu. Modul multimedia interaktif yang dinamakan Modul Karangan EBMKU ini menerapkan konsep Kemahiran Berfikir Aras Tinggi (KBAT) yang merupakan teras dalam Pembelajaran Abad Ke-21. Metodologi kajian ini ialah kualitatif, iaitu membangunkan Modul Karangan E-BMKU berdasarkan model reka bentuk instruksional ADDIE. Model ADDIE merupakan akronim bagi Analysis (Analisis), Design (Reka Bentuk), Development (Pembangunan), Implementation (Pelaksanaan), dan Evaluation (Penilaian). Alat pengarangan yang digunakan untuk membina Modul Karangan E-BMKU ialah perisian Adobe Animate CC. Dapatan kajian ini menunjukkan bahawa Modul Karangan E-BMKU ini dapat membantu murid SJKT mempelajari kemahiran menulis karangan bahasa Melayu dengan kaedah pembelajaran yang menyeronokkan. Pengintegrasian multimedia interaktif dalam Modul Karangan E-BMKU mampu menarik minat murid SJKT untuk mempelajari kemahiran menulis karangan bahasa Melayu. Kajian selanjutnya perlu memfokus kepada penguasaan kemahiran menulis karangan bahasa Melayu selepas pengaplikasian Modul Karangan E-BMKU. Kata Kunci: menulis karangan, Sekolah Jenis Kebangsaan Tamil (SJKT), Modul Karangan E-BMKU, model ADDIE, multimedia.
APA, Harvard, Vancouver, ISO, and other styles
4

Bakthaselvan, Logambigai, Muhammad Saiful Haq Hussin, and Wong Seng Yue. "PEMBANGUNAN MODUL KARANGAN E-BMKU UNTUK KEGUNAAN MURID SEKOLAH JENIS KEBANGSAAN TAMIL (SJKT)." Jurnal Pengajian Melayu 33, no. 1 (April 22, 2022): 55–68. http://dx.doi.org/10.22452/jomas.vol33no1.4.

Full text
Abstract:
Abstract Students of Tamil national-type primary schools (Sekolah Jenis Kebangsaan Tamil or SJKT) in Malaysia find it difficult to grasp the skills needed in Malay essay writing. For instance, they lack the adequate vocabulary to express their ideas, find it difficult to construct grammatical sentences and have yet to master Malay grammar. Therefore, there is a need to develop an interactive teaching tool, or Bahan Bantu Mengajar (BBM), to complement lessons on Malay essay writing. This study explores the development of an interactive multimedia module to polish the skills required for Malay language essay writing named Modul Karangan E-BMKU. The module utilises the concept of High-Level Thinking Skills (HLTS), which is the core of learning in the 21st century. The research was conducted using the qualitative descriptive method, in which the E-BMKU module is built upon the ADDIE instructional design model. ADDIE is the acronym for ‘Analysis’, ‘Design’, ‘Development’, ‘Implementation’ and ‘Evaluation’. The authoring programme of Adobe Animate CC was used to create the module. The findings of this study showed that the module could assist SJKT students in learning Malay essay writing skills, albeit in an entertaining manner. Integration of interactive multimedia elements in the module also attracted them to learn the abovementioned skills. However, further research is required to measure the effectiveness of the E-BMKU module in improving the students’ skills in Malay essay writing. Keywords: essay writing, Tamil National-Type School (SJKT), E-BMKU, ADDIE model, multimedia. Abstrak Kemahiran menulis karangan bahasa Melayu sukar untuk dikuasai oleh murid Sekolah Jenis Kebangsaan Tamil (SJKT). Antara kelemahan menulis karangan yang dihadapi oleh mereka ialah kekurangan perbendaharaan kata untuk mengungkapkan idea, sukar membina ayat yang gramatis dan kurang menguasai tatabahasa bahasa Melayu. Oleh itu, wujud satu keperluan untuk membangunkan Bahan Bantu Mengajar (BBM) yang bersifat interaktif untuk pembelajaran menulis karangan bahasa Melayu. Kajian ini membincangkan berkaitan pembangunan modul multimedia interaktif untuk memperkasakan kemahiran menulis karangan bahasa Melayu. Modul multimedia interaktif yang dinamakan Modul Karangan EBMKU ini menerapkan konsep Kemahiran Berfikir Aras Tinggi (KBAT) yang merupakan teras dalam Pembelajaran Abad Ke-21. Metodologi kajian ini ialah kualitatif, iaitu membangunkan Modul Karangan E-BMKU berdasarkan model reka bentuk instruksional ADDIE. Model ADDIE merupakan akronim bagi Analysis (Analisis), Design (Reka Bentuk), Development (Pembangunan), Implementation (Pelaksanaan), dan Evaluation (Penilaian). Alat pengarangan yang digunakan untuk membina Modul Karangan E-BMKU ialah perisian Adobe Animate CC. Dapatan kajian ini menunjukkan bahawa Modul Karangan E-BMKU ini dapat membantu murid SJKT mempelajari kemahiran menulis karangan bahasa Melayu dengan kaedah pembelajaran yang menyeronokkan. Pengintegrasian multimedia interaktif dalam Modul Karangan E-BMKU mampu menarik minat murid SJKT untuk mempelajari kemahiran menulis karangan bahasa Melayu. Kajian selanjutnya perlu memfokus kepada penguasaan kemahiran menulis karangan bahasa Melayu selepas pengaplikasian Modul Karangan E-BMKU. Kata Kunci: menulis karangan, Sekolah Jenis Kebangsaan Tamil (SJKT), Modul Karangan E-BMKU, model ADDIE, multimedia.
APA, Harvard, Vancouver, ISO, and other styles
5

Bakthaselvan, Logambigai, Muhammad Saiful Haq Hussin, and Wong Seng Yue. "PEMBANGUNAN MODUL KARANGAN E-BMKU UNTUK KEGUNAAN MURID SEKOLAH JENIS KEBANGSAAN TAMIL (SJKT)." Jurnal Pengajian Melayu 33, no. 1 (April 22, 2022): 55–68. http://dx.doi.org/10.22452/jomas.vol33no1.4.

Full text
Abstract:
Abstract Students of Tamil national-type primary schools (Sekolah Jenis Kebangsaan Tamil or SJKT) in Malaysia find it difficult to grasp the skills needed in Malay essay writing. For instance, they lack the adequate vocabulary to express their ideas, find it difficult to construct grammatical sentences and have yet to master Malay grammar. Therefore, there is a need to develop an interactive teaching tool, or Bahan Bantu Mengajar (BBM), to complement lessons on Malay essay writing. This study explores the development of an interactive multimedia module to polish the skills required for Malay language essay writing named Modul Karangan E-BMKU. The module utilises the concept of High-Level Thinking Skills (HLTS), which is the core of learning in the 21st century. The research was conducted using the qualitative descriptive method, in which the E-BMKU module is built upon the ADDIE instructional design model. ADDIE is the acronym for ‘Analysis’, ‘Design’, ‘Development’, ‘Implementation’ and ‘Evaluation’. The authoring programme of Adobe Animate CC was used to create the module. The findings of this study showed that the module could assist SJKT students in learning Malay essay writing skills, albeit in an entertaining manner. Integration of interactive multimedia elements in the module also attracted them to learn the abovementioned skills. However, further research is required to measure the effectiveness of the E-BMKU module in improving the students’ skills in Malay essay writing. Keywords: essay writing, Tamil National-Type School (SJKT), E-BMKU, ADDIE model, multimedia. Abstrak Kemahiran menulis karangan bahasa Melayu sukar untuk dikuasai oleh murid Sekolah Jenis Kebangsaan Tamil (SJKT). Antara kelemahan menulis karangan yang dihadapi oleh mereka ialah kekurangan perbendaharaan kata untuk mengungkapkan idea, sukar membina ayat yang gramatis dan kurang menguasai tatabahasa bahasa Melayu. Oleh itu, wujud satu keperluan untuk membangunkan Bahan Bantu Mengajar (BBM) yang bersifat interaktif untuk pembelajaran menulis karangan bahasa Melayu. Kajian ini membincangkan berkaitan pembangunan modul multimedia interaktif untuk memperkasakan kemahiran menulis karangan bahasa Melayu. Modul multimedia interaktif yang dinamakan Modul Karangan EBMKU ini menerapkan konsep Kemahiran Berfikir Aras Tinggi (KBAT) yang merupakan teras dalam Pembelajaran Abad Ke-21. Metodologi kajian ini ialah kualitatif, iaitu membangunkan Modul Karangan E-BMKU berdasarkan model reka bentuk instruksional ADDIE. Model ADDIE merupakan akronim bagi Analysis (Analisis), Design (Reka Bentuk), Development (Pembangunan), Implementation (Pelaksanaan), dan Evaluation (Penilaian). Alat pengarangan yang digunakan untuk membina Modul Karangan E-BMKU ialah perisian Adobe Animate CC. Dapatan kajian ini menunjukkan bahawa Modul Karangan E-BMKU ini dapat membantu murid SJKT mempelajari kemahiran menulis karangan bahasa Melayu dengan kaedah pembelajaran yang menyeronokkan. Pengintegrasian multimedia interaktif dalam Modul Karangan E-BMKU mampu menarik minat murid SJKT untuk mempelajari kemahiran menulis karangan bahasa Melayu. Kajian selanjutnya perlu memfokus kepada penguasaan kemahiran menulis karangan bahasa Melayu selepas pengaplikasian Modul Karangan E-BMKU. Kata Kunci: menulis karangan, Sekolah Jenis Kebangsaan Tamil (SJKT), Modul Karangan E-BMKU, model ADDIE, multimedia.
APA, Harvard, Vancouver, ISO, and other styles
6

BINTI MAKHTAR, NOR KAMILAH, and NUR AQILAH AMINORHUDDIN. "PENGUASAAN PERIBAHASA DALAM KALANGAN MURID SEKOLAH RENDAH MENGGUNAKAN PERMAINAN JUPERMA 1.0." International Journal of Creative Future and Heritage (TENIAT) 12, no. 1 (March 31, 2024): 116–29. http://dx.doi.org/10.47252/teniat.v12i1.1172.

Full text
Abstract:
JUPERMA 1.0 merupakan akronim bagi inovasi Jutaria dengan Peribahasa Melayu yang diinovasikan idea daripada permainan Jutaria. Ianya merupakan satu permainan gabungan papan bersama alat digital seiring dengan perkembangan teknologi terkini yang membantu murid-murid dalam mencapai keberkesanan dalam pembelajaran peribahasa. Isu utama dalam kalangan murid sekolah rendah adalah kelemahan murid dalam menguasai peribahasa yang seterusnya akan mempengaruhi kemahiran menulis karangan mereka di dalam penulisan Bahasa Melayu. Ini berlaku kerana mereka tidak memahami maksud sesetengah peribahasa yang menyebabkan mereka tidak dapat menjawab mengikut kehendak soalan dan penulisan mereka menjadi tidak gramatis. JUPERMA 1.0 dapat diaplikasi kepada murid sekolah rendah yang lemah dalam peribahasa. Inovasi ini direka menggunakan bahan-bahan yang berkos murah, mudah didapati dan turut menggunakan bahan-bahan terbuang dalam usaha kelestarian alam sekitar, di samping penggunaan aplikasi digital bagi meningkatkan lagi minat murid terhadap inovasi ini. Hasil inovasi menunjukkan peningkatan minat serta pemahaman murid melalui konsep didik hibur yang diketengahkan dalam inovasi ini. Adalah diharapkan inovasi JUPERMA 1.0 dapat diimplimentasikan sebagai satu bahan bantu mengajar guru di dalam bilik darjah selari dengan trend pembelajaran abad ke-21 melalui penerapan animasi yang menarik. This action research was conducted to improve the mastery of proverbs in the Malay language subject for 3 Level Two primary school students through the JUPERMA 1.0 game. JUPERMA 1.0 is an acronym for Jutaria innovation with Malay Proverbs that is an innovative idea from the Jutaria game. It is a board game combined with digital tools in line with the latest technological developments that help students achieve effectiveness in learning proverbs. The main issue among primary school students is the weakness of students in mastering proverbs which in turn will affect their ability to write Malayalam essays. This happens because they do not understand the meaning of some proverbs which causes them to be unable to answer the questions and their writing becomes ungrammatical. This innovation is designed using materials that are cheap, easy to find and also use waste materials in the effort of environmental sustainability, in addition to the use of digital applications to further increase students' interest in this innovation. The results of this action research were collected by using several research instruments, namely observation, pre-test and final test as well as interviews throughout the intervention process. Through this JUPERMA 1.0 innovation, there is an increase in students' interest and understanding in Malay proverbs through the concept of didik hibur which is highlighted in this action study. It is hoped that the JUPERMA 1.0 innovation can be implemented as a teaching aid for teachers in the classroom in line with the learning trend of the 21st century through the application of interesting animation not only for students in primary school, but also for students in secondary school.
APA, Harvard, Vancouver, ISO, and other styles
7

MAKHTAR, NOR KAMILAH, and NURHASANUL HAYATI SHARUDDIN. "PENGUASAAN PERIBAHASA DALAM KALANGAN MURID SEKOLAH RENDAH MENGGUNAKAN PERMAINAN JUPERMA 1.0." International Journal of Creative Future and Heritage (TENIAT) 12, no. 1 (March 31, 2024): 116–29. http://dx.doi.org/10.47252/teniat.v12i1.1299.

Full text
Abstract:
Abstrak Kajian tindakan ini dijalankan untuk meningkatkan penguasaan peribahasa dalam mata pelajaran Bahasa Melayu terhadap 3 orang murid Tahap Dua sekolah rendah melalui permainan JUPERMA 1.0. JUPERMA 1.0 merupakan akronim bagi inovasi Jutaria dengan Peribahasa Melayu yang diinovasikan idea daripada permainan Jutaria. Ia merupakan satu permainan gabungan papan bersama alat digital seiring dengan perkembangan teknologi terkini yang membantu murid-murid dalam mencapai keberkesanan dalam pembelajaran peribahasa. Isu utama dalam kalangan murid sekolah rendah adalah kelemahan murid dalam menguasai peribahasa yang seterusnya akan mempengaruhi kemahiran menulis karangan penulisan Bahasa Melayu. Ini berlaku kerana mereka tidak memahami maksud sesetengah peribahasa yang menyebabkan mereka tidak dapat menjawab mengikut kehendak soalan dan penulisan mereka menjadi tidak gramatis. Inovasi ini direka menggunakan bahan-bahan yang mempunyai kos yang murah, mudah didapati dan turut menggunakan bahan-bahan terbuang dalam usaha kelestarian alam sekitar, di samping penggunaan aplikasi digital bagi meningkatkan lagi minat murid terhadap inovasi ini. Hasil dapatan kajian tindakan ini dikumpul dengan menggunakan beberapa instrumen kajian iaitu secara pemerhatian, ujian awal dan ujian akhir serta temubual sepanjang proses intervensi dijalankan. Melalui inovasi JUPERMA 1.0 ini, terdapat peningkatan minat serta pemahaman murid dalam peribahasa Bahasa Melayu melalui konsep didik hibur yang diketengahkan dalam kajian tindakan ini. Adalah diharapkan inovasi JUPERMA 1.0 dapat diimplimentasikan sebagai satu bahan bantu mengajar guru di dalam bilik darjah selari dengan trend pembelajaran abad ke-21 melalui penerapan animasi yang menarik bukan sahaja untuk murid di sekolah rendah, malah kepada murid di sekolah menengah. Abstract This action research was conducted to improve the mastery of proverbs in the Malay language subject for 3 Level Two primary school students through the JUPERMA 1.0 game. JUPERMA 1.0 is an acronym for Jutaria innovation with Malay Proverbs that is an innovative idea from the Jutaria game. It is a board game combined with digital tools in line with the latest technological developments that help students achieve effectiveness in learning proverbs. The main issue among primary school students is the weakness of students in mastering proverbs which in turn will affect their ability to write Malayalam essays. This happens because they do not understand the meaning of some proverbs which causes them to be unable to answer the questions and their writing becomes ungrammatical. This innovation is designed using materials that are cheap, easy to find and also use waste materials in the effort of environmental sustainability, in addition to the use of digital applications to further increase students' interest in this innovation. The results of this action research were collected by using several research instruments, namely observation, pre-test and final test as well as interviews throughout the intervention process. Through this JUPERMA 1.0 innovation, there is an increase in students' interest and understanding in Malay proverbs through the concept of didik hibur which is highlighted in this action study. It is hoped that the JUPERMA 1.0 innovation can be implemented as a teaching aid for teachers in the classroom in line with the learning trend of the 21st century through the application of interesting animation not only for students in primary school, but also for students in secondary school.
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Karanga language (Bantu)"

1

Cameroon. Ministry of Scientific Research. Mahful lab̳ pihna ke sa̧wkpuh pambe. Yaoundé: SIL, 1998.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Pongweni, Alec J. C. Studies in Shona phonetics: An analytical review. Harare, Zimbabwe: University of Zimbabwe, 1990.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Ubels, Virginia. Mbete píhna nzùk só̳k fè kí̳na: Livre des moniteurs d'alphabétisation karang, Département du Mayo-Rey. Yaoundé: Société Internationale de Linguistique, 1986.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Ngang, David. Lariseh ke sena sida: Larisse et le VIH/sida. Ngaoundéré: PLS/EELC, 2006.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography