Sistem Penamaan Pepadu dalam Permainan Tradisional Peresean Masyarakat Sasak di Lombok
DOI:
https://doi.org/10.29303/kopula.v5i1.2728Keywords:
pepadu, peresean, fiktifAbstract
Abstrak
Permasalahan yang dibahas dalam penelitian ini adalah bagaimanakah sistem penamaan pepadu dalam permainan tradisional peresean pada masyarakat sasak di Lombok. Tujuan yang ingin dicapai dalam penelitian ini, yaitu untuk menjelaskan bagaimana sistem penamaan pepadu dalam permainan tadisional peresean pada masyarakat sasak di Lombok. Jenis penelitian yang digunakan dalam penelitian ini adalah deskriptif kualitatif. Objek penelitian ini berupa nama-nama pepadu dalam permainan peresean ketika bertarung di lapangan. Metode dan teknik pengumpulan data yang digunakan, yaitu metode simak dengan teknik catat, metode cakap (wawancara) dengan tehnik pancing dan tehnik cakap semuka, sedangkan metode analisis data yang digunakan adalah metode padan intralingual dan padan ekstralingual. Hasil dalam penelitian ini (1)penamaan pepadu berdasarkan sifat khas secara fisik. (2), penamaan berdasatkan tempat asal. (3)penamaan dengan tokoh fiktif. (4), penamaan dengan tokoh legenda. (5), penamaan dengan nama benda
Abstract
The problem discussed in this study is how is the pepadu naming system in the traditional Peresean game in the Sasak community in Lombok. The aim of this research is to explain how the pepadu naming system is used in traditional peresean games in the Sasak community in Lombok. The type of research used in this research is descriptive qualitative. The object of this research is the unified names in the game peresean when fighting in the field. The data collection methods and techniques used were the listening method with the note-taking technique, the conversational method (interview) with the fishing line and the face-to-face technique, while the data analysis method used was the intralingual equivalent and the extralingual equivalent method. The results in this study (1) naming cohesive based on its physical characteristics. (2), naming based on the place of origin. (3) naming with fictitious characters. (4), naming with legendary figures. (5), naming with the name of the object..
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