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WACANA PATRIOTIK WANITA DALAM DUNIA SAMURAI: SEBUAH ANALISIS WACANA KRITIS PADA DORAMA Sri Wahyu Widiati
Jurnal Pendidikan Bahasa Jepang Undiksha Vol. 7 No. 1 (2021)
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpbj.v7i1.31635

Abstract

Fenomena patriotisme wanita Jepang mendorong dilakukannya kajian terhadap drama TV atau dorama bernuansa sejarah berjudul Byakkotai. Penelitian ini bertujuan untuk menelaah bahasa tokoh-tokoh wanita berdasarkan perspektif feminisme. Analisis Wacana Kritis Feminisme digunakan sebagai metode penelitian untuk mengkaji konteks sosial dan budaya yang dihubungkan dengan paradigma transformasi gender. Hasil penelitian ini menunjukkan karakter lima tokoh penting wanita dalam drama Byakkotai berdasarkan peran dan kontribusi mereka berjuang bersama kaum pria.
PENGEMBANGAN BAHAN AJAR KETERAMPILAN BERBICARA BAHASA JEPANG BERORIENTASI BUDAYA MATA KULIAH KAIWA TINGKAT MENENGAH Sri Wahyu Widiati; Sugirin Sugirin
LingTera Vol 2, No 2: October 2015
Publisher : Department of Applied Linguistics, Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (526.701 KB) | DOI: 10.21831/lt.v2i2.7383

Abstract

Penelitian ini bertujuan: (1) mengembangkan bahan ajar yang sesuai untuk keterampilan berbicara bahasa Jepang tingkat menengah dengan mengangkat tema-tema kebudayaan Jepang dan Indonesia, yang memadukan empat keterampilan berbahasa dengan fokus utama pada keterampilan berbicara; (2) mengetahui tingkat kelayakan bahan ajar yang dikembangkan. Jenis penelitian ini adalah penelitian dan pengembangan. Prosedur pengembangan produk terdiri dari: (1) pengumpulan data pada survei kebutuhan, (2) perencanaan, (3) pengembangan produk, (4) validasi (uji ahli, uji coba terbatas, uji coba lapangan) dan revisi, dan (5) produk akhir. Bahan ajar terdiri dari lima unit dan disertai VCD. Hasil validasi oleh ahli menunjukkan bahwa nilai rata-rata materi adalah 4.76 dengan kategori ‘sangat baik’ dan nilai rata-rata media adalah 4.31 dengan kategori ‘sangat baik’. Kesimpulan dari penelitian ini adalah bahan ajar yang dikembangkan layak untuk digunakan di dalam kegiatan pembelajaran. Kata kunci: bahan ajar berorientasi budaya, keterampilan berbicara, Kaiwa, bahasa Jepang tingkat menengah.  DEVELOPING A CULTURE-ORIENTED JAPANESE LANGUAGE LEARNING MATERIALS FOR SPEAKING SKILL OF INTERMEDIATE KAIWA LESSON Abstract This study aims to: (1) develop appropriate learning materials for intermediate Japanese Language speaking skill by adapting Japanese and Indonesian culture themes, which integrate four language skills focusing on the speaking skill; (2) reveal the properness level of the learning materials. This is a research and development study. The steps of conducting the study were (1) collecting the data on needs analysis, (2) planning, (3) developing the product, (4) validating (expert judgment, preliminary field testing, main field testing) and revising, (5) writing the final draft of the learning materials. The learning materials consist of five units accompanied with a VCD. The result of the expert judgment shows that the material is in the average score of 4.76 which is in the very good category. The result of the expert judgment on the media is in the average score of 4.31 which is in the very good category. The conclusion of this study is that the learning materials are appropriate to be implemented in the learning activities. Keywords: culture-oriented learning materials, speaking skills, kaiwa, intermediate Japanese language
Keefektifan Permainan Monopoli Dalam Pembelajaran Kosakata Bahasa Jepang Siswa Kelas Viii SMP YLPI Perhentian Marpoyan Dinda Tirta Ayu; Nana Rahayu; Sri Wahyu Widiati
Jurnal Pendidikan Indonesia Vol. 3 No. 11 (2022): Jurnal Pendidikan Indonesia (Japendi)
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (579.214 KB) | DOI: 10.36418/japendi.v3i11.1222

Abstract

Japanese is one of the foreign languages that is applied at several levels of education in Indonesia. For beginners, learning Japanese is taught in the form of katakana letters, hiragana letters, basic kanji letters, vocabulary, and basic grammar. The large number of vocabulary in each learning material causes students to have difficulty remembering every vocabulary learned, due to the limited media in teaching vocabulary, and the lack of precise methods used by the teacher in the teaching and learning process. One of the media used is the game. This study aims to describe 1.) To describe the vocabulary mastery of students of SMP YLPI Perhentian Marpoyan class VIII before the application of the game of monopoly; 2.) Describing the vocabulary mastery of students of SMP YLPI Perhentian Marpoyan class VIII after the application of the game of monopoly; 3.) Describe the significance level of the game of monopoly on the ability of Japanese vocabulary mastery of students of SMP YLPI Perhentian Marpoyan class VIII. The results showed that 1.) Prior to the application of the game of monopoly, the average pretest achieved by students was 39.3 in the very poor category; 2.) After the implementation of the monopoly game, the average posttest achieved by students was 85.3 with a very good category; 3.) The significance level of the monopoly game is known that the value of sig (2 - tailed) is 0.000 < 0.05
Pengaruh Penggunaan Aplikasi Goodnight Terhadap Tingkat Kecemasan Berbahasa Dan Tingkat Percaya Diri Dalam Berbicara Bahasa Jepang Summa Aurasna; Merri Silvia Basri; Sri Wahyu Widiati
Innovative: Journal Of Social Science Research Vol. 3 No. 2 (2023): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v3i2.465

Abstract

Dalam pembelajaran bahasa Jepang di kelas perkuliahan terdapat mahasiswa mengalami kesulitan berbicara dalam bahasa Jepang. Kesulitan tersebut dapat dipengaruhi beberapa faktor seperti kecemasan, tidak percaya diri, rasa gugup dan lain sebagainya. Tujuan penelitian ini adalah untuk mengetahui penilaian diri mahasiswa menggunakan aplikasi Goodnight dapat membantu kecemasan berbahasa dan percaya diri dalam berbicara bahasa Jepang. Metode penelitian yang digunakan adalah metode penelitian deskriptif dengan pendekatan kuantitatif. Sampel dalam penelitian ini adalah mahasiswa tingkat 3 semester ganjil Program studi Pendidikan Bahasa Jepang Fakultas Keguruan dan Ilmu Pendidikan tahun ajaran 2021/2022 sebanyak 24 mahasiswa. Hasil penelitian menunjukkan bahwa, setelah menggunakan media aplikasi Goodnight untuk kecemasan berbahasa dan percaya diri mahasiswa mengalami adanya perubahan yang dapat membantu dalam melatih berbicara bahasa Jepang. 57,6% respond masih merasa kecemasan berbahasa dan 54,6% tidak percaya diri, mahasiswa/i Pendidikan Bahasa Jepang Angkatan 2020 dapat menilai dirinya sendiri perihal peningkatan mereka sebelum dan sesudah menggunakan aplikasi Goodnight untuk melatih berbicara bahasa Jepang.
EFEKTIVITAS TEKNIK PERMAINAN ACAK HURUF TERHADAP PENGUASAAN KOSAKATA BAHASA JEPANG KELAS XI SMAN 9 PEKANBARU Nova Mahelna Sirait; Nana Rahayu; Sri Wahyu Widiati
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol 6, No 1 (2023)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/omg.v6i1.565

Abstract

This research is motivated by the lack of vocabulary mastery in students. Based on interviews conducted with the teacher, the researcher found several obstacles for students, namely students had difficulty in mastering and remembering Japanese vocabulary in addition to learning methods that were less effective and less attractive to students in learning Japanese vocabulary. The purpose of this study was to describe the effectiveness of the random letter game technique on Japanese vocabulary mastery in class XI SMAN 9 Pekanbaru. This research is a quantitative study of Quasi Experimental Design with Pretest And Posttest Control Group design. The population of this research is the students of class XI SMAN 9 Pekanbaru the number of students is 60. The sample of this research is class XI IPA 5 as the experimental class with the number of students 30, and class XI IPS 2 as the control class with the number of students 30. The treatments in this study were as many as 4 times. The instrument in this study used a test. Based on the results of the Independent Sample T Test through SPSS Version 25, the value of Sig. (2-tailed) was 0.001. the result is smaller than 0.05 which is the basic value of decision making in the Independent Sample T Test, it can be concluded that the Random Letter game technique is effective for mastering Japanese vocabulary in class XI SMAN 9 Pekanbaru.
Video-Based Cultural Literacy to Support Intercultural Competence in Japanese Language Classes Sri Wahyu Widiati
Chi'e: Journal of Japanese Learning and Teaching Vol 11 No 1 (2023): CHI'E Jurnal Pendidikan Bahasa Jepang (Journal of Japanese Learning and Teaching
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/chie.v11i1.65334

Abstract

Intercultural competence needs to be possessed by students to become part of a global society. In line with that, the need for Japanese language learning that integrates between cultures is getting bigger. Original videos can be one of the sources of cultural literacy to expand intercultural experience and understanding. The objectives of this study are to (1) describe video-based cultural literacy activities by implementing intercultural pedagogic principles and (2) describe students' intercultural competencies, including the components of values, attitudes, and knowledge. The learning procedure is managed by intercultural pedagogic practices, which consist of (1) interaction, (2) paying attention, (3) comparing, (4) reflection, and (5) tentative conclusions. The research methodology used is descriptive qualitative. This study shows that the use of video in Japanese intercultural learning is beneficial as a source of information. Furthermore, implementing pedagogic practices is also helpful in providing clear guidelines for teaching and learning activities. Students' perceptions, as outlined in written sentences, can be known and analyzed based on the components of intercultural competence. Students can expand intercultural knowledge and improve intercultural understanding and competence through the use of video-based cultural literacy by implementing intercultural pedagogic practices Keywords : Jurnal Pendidikan Bahasa Jepang Japanese Education JournalIntercultural CompetenceJapanese LiteratureJapanese Language Education