Claim Missing Document
Check
Articles

Found 7 Documents
Search
Journal : Janaru Saja : Jurnal Program Studi Sastra Jepang

Motivasi Mahasiswa dalam Mengikuti Program Internship di Jepang Muthiarawaty Muthiarawaty; Soni Mulyawan Setiana
Janaru Saja: Jurnal Program Studi Sastra Jepang (Edisi Elektronik) Vol 11 No 1 (2022): Mei 2022
Publisher : Program Studi Sastra Jepang, Universitas Komputer Indonesia Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/js.v11i1.6900

Abstract

Abstract This study aims to determine the motivation or interest of students in participating in the internship program in Japan. This research was conducted using a quantitative descriptive method. Data was collected by distributing questionnaires to active students of the Japanese language/literature study program from four universities in the city of Bandung. The results showed that most of the students had high motivation and interest in participating in the internship program in Japan. Internship programs that students want to participate in themselves, exist in various fields of work such as golf, restaurants, or hospitality. However, there are several factors that need to be considered by students when they want to join the internship program. So that students can take part in the internship program well, students need to be equipped with Japanese language skills that are equivalent to N3, so that later language will not be an obstacle and students can communicate and carry out their internship program smoothly and well. Therefore, the Study Program should hold special classes for students who are interested in participating in an internship program according to their field. Keywords: Japanese department; motivation; student internship Abstrak Penelitian ini bertujuan untuk mengetahui motivasi atau minat mahasiswa dalam mengikuti program internship di negara Jepang. Penelitian ini dilakukan dengan menggunakan metode deskriptif kuantitatif. Pengumpulan data dilakukan dengan cara menyebarkan angket kepada mahasiswa aktif program studi bahasa/sastra Jepang dari empat Universitas di kota Bandung. Hasil penelitian menunjukkan bahwa sebagian besar mahasiswa memiliki motivasi dan minat yang tinggi untuk mengikuti program internship di Jepang. Program internship yang ingin diikuti oleh mahasiswa sendiri, ada dalam berbagai bidang pekerjaan seperti golf, restoran, ataupun perhotelan. Hanya saja, ada beberapa factor yang perlu diperhatikan oleh mahasiswa ketika ingin mengikuti program internship. Agar mahasiswa dapat mengikuti program internship dengan baik, mahasiswa perlu dibekali dengan kemampuan Bahasa Jepang yang setara dengan N3, sehingga nantinya Bahasa tidak menjadi kendala dan mahasiswa dapat berkomunikasi serta menjalani program internshipnya dengan lancar dan baik.. Oleh karena itu Program Studi sebaiknya mengadakan kelas khusus bagi mahasiswa yang tertarik mengikuti program internship sesuai bidangnya. Kata Kunci: Departemen bahasa Jepang; magang mahasiswa; motivasi
FAKTOR PENYEBAB KESALAHAN PENGGUNAAN HURUF KATAKANA Ahmad Azhar Kamal; Dian Bayu Firmansyah; Soni Mulyawan Setiana
Janaru Saja: Jurnal Program Studi Sastra Jepang (Edisi Elektronik) Vol 6 No 2 (2017): November 2017
Publisher : Program Studi Sastra Jepang, Universitas Komputer Indonesia Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/js.v6i2.578

Abstract

This study discusses what are the factors that causing misuse of katakana in high school students. The research method used in this study is qualitative descriptive method. Type of mistake analyzed in this research is the error one with the classification of the cause of the error, such as Over-generalization, ignorance of rule restriction, incomplete application of rule, and false concept hypotesized. result from this study are the students are having difficulties on katakana letters that have similarity form and katakana that have double consonant or known as sokuon on gairaigo vocabulary.
RESPON PENGGUNA TERHADAP APLIKASI KANJI HUNTER Lutfhi Fauzi; Pitri Haryanti; Soni Mulyawan Setiana
Janaru Saja: Jurnal Program Studi Sastra Jepang (Edisi Elektronik) Vol 6 No 2 (2017): November 2017
Publisher : Program Studi Sastra Jepang, Universitas Komputer Indonesia Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/js.v6i2.580

Abstract

Language has important function, beside using it as communication media, but also can be used as media to aspire idea, mind and aspiration. There’s also dificulity when learning foreign language, especially learning Japanese language. Tenses, kanji words etc can be obstacle to learning Japanese language. Emprical experience prove that foreign students has problem learning kanji when studying Japanese language. Based of this problem, writer create “Kanji Hunter” education game as kanji media learning to make learning kanji easier. This study aimed to obtain an overview of feedback from  respondents about “Kanji Hunter”. This research design was descriptive qualitative research. The data were taken through questionarre to the 30 students of Japanese Department of Unikom.  The result is about 1389 criterium value, that means it’s in good interval. With this “Kanji Hunter” application based Adobe Flash as basic kanji media learning is expected to make enthusiastic foreign student to learn kanji words dan make it easier.
PERANCANGAN GAME EDUKASI GOI BERBASISKAN FLASH Ditansya Lubis; Riska Sri Rahmawati; Soni Mulyawan Setiana
Janaru Saja: Jurnal Program Studi Sastra Jepang (Edisi Elektronik) Vol 6 No 2 (2017): November 2017
Publisher : Program Studi Sastra Jepang, Universitas Komputer Indonesia Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/js.v6i2.581

Abstract

In learning japanese language, vocabulary is the most important thing in learning a language especially Japanese language. But in the process of learning vocabulary, students sometimes feel bored with the usual methods done in learning. To overcome the saturation, then made an educational game that provides education in the form of basic vocabulary of Japanese language. The design of this game successfully done by using the system development method is waterfall where progress is seen continue to flow down like a waterfall, which passes through the demands definition phase, system & software design, implementation & unit testing, integration & system testing, operation & maintance. This game is implemented by using the programming language actionscript using Adobe Flash CS6 software.
Makna Idiomatikal Idiom Pada Manga One Piece Vol. 91 Karya Eiichiro Oda Ikhsan Maulana Fadlilah; Anisa Arianingsih; Soni Mulyawan Setiana
Janaru Saja: Jurnal Program Studi Sastra Jepang (Edisi Elektronik) Vol 9 No 2 (2020): November 2020
Publisher : Program Studi Sastra Jepang, Universitas Komputer Indonesia Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/js.v9i2.3986

Abstract

This study aims to describe the meaning of idioms in the manga One Piece Vol. 91 which is one of the popular manga with a high frequency of idioms. The method used in this research is descriptive analysis method. The results of this study found 13 idioms which is ki ga tsuku means "sober" or "conscious", hara no mushi means "stomach sound", akke ni torareru means "very surprised", ki ni suru means "worried", mi o hiku means "retreat", ude ni oboe ga aru means "confident", ki ga aru means "interested", sumi ni okenai means "great", mentsu ga tatsu means "maintain reputation" , te o dasu means "fighting", uma no hone means "someone whose identity is unknown", kuchi ni suru means "saying", and hedo ga deru means "fed up". The author hopes that further research can examine idioms in grammatical terms.
Cybercrime Dalam Manga Summer Wars Ryufarhan Dzulfikar Wienarya; Mohammad Ali; Soni Mulyawan Setiana
Janaru Saja: Jurnal Program Studi Sastra Jepang (Edisi Elektronik) Vol 10 No 2 (2021): November 2021
Publisher : Program Studi Sastra Jepang, Universitas Komputer Indonesia Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/js.v10i2.5727

Abstract

AbstractThe purpose of this study was to analyze the type of cybercrime in the manga Summer Wars by Iqura Sugimoto. This research is a library research using descriptive analysis research method. The primary data of the research are 14 illustration that displays cybercrime from manga Summer Wars. Primary data collection techniques are carried out through observation and note-taking techniques. The result showed that according to the Cybercrime theory by Marco Gercke (2012), that the type of cybercrime that is occurring in the Summer Wars manga are illegal access, wrong use of program, attack against system, identity theft, and attack against critical infrastructure.Keywords: Cybercrime; Marco Gercke. AbstrakPenelitian ini bertujuan untuk mengetahui dan mengidentifikasi jenis tindak kriminal Cybercrime pada Manga Summer wars karya Iqura Sugimoto. Metode penelitian yang digunakan adalah deskriptif analisis. Data primer penelitian berupa 14 ilustrasi gambar yang menunjukkan tindakan cybercrime dari manga Summer Wars. Teknik pengumpulan data primer dilakukan melalui teknik simak dan teknik catat. Temuan penelitian menunjukkan bahwa ditinjau dari teori cybercrime oleh Marco Gercke (2012), jenis- jenis Cybercrime yang terjadi pada Manga Summer Wars adalah akses ilegal, penyalahgunaan program, serangan terhadap sistem, pencurian identitas, dan penyerangan terhadap infrastruktur penting.Kata Kunci: Cybercrime; Marco Gercke
Perancangan Aplikasi Kamus Kosakata Bahasa Jepang Bidang Manufaktur Fenny Febrianty; Soni Mulyawan Setiana; Anisa Arianingsih
Janaru Saja: Jurnal Program Studi Sastra Jepang (Edisi Elektronik) Vol 11 No 2 (2022): November 2022
Publisher : Program Studi Sastra Jepang, Universitas Komputer Indonesia Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/js.v11i2.7005

Abstract

Abstract Japanese vocabulary skills, especially in manufacturing, can be developed by using a dictionary application for learning. This study aims to design and create an application for a Japanese vocabulary dictionary in manufacturing, particularly in the fields of production, quality control, engineering and maintenance. The research model used in this research is ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The result of the study is an Android-based manufacturing Japanese vocabulary dictionary application using the main software Unity Engine and Figma as supporting software. The overall design process refers to the fulfilment of the application function as one of the alternative learning media with attention function, affective function, cognitive function, and compensatory function. Keywords: Application, design, dictionary, manufacturing Abstrak Kemampuan kosakata bahasa Jepang khususnya dalam bidang manufaktur dapat dikembangkan dengan memanfaatkan aplikasi kamus untuk pembelajarannya. Penelitian ini bertujuan untuk merancang dan membuat aplikasi kamus kosakata bahasa Jepang bidang manufaktur, khususnya bidang production, quality control, engineering dan maintenance. Model penelitian yang digunakan dalam penelitian ini adalah ADDIE (Analysis, Design, Development, Implementation, Evaluation). Hasil penelitian berupa aplikasi kamus kosakata bahasa Jepang bidang manufaktur berbasis android dengan menggunakan software utama Unity Engine dan Figma sebagai software pendukung. Proses perancangan secara keseluruhan mengacu pada pemenuhan fungsi aplikasi sebagai salah satu media alternatif pembelajaran yaitu fungsi atensi, fungsi afektif, fungsi kognitif, dan fungsi kompensatoris. Kata Kunci: Aplikasi, kamus, manufaktur, perancangan