Claim Missing Document
Check
Articles

Found 16 Documents
Search

DAMPAK IMPLEMENTASI PROGRAM MERDEKA BELAJAR KAMPUS MERDEKA PADA PROGRAM STUDI SASTRA JEPANG UNIVERSITAS KOMPUTER INDONESIA Fenny Febrianty; Soni Mulyawan Setiana; Anisa Arianingsih; Mohammad Ali
Pedagogik : Jurnal Ilmiah Pendidikan dan Pembelajaran Fakultas Tarbiyah Universitas Muhammadiyah Aceh Vol 9, No 1, April (2022)
Publisher : Fakultas Agama Islam Universitas Muhammadiyah Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37598/pjpp.v9i1, April.1221

Abstract

Penelitian ini bertujuan untuk mendeskripsikan dampak implementasi Program Merdeka Belajar Kampus Merdeka (MBKM) pada Program Studi Sastra Jepang Fakultas Ilmu Budaya (FIB) Universitas Komputer Indonesia (UNIKOM). Penelitian ini merupakan penelitian survei melalui metode deskriptif, sedangkan alat pengumpulan data berupa kuesioner online dari Ditjen DIKTI dengan respon berjumlah 140 orang mahasiswa Program Studi Sastra Jepang FIB UNIKOM. Teknik analisis data melalui penggambaran, peringkasan, dan pembacaan fenomena yang diperoleh melalui kuesioner. Melalui penelitian ini dapat diketahui persepsi mahasiswa Program Studi Sastra Jepang FIB UNIKOM terhadap Program MBKM adalah baik pentingnya kegiatan pembelajaran di luar program studi yang sangat berguna untuk menghadapi masa setelah lulus kuliah. Dampak positif dari pengimplementasi Program MBKM bagi Program Studi Sastra Jepang FIB UNIKOM sangat baik, hal ini dikarenakan mampu meningkatkan kinerja Program Studi untuk menjajaki kerjasama dengan berbagai mitra di lingkungan perguruan tinggi baik negeri maupun swasta, meningkatkan antusiasme dan motivasi belajar mahasiswa, serta mengadaptasi sistem konversi nilai Program MBKM ke dalam program internship ke Jepang sehingga mahasiswa dapat lulus tepat waktu.
Dampak Implementasi Program Pembelajaran Merdeka Belajar Kampus Merdeka Pada Fakultas Ilmu Budaya Universitas Komputer Indonesia Soni Mulyawan Setiana; Muhammad Rayhan Bustam; Mohammad Ali; Fenny Febrianty; Retno Purwani Sari
Majalah Ilmiah UNIKOM Vol 20 No 1 (2022): Majalah Ilmiah Unikom
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/miu.v20i1.7710

Abstract

This study aims to observe the impact of the implementation of MBKM learning program at the Faculty of Humanities, Universitas Komputer Indonesia (Unikom); In addition, this study also observes the understanding and interest of the students in the Faculty towards the program. This study uses a descriptive qualitative method, by taking data sources from the results of a questionnaire survey on the implementation of the MBKM program filled out by students of the Faculty; the questionnaire was facilitated by the Ministry of Education and Culture as the creator of the MBKM program. The results of this study indicate that students have positive perceptions regarding the implementation of MBKM Program learning activities. This is indicated by a good understanding of the program; also, it is indicated with a large enough interest to join the program, and the impact that is quite promising for the implementation of this program in the future for students of the Faculty. This research is expected to have a positive impact on improving the learning activities of tMBKM Program in the future, especially for its management at UNIKOM, especially at the Faculty of Humanities. Key Words : Impact, Faculty of Humanities, MBKM Program, Unikom
PEMBELAJARAN KOSAKATA BAHASA JEPANG TINGKAT DASAR DENGAN MENGGUNAKAN MEDIA RIDDLE GOI Fajar Achmad Fardyaz; Soni Mulyawan Setiana
MAHADAYA: Jurnal Bahasa, Sastra, dan Budaya Vol 1 No 2 (2021): Oktober 2021
Publisher : Fakultas Ilmu Budaya, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (740.4 KB) | DOI: 10.34010/mhd.v1i2.5730

Abstract

This study aims to find out how to make Riddle Goi media. This study uses the ADDIE method. This media contains Japanese and Indonesian vocabulary sentences contained in the book Easy and Practical Success Tips for Reaching N5, in this media there are also exercises that can be used to practice memorized vocabulary. Making Riddle Goi media using Adobe Flash CS6 as software in the manufacturing process. The results of this study will produce Riddle Goi learning media for learning Japanese vocabulary. The author hopes that this application can make it easier for people to learn or memorize Japanese vocabulary.
RANCANGAN MEDIA HAIKU NO HAJIMARI SEBAGAI MEDIA ALTERNATIF PEMBELAJARAN NIHON BUNKASHAKAI NYUUMON Eugenie Graceillia; Soni Mulyawan Setiana
MAHADAYA: Jurnal Bahasa, Sastra, dan Budaya Vol 1 No 2 (2021): Oktober 2021
Publisher : Fakultas Ilmu Budaya, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (758.937 KB) | DOI: 10.34010/mhd.v1i2.5753

Abstract

This study aims to determine the design of the Haiku No Hajimari media application as an alternative media in learning Nihon Bunkashakai Nyuumon. This media was created using the Thunkable application. The method used in this research is the ADDIE model development method (Analysis, Design, Development, Implementation, and Evaluation). This media discusses the development of haikai starting from the Premodern era. In this discussion, there is an explanation of the Haiku No Hajimari media, starting from the design of the opening display to the credit menu. This media is designed to help students who are taking Nihon Bunkashakai Nyuumon courses in understanding Haiku material. The material in this media is taken from the book History of Japanese Literature written by Isoji Asoo, et al. The conclusion of this study is that the design of the Haiku No Hajimari media application has been successfully carried out and can run smoothly.
PERANCANGAN APLIKASI GOIZUU UNTUK PEMBELAJARAN SHKYUU GOI Putri Pratiwi; Soni Mulyawan Setiana
MAHADAYA: Jurnal Bahasa, Sastra, dan Budaya Vol 2 No 1 (2022): April 2022
Publisher : Fakultas Ilmu Budaya, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1141.529 KB) | DOI: 10.34010/mhd.v2i1.7070

Abstract

This paper entitled “Goiizu Application Design for Shokyuu Goi Learning” is aimed to determine the design of the Goiizu application as a basic Japanese vocabulary learning or Shokyuu Goi. Goiizu Media was created using Adobe Flash Professional CS6. The method used in this research is the ADDIE model development method (Analysis, Design, Development, Implementation, and Evaluation). The explanation in Goiizu media design consists of several steps, such as the design of the opening display to the profile menu. Media Goiizu discusses basic Japanese vocabulary with material taken from the book NIHONGO KIRAKIRA Class X. The conclusion from this research is that the design of the Goiizu application for learning Shokyuu Goi vocabulary has been successfully carried out. Keywords: Goiizu, Adobe Flash, ADDIE, Application, Shokyuu Goi
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