Jurnal online mahasiswa program studi S-1 Pendidikan Bahasa Jepang - Fakultas Bahasa dan Seni UNESA meliputi bidang kajian pendidikan bahasa Jepang dan bahasa Jepang. Jurnal ini terbit dua kali dalam satu tahun, yaitu pada bulan Januari-Juni dan Juli-Desember.
PRODI S-1 PENDIDIKAN BAHASA JEPANG UNESA
The Development of Mahjong Kasina Game Media for Mastering the Memorization of Japanese Adjective Vocabulary
Penelitian ini dilakukan bertujuan untuk menghasilkan suatu produk pengembangan yaitu media permainan mahjong kasina guna membantu meningkatkan penguasaan hafalan kosakata kata sifat bahasa jepang. Dalam penelitian ini menggunakan model pengembangan Research and Development (R&D) yang dikembangkan oleh Borg and Gall yang memaparkan 10 tahapan pengembangan. Penelitian ini hanya membatasi sampai 6 tahapan, yaitu (1) identifikasi potensi dan masalah, Tahapan awal dilakukan dengan mengamati kondisi pembelajaran bahasa Jepang di SMP 10 November Sidoarjo (2) Pengumpulan Data, Peneliti mengumpulkan informasi dari observasi kelas, studi pustaka, dan wawancara dengan guru bahasa Jepang. Tujuannya untuk memahami kebutuhan siswa dan menentukan bentuk media yang sesuai. (3) desain produk, Media dirancang dalam bentuk balok kayu menyerupai permainan mahjong. Pada masing-masing balok dituliskan kosakata kata sifat dalam huruf Hiragana dan Katakana. Peneliti juga membuat buku petunjuk permainan sebagai panduan penggunaan media di kelas. (4) validasi Ahli, Media yang telah dirancang divalidasi oleh dua ahli: Ahli materi, untuk menilai kesesuaian kosakata, keakuratan terjemahan, dan penulisan aksara Jepang. Ahli media, untuk mengevaluasi desain tampilan, fungsi media, serta daya tarik dan kegunaan bagi siswa. (5) revisi desain, Peneliti melakukan revisi berdasarkan saran dari para validator. Perbaikan dilakukan pada aspek fisik media dan isi. (6) uji coba terbatas produk, Media yang telah direvisi diuji coba di kelas 8C SMP 10 November Sidoarjo. Uji coba ini mencakup penggunaan media dan rspons siswa juga dikumpulkan melalui angket. Penelitian ini menggunakan jenis data kuantitatif dan data kualitatif. Data kuantitatif didapatkan dari hasil akseptabilitas ahli materi 100% dengan kategori sangat Baik, Tidak perlu direvisi, ahli media 76,67% dengan kategori Baik, dengan sedikit revisi, Data kualitatif didapatkan dari saran dan masukan dari ahli dan telah direvisi. Sehingga media permainan mahjong kasina telah memenuhi kriteria akseptabilitas yang mencakup aspek kegunaan, kelayakan, ketepatan, dan kepatutan. Kata Kunci: media pembelajaran, permainan edukatif, Mahjong Kasina, kosakata kata sifat, bahasa Jepang, R&D
ANALISIS TINDAK TUTUR ILOKUSI EKSPRESIF DALAM LIRIK LAGU ALBUM MITAIKEN HORIZON (未み 体たい 験けん HORIZON) KARYA AQOURS
ABSTRAK Fokus utama penelitian ini pada penggunaan tuturan ilokusi ekspresif dalam lirik lagu dari album Mitaiken Horizon (未体験Horizon). Album tersebut memuat tiga lagu yakni, 未体験Horizon , Deep Resonance, dan Dance With Minotaurus. Peneliti memutuskan untuk meneliti lirik lagu tersebut hanya pada jenis dan fungsi tindak tutur ilokusi ekspresif saja. Agar penelitian ini lebih fokus maka ditetapkan rumusan masalahnya sebagai berikut: 1) Jenis tindak tutur ilokusi ekspresif apa yang terdapat dalam lirik album lagu 未体験Horizon Karya Aqours. 2) Fungsi dari tindak tutur ilokusi ekspresif apa saja yang terdapat dalam lirik album lagu 未体験Horizon Karya Aqours? Peneliti menggunakan teori tindak tutur ilokusi ekspresif dari Teori Kreider (1998), Searle (1979), Yule (1996), Ronan (2015) dan Trosborg (2018), untuk teori fungsi ilokusi. Dengan menggunakan penelitian kualitatif deskriptif dengan sumber data berupa lirik album lagu 未体験Horizon Karya Aqours. Temuan jenis tindak tutur ilokusi ekspresif berjumlah 28 data, dengan rincian: ungkapan simpati 11 data, tindak tutur memuji 4 data, sedih 5 data, mengecam 5 data, ungkapan kecewa 1 data ungkapan senang 2 data. Temuan data fungsi tindak tutur kompetitif (competitive): 2 data, menyenangkan (convivial): 8 data, bekerja sama (collaborative): 9 data dan bertentangan (conflictive): 9 data. Saran peneliti, sebaiknya pada penelitian selanjutnya dapat menyelidiki jenis dan fungsi tindak tutur ilokusi ekspresif lainnya dalam lirik album "未体験Horizon" karya Aqours. Terutama berkenaan dengan konteks ekspresi penutur. ちゅうしょう 抽象 リズキ、レザ・ダマラ・アワリ。2024年。「Aqours のアルバム『未体験Horizon』の歌詞における表現 的発話行為の分析」。スラバヤ国立大学日本語教育学科。 指導教員：Dr. ウリプ・ザエナル・ファナニ, M.Pd。 キーワード：語用論、発話行為、表現的発話行為。 本研究の主な焦点は、Aqours のアルバム 『未体験Horizon』の歌詞における表現的発話行為の使用である。アルバムには、未体験Horizon、Deep Resonance、および Dance With Minotaurusの3曲が収録されている。研究者は、これらの曲の歌詞を表現 的発話行為の種類と機能に限定して調査することを決定した。 本研究をより焦点化するために、以下の ように問題を定式化する：1) Aqours のアルバム『未体験Horizon』の歌詞にはどのような表現的発話行 為が含まれるか？2) Aqours のアルバム『未体験Horizon』の歌詞にはどのような表現的発話行為の機能 が含まれるか？ 研究者は、表現的発話行為の理論として、Kreider（1998）、Searle（1979）、Yule （1996）、Ronan（2015）、および Trosborg（2018）の理論を使用する。また、データの出典として Aqours のアルバム『未体験Horizon』の歌詞を用いた質的記述研究を実施する。 表現的発話行為の種類 についての調査結果は、28のデータがあり、詳細は以下の通り：同情の表現11件、称賛の発話行為4件、 悲しみの表現5件、非難の発話行為5件、失望の表現1件、喜びの表現2件。発話行為の機能についての調 査結果は、競争的（competitive）2件、親睦的（convivial）8件、協力的（collaborative）9件、および対立 的（conflictive）9件。 研究者の提案としては、今後の研究で Aqours のアルバム『未体験Horizon』の歌 詞における他の表現的発話行為の種類と機能を調査することが望ましい。特に、話者の表現の文脈に関 して研究することが重要だと考えられる。
ONOMATOPE GIONGO (擬音語) DALAM LAGU ANAK BERBAHASA JEPANG OLEH HIMAWARI: KAJIAN PRAGMATIK
Penelitian ini bertujuan untuk menganalisis bentuk, jenis, dan makna kontekstual dari onomatope giongo (擬音語) dalam bahasa Jepang yang terdapat dalam lagu anak-anak yang dinyanyikan oleh Himawari. Fokus utama dari penelitian ini adalah mengkaji bagaimana giongo, yang pada dasarnya merupakan tiruan bunyi dari benda mati atau fenomena alam, digunakan secara pragmatis untuk menyampaikan makna dalam konteks lagu anak-anak. Penelitian ini juga menyoroti bagaimana makna tersirat dapat dibentuk melalui pelanggaran atau pemenuhan maksim-maksim kerja sama menurut Grice (1975), serta bagaimana giongo tersebut berperan dalam mengembangkan pengalaman linguistik anak dalam pembelajaran bahasa Jepang. Penelitian ini menggunakan pendekatan kualitatif-deskriptif dengan analisis pragmatik berdasarkan prinsip kerja sama Grice (1975) dan klasifikasi giongo menurut Akita (2009) dan Kakehi dkk. (1996). Data dikumpulkan dari 121 lagu anak-anak di kanal YouTube Himawari, dan dianalisis untuk mengidentifikasi 35 data giongo yang terdiri dari shizen-on giongo (alami), jinkō-on giongo (sintetis), dan dōbutsu-on giongo (benda hidup). Temuan menunjukkan bahwa giongo dalam lagu anak tidak hanya meniru suara secara literal, tetapi juga mengandung makna kontekstual yang disesuaikan dengan narasi dan situasi dalam lirik. Analisis pragmatik melalui pemenuhan dan pelanggaran maksim kerja sama Grice menunjukkan bagaimana giongo menyampaikan pesan-pesan tersirat dan emosi kepada pendengarnya. Hasil penelitian ini menegaskan bahwa giongo dalam lagu anak-anak memainkan peran penting dalam memperkaya ekspresi linguistik dan menjadikan pembelajaran bahasa Jepang lebih menyenangkan dan efektif. Kata kunci: giongo, onomatope Jepang, lagu anak-anak, pragmatik, prinsip kerja sama Grice.
EFEKTIVITAS MEDIA PEMBELAJARAN KANA TANK TERHADAP KEMAMPUAN MEMBACA HIRAGANA DAN KATAKANA PADA SISWA KELAS XI SMAS SEMEN GRESIK
Learning media refers to tools or resources used to facilitate the teaching and learning process, making abstract concepts more concrete and enhancing students’ understanding. This study aims to measure the effectiveness of the Kana Tank learning media in improving students' ability to read Hiragana and Katakana characters at SMAS Semen Gresik, as well as to understand students' responses to its use. The research employed a true experimental design with a pretest-posttest control group model. Data analysis was conducted using the Wilcoxon test due to the non-normal distribution of pretest and posttest results. The findings indicate that the use of Kana Tank significantly enhances students' reading ability in both Hiragana and Katakana, as evidenced by significance values of 0.001 and 0.003 respectively (p < 0.05) in the experimental class. In contrast, the control class showed no significant improvement in Katakana reading. Student responses to Kana Tank were generally positive, with an achievement percentage of 77.02% for Hiragana and 69.13% for Katakana. These results suggest that Kana Tank is an effective and well-received learning tool for teaching Kana characters at the high school level. Keywords: Learning media, Kana Tank, effectiveness, Hiragana, Katakana
MAJAS METAFORA DALAM LIRIK LAGU ALBUM STRAY SHEEP KARYA KENSHI YONEZU
This research discusses conceptual metaphors and connotative meanings. This research aims to find out the types of conceptual metaphors in the song lyrics on the album ‘Stray Sheep’ by Kenshi Yonezu and also connotative meaning contained in it. The data source for this study consists of six selected songs from Kenshi Yonezu’s album Stray Sheep, namely “Campanella”, “Flamingo”, “Kanden”, “Placebo”, “Lemon”, and “Umi no Yuurei” (Spirits of the Sea). This research employs the theory of conceptual metaphor developed by George Lakoff and Mark Johnson and Geoffrey Leech’s theory of meaning. The approach used is a semantic approach. The research method used is descriptive qualitative. The results of the analysis of these six songs show a total of 55 data, with structural metaphors totaling 21 data, ontological metaphors 29 data, and orientational metaphors only found 5 data. In this study, various connotative meanings were found. These connotative meanings reflect a range of emotions such as hope, sadness, and confusion.
ANALISIS SONKEIGO DAN KENJOUGO DALAM ANIME BERLATAR KERAJAAN KUSURIYA NO HITORIGOTO (薬屋のひとりごと) KARYA NATSU HYŪGA
The use of keigo (honorific language) in Japanese plays a crucial role in hierarchical societies, particularly in royal environments. Although numerous studies have discussed keigo in anime, research focusing on keigo forms in royal settings remains limited. This study aims to identify and analyze Sonkeigo (respectful language) and Kenjougo (humble language) forms in the royal-themed anime Kusuriya no Hitorigoto by Natsu Hyūga. The study applies descriptive qualitative method using observation and note-taking on dialogues across 24 episodes. Data were analyzed using linguistic classification approaches. The findings reveal 72 keigo instances, consisting of 38 Sonkeigo and 34 Kenjougo. Sonkeigo forms include lexical changes (13 instances) and grammatical patterns (25 instances), while Kenjougo comprises lexical changes (16 instances) and grammatical patterns (18 instances). The most frequent Sonkeigo pattern is o~kudasai (8 instances), and the dominant Kenjougo pattern is ~te itadaku (11 instances). This research contributes to Japanese language learning by providing comprehensive understanding of keigo forms in hierarchical contexts. Keywords: Sonkeigo, Kenjougo, Keigo, Royalty, Anime
ONOMATOPE DAN EFEK VISUAL DALAM KOMIK ONE PIECE CHAPTER 1047 KARYA 尾田栄一路 (ODA EIICHIRO)
Penelitian ini membahas peran onomatope dan efek visual dalam komik One Piece Chapter 1047 karya Eiichiro Oda dengan tujuan untuk mendeskripsikan makna onomatope berdasarkan jenisnya serta menganalisis kontribusinya terhadap penyampaian emosi dan situasi dalam cerita. Penelitian ini menggunakan metode kualitatif deskriptif dengan pendekatan semiotika Ferdinand de Saussure dan teori efek visual dari Scott McCloud. Data diperoleh melalui analisis panel-panel dalam komik yang mengandung unsur onomatope dan visual. Hasil penelitian menunjukkan bahwa terdapat 28 onomatope dalam chapter ini, terdiri dari 3 onomatope giseigo (tiruan suara makhluk hidup) dan 25 giongo (tiruan suara benda atau alam). Onomatope berfungsi tidak hanya sebagai representasi bunyi, tetapi juga sebagai elemen visual yang memperkuat narasi dan emosi, serta menciptakan pengalaman sensorik bagi pembaca. Penggunaan tipografi, ukuran huruf, bentuk, dan integrasi grafis menjadikan onomatope sebagai alat penting dalam menyampaikan suasana, dinamika aksi, serta karakterisasi tokoh dalam komik. Penelitian ini memberikan kontribusi terhadap studi linguistik visual dan memperkaya pemahaman tentang penggunaan onomatope dalam media populer Jepang. Kata Kunci: Onomatope, Efek Visual, Semiotika, Komik, One Piece, Giongo, Giseigo.
ANALISIS PENGGUNAAN DIALEK HOKKAIDO DALAM MANGA DOSANKO GYARU WA NAMARA MENKOI 『道産子ギャルはなまらめんこい』 KARYA IKADA KAI
Communication is one of the most essential aspects of human survival. For communication to function properly, it relies on a system known as language. The formation of a language is strongly influenced by local customs and culture, which leads to the development of unique regional languages known as dialects. This study focuses on the Hokkaido dialect, a regional variety of the Japanese language used in the manga Dosanko Gyaru wa Namara Menkoi. The research aims to examine how the Hokkaido dialect is used in the manga and to identify its equivalents in standard Japanese hyoujungo. This study uses a qualitative descriptive approach. Data were collected through reading, listening, and note-taking techniques, followed by an intralingual matching method to determine word equivalents. The stages of data analysis involved translating collected data, analyzing the dialects in context, and then matching them to standard Japanese expressions.The results show 39 instances of dialectal expressions, with namara and shitakke being the most frequently used. Namara means “very” and serves as an intensifier, equivalent to totemo in standard Japanese. Shitakke functions as a conjunction equivalent to soushitara, and it may also be used as a casual farewell in informal contexts. The study concludes that the Hokkaido dialect in the manga plays a strong sociolinguistic role, reflecting local identity and familiarity among characters. Moreover, some dialect expressions are becoming less commonly used among younger generations, gradually being replaced by standard forms. Keywords: Hokkaido Dialect, Hyoujungo, Word Equivalents
STRATEGI KESANTUNAN DALAM AIMAI HYOUGEN「曖昧表現」”CHOTTO” 「ちょっと」DALAM SERIAL ANIME “HYOUKA”「氷菓」EPISODE 9-14 KAJIAN PRAGMATIK
In Japan, the expression Aimai Hyougen has become part of their culture in communicating in an implicit or indirect way because they always care about the feelings of the other person. This study aims to explain the classification of the role of "Chotto" and explain politeness strategies of Aimai Hyougen 「曖昧表現」 "Chotto" in the anime "Hyouka" episodes 9-14. This study uses descriptive qualitative methods and note-taking techniques to collect data. In this study, the researcher took primary data from the anime series "Hyouka" episodes 9-14 which can be accessed via the internet. For secondary data, the researcher read from journals and articles that were published and easily accessible via the internet. As a result, out of 16 data that were successfully found, The analysis of the role of “Chotto” according to Yuriko Sunagawa is; Teidou (expressing a slight degree) was found in 6 data, Teidou no Yawarage (softening requests) was found in 2 data, Gochou no Yawarage (softening negative connotation tones) was found in 2 data, Iisashi (avoiding questions) was found in 3 data, Iisashi (omitting the rest of the sentence) was found in 1 data, and the last role found in the data above is the form Yobikake (calling) was found in 2 data. In conclusion, politeness strategies in the concept of Aimai Hyougen is very useful for social interaction in communication. Keywords: Politeness Strategies, Aimai Hyougen, Chotto, Pragmatics
ANALISIS VARIASI JENIS PENGGUNAAN KEIGO OLEH MAHASISWA PENDIDIKAN BAHASA JEPANG PROGRAM INTERNSHIP UNESA ANGKATAN 2021 DAN 2022
ABSTRACT This research aims to analyze the variation of keigo (Japanese honorific language) used by students of the Japanese Language Education Study Program at UNESA who have participated in an internship program in Japan. The focus of this research is to identify the variaty kind of keigo (sonkeigo and kenjougo) applied by students in real workplace situations such as restaurants and hotel front desks. The method employed is descriptive qualitative, with data collected through essay questions answered by 8 students. The results show that students tend to use teineigo more frequently than sonkeigo and kenjougo, especially in general customer service situations. However, in interactions with guest or visitors, sonkeigo is more prevalent. This research contributes to the development of practical-based keigo learning for Japanese language students. Keywords: Keigo, Sonkeigo, Kenjougo, Teineigo, Internship, Japanese Language Learning. 要旨 本研究では日本語教育学科のスラバヤ国立大学（UNESA）のインターンシッププログラムに参加した学生による敬語の種類のバリエーションを分析することを目的としている。調査の焦点ではレストランとホテルのフロントの実際の職場状況におく、学生が使用する敬語（尊敬語、謙譲語、丁寧語）の種類を説明にすることである。方法は記述的質的研究であり、8名の学生に対するエッセイ形式の質問を通じてデータを収集した。研究の結果、学生は一般的な接客場面では尊敬語と謙譲語を多く種類のバリエーションが見られた。一方で、お客様をやり取りでは尊敬語と謙譲語が多くバリエーションがあった。本研究では、日本語専攻学生の実践的な敬語学習の発展に重要な貢献を果たすものである。 キーワード：敬語、尊敬語、謙譲語、インターンシップ、日本語学習
PEMBENTUKAN DAN FUNGSI WAKAMONO KOTOBA DALAM ANIME OSHI NO KO KARYA AKA AKASAKA
Wakamono kotoba refers to a non-standard variety of Japanese used by young people for self-expression and communication, as well as to mark their social identity. Anime was selected as the object of study because it often reflects the language of youth in a realistic and contextual manner.This research uses a qualitative approach with descriptive methods. Data were collected through observation and note-taking from the dialogue in episode 1 of Oshi No Ko. The data were analyzed using Tsujimura's (2014) theory of word formation and Tanaka's (2015) theory of wakamono kotoba functions.The results revealed eight wakamono kotoba examples, including 6 abbreviations, 1 nominalization, and 1 borrowing from a foreign language. The identified functions include social identity, expressiveness, creativity, aesthetics, and distinctiveness from standard language. These findings suggest that wakamono kotoba in anime serve linguistic and social purposes and reflect the social values, group identity, and cultural expression of Japanese youth. Keywords: wakamono kotoba, word formation, language function, anime, Oshi No Ko
MAKNA MAKNA DASAR IMPERATIF LANGSUNG BAHASA JEPANG PADA DRAMA LOVE YOU AS THE WORLD ENDS (君と世界が終わる日に) SEASON 1 KARYA NATSUKO IKEDA EPISODE 1-5
Bahasa memiliki peran penting dalam kehidupan manusia sebagai alat komunikasi utama yang memungkinkan individu menyampaikan maksud dan keinginannya kepada orang lain. Dalam komunikasi lisan, penggunaan bahasa tidak hanya terbatas pada struktur formal, tetapi juga mencakup konteks sosial dan tujuan pragmatis. Salah satu bentuk tuturan penting dalam interaksi sehari-hari adalah kalimat imperatif, yaitu tuturan yang bertujuan memengaruhi tindakan mitra tutur. Dalam kajian pragmatik, imperatif perlu ditinjau secara fungsional, karena maknanya dipengaruhi oleh relasi sosial, konteks, dan intensi penutur. Oleh karena itu, kajian terhadap bentuk dan makna imperatif tidak cukup hanya melihat struktur, melainkan juga fungsi sosial dan pragmatisnya. Penelitian ini bertujuan untuk mengidentifikasi dan menganalisis bentuk serta makna dasar dari kalimat imperatif langsung dalam bahasa Jepang yang terdapat dalam drama Love You as the World Ends (君と世界が終わる日に) season 1 karya Natsuko Ikeda episode 1–5. Kalimat imperatif merupakan bentuk tuturan yang digunakan penutur untuk memengaruhi tindakan mitra tutur, baik dalam bentuk perintah, permintaan, maupun nasihat. Penelitian ini berfokus pada kalimat imperatif langsung yang diungkapkan secara eksplisit. Teori yang digunakan untuk menganalisis bentuk imperatif mengacu pada pendapat Rahardi (2009), sedangkan untuk menentukan makna dasar tuturan imperatif digunakan teori skala pragmatik dari Kashiwazaki (dalam Roni, 2005), yaitu skala untung-rugi dan skala kemanasukaan (manasuka). Metode yang digunakan adalah deskriptif kualitatif dengan teknik simak, catat, dan analisis data berdasarkan konteks tuturan dalam drama. Hasil penelitian menunjukkan bahwa terdapat 43 tuturan imperatif langsung yang terbagi dalam beberapa bentuk gramatikal seperti ～ろ, ～な, ～来い, ～え, ～てください, ～ないでください, ～ましょう, ～て, ～ないで, ～てくれ. Dari segi makna dasar, ditemukan tiga jenis: (1) Perintah sebanyak 21 data, terbagi menjadi dua bentuk: yang menguntungkan penutur dan membebani mitra tutur, serta sebaliknya. (2) Permintaan sebanyak 15 data, yang memberikan ruang manasuka bagi mitra tutur. (3) Nasihat/Rekomendasi sebanyak 7 data, yang bertujuan memberikan manfaat bagi mitra tutur tanpa unsur paksaan. Penelitian ini menunjukkan bahwa bentuk dan makna imperatif sangat dipengaruhi oleh konteks sosial, relasi, dan intensi penutur.
PEMBENTUKAN KATA SERAPAN GAIRAIGO (外来語) DALAM PANDUAN PERAKITAN FIGURE RISE MODEL KIT
ABSTRACT The gairaigo phenomenon, which is the use of foreign words adapted into Japanese in figure-rise assembly instructions, is a popular kit model in Japanese pop culture. With a qualitative descriptive approach, data is collected from the assembly guide and analyzed based on phonetic, morphological, and meaning aspects. Three main forms of gairaigo formation were found: phonetic adaptation (20 words), reduplication (7 words), and morpheme incorporation (23 words). Phonetic adaptation is the most dominant form, reflecting the Japanese language's strategy of adapting foreign terms to its phonological system. These findings support Loveday and Stanlaw's theories, and are expected to enrich Japanese language learning and linguistic studies, particularly in the context of technology and popular culture. In phonetic adaptation, the formation of gairaigo is carried out through the process of fusion, dissipation, and merging of letters. Then in the reduplication of the formation of gairaigo through the process of adding consonants and vowels. Meanwhile, in the incorporation of morphemes, the process that occurs is the addition at the beginning of the word, in the middle and at the end.
ANALISIS KONJUNGSI PADA GAME GENSHIN IMPACT
ABSTRACT This research aims to describe the form and function of conjunctions or setsuzokushi in the structure of Japanese sentences with voice-over data sources from Naganohara Yoimiya's character in the Genshin Impact game version 2.0 with its characteristic of always using kansai dialect. The formulation of this research problem is how the form and function of conjunctions or setsuzokushi in Japanese sentences using kansai dialect in the voice-over of Naganohara Yoimiya's character. The method used in this research is descriptive qualitative. The data obtained were 50 kansai dialect data from voice-over, of the 50 data there were 20 kansai dialect data that contained conjunctions or setsuzokushi. There are 10 junsetsugata conjunctions, 6 gyakusetsugata conjunctions, 2 tenkangata conjunctions, and 2 rensagata conjunctions. From the 50 data, there are 20 conjunctions that match the form and function of each conjunction category found. Keywords: Conjunction, Setsuzokushi, Voice-over, Kansai Dialect.
ANALISIS IDIOM BAHASA JEPANG BERUNSUR KANJI 頭 (ATAMA) DI MEDIA SOSIAL TWITTER: KAJIAN SINTAKSIS DAN SEMANTIK
Idioms are a form of expression that reflect the culture, values, and ways of thinking of a language community. In Japanese, idioms containing the kanji 頭 (atama), meaning "head," often carry complex meanings that cannot be interpreted literally. This study aims to identify the grammatical structures and categorize the meanings of idioms containing 頭 (atama). This research employs a descriptive qualitative method with syntactic and semantic approaches. Data were collected using the observation and note-taking technique, focusing on posts from the social media platform Twitter that include the keyword 頭 (atama). The data were then analyzed and classified based on grammatical structure, namely phrases, clauses, compound sentences, and imperative sentences, as well as meaning, categorized into 14 types: feelings, emotions, body, character, attitude, action, activity, behavior, state, degree, value, society, culture, and life. The results show that the most dominant grammatical structure found in the idioms is clauses, followed by phrases, compound sentences, and imperative sentences. In terms of meaning, the most frequently occurring category relates to action, followed by character, attitude, and behavior. These findings indicate that idioms containing 頭 (atama) are highly metaphorical and context-dependent. Therefore, a comprehensive understanding of their structure and meaning is essential for learners of Japanese as a foreign language, and contributes to the broader study of idioms within Japanese linguistics. Keywords: Idioms, 頭 (atama), Grammatical Structure, Meaning Types, Twitter.
HUBUNGAN BENTUK PEMBERIAN TUGAS DENGAN MOTIVASI BELAJAR BAHASA JEPANG SISWA SMAN 1 GONDANG
This study aims to determine the relationship between assignment types and Japanese language learning motivation among students at SMAN 1 Gondang. A quantitative correlational approach was used with a sample of 81 eleventh-grade students and a closed-ended questionnaire as the instrument. Theoretically, learning motivation is closely related to Deci & Ryan's Self-Determination Theory and Hidi & Baird's concept of situational interest. Additionally, challenging, interesting, and meaningful assignments can enhance learning motivation (Uno, 2016). Previous research by Supriadi (2023) demonstrated that the implementation of task-based teaching methods has a positive impact on students' learning motivation. The Spearman test results showed a strong and significant relationship between the form of task assignment and learning motivation, with a correlation coefficient of 0.667 and significance of 0.000. This study also found that students' learning motivation is influenced by 1) active student involvement in completing tasks, 2) the relevance of the material to their interests, and 3) a supportive learning environment. Additionally, hands-on tasks such as group cultural presentations were found to be the most motivating form of assignment, with 67% of students stating that such tasks helped with vocabulary usage, and 61% feeling they understood Japanese culture better. In conclusion, assignment forms designed to be engaging, meaningful, and collaborative have a positive contribution in enhancing students' motivation to learn Japanese. Keywords : assignment types, learning motivation, Japanese language.
Analisis Penerapan Kanji pada Pemberian Nama Kartu Yu-Gi-Oh! OCG Branded Story (烙印ストーリー) Kajian Semantik
Branded Story is a card archetype in the Yu-Gi-Oh! card game that has a variative kanji constructions in its naming. This research has a problem framing such as to answer the form of naming, the arrangement of kanji elements, and also the influence of stories on the semantic meaning of names. The implemented method is descriptive qualitative with documentative study collection to emphasize various of semantics usage and purposes inside the card naming within their interconnection by the story. This research highlights the diverse interprations of card naming through semantic analysis, particularly in relation to kanji construction and Branded Story connection. The findings disclose that kanji construction play a significant role in semantics to convey and interconnect with explicit meaning, thhematic significance, and narrative consistency within the archetype. This proof semantic elements not only enrich meaning but functional purposes in card naming interpretation which concludes that the card naming inside Branded archetype are intricately constructed and reflected through interconnection of semantic elements supported by kanji construction to narrative and thematic symbolism of kanji.
PEMAHAMAN CALON GURU BAHASA JEPANG TERHADAP KETERAMPILAN DASAR MENGAJAR
Basic teaching skills need to be mastered by students, including Japanese language study program students. As prospective Japanese language teachers, mastery of basic teaching skills is very important to achieve good learning process and in accordance with learning objectives. This study aims to determine the understanding of prospective Japanese language teachers of basic teaching skills in accordance with eight indicators and to determine the response of prospective Japanese language teachers to basic teaching skills according to three aspects namely cognitive, affective, and psychomotor. The type of research used is descriptive quantitative. The population and sample in this study were students of the Japanese language study program who were carrying out the Introduction to School Field course in the even semester of 2024/2025, namely 31 people, but only 27 students were willing to respond. The research instrument used a closed questionnaire. Data analysis was carried out using descriptive statistics in the form of quantitative frequency distribution using the help of the SPSS Statistics 30.0 for windows application with a percentage value. The results showed that the level of understanding of prospective Japanese language teachers on basic teaching skills was in the “Very Good” category, namely 87, 26%, besides that in the response of prospective Japanese language teachers to basic teaching skills in the “Very Strong” category, namely 88.03%.
EFEKTIVITAS MEDIA PAZURU TERHADAP KEMAMPUAN MENULIS HURUF KATAKANA PADA ANAK SLOW LEARNER DI SMA NEGERI 4 SIDOARJO
ABSTRACT This study aims to describe the effectiveness of the pazuru media on the ability to write katakana letters among slow learners at State High School 4 Sidoarjo. The background of this study is based on the low ability of students to recognize and write katakana letters, identified through observations and interviews with teachers. Interactive and visual learning media can help students build their own knowledge through direct experience. The pazuru media, which consists of katakana letter puzzle pieces, is designed to facilitate an enjoyable and engaging learning process for slow learners. This study employs a quantitative approach using a pre-experimental onegroup pretest-posttest design. The population consisted of 11 slow learners at SMA Negeri 4 Sidoarjo, and the sample consisted of 7 slow learners at SMA Negeri 4 Sidoarjo selected through purposive sampling. Data were collected through pre- and post-tests of katakana letter writing and analyzed using descriptive and inferential statistics via SPSS version 27.The results of the study indicate a significant increase in scores between the pretest and posttest. The average pretest score of 30.57 increased to 62.85 on the posttest. The paired sample t-test yielded a significance value of 0.000 < 0.05, indicating a significant positive difference before and after the use of the Pazuru media. Additionally, students responded positively to the Pazuru media because it was considered enjoyable, easy to understand, and helped them learn actively. This study concluded that the Pazuru media is effective in improving katakana writing skills among slow learners and can serve as an enjoyable and interactive learning alternative. Keywords: Effectiveness, Pazuru Media, Katakana, Writing Skills, Slow Learners
ANALISIS SEMIOTIKA KOMUNIKASI NONVERBAL DALAM ANIME YUBISAKI TO RENREN [ゆびさきと恋々] KARYA SUU MORISHITA
Komunikasi nonverbal merupakan bentuk komunikasi yang tidak mengandalkan bahasa lisan, melainkan menggunakan isyarat, gestur, dan ekspresi sering disebut juga sebagai silent language. Terbatasnya kajian mengenai komunikasi nonverbal dalam anime Jepang menjadi dasar utama penelitian dilakukan. Fokus utama penelitian adalah bentuk dan makna dari bahasa isyarat Jepang 日本手話, gestur tubuh みぶり, dan ekspresi wajah ひょうげん yang muncul dalam anime yubisaki to renren. penelitian ini menggunakan pendekatan kualitatif deskriptif dengan metode observasi dan dokumentasi terhadap 12 episode anime. Analisis data dilakukan menggunakan pendekatan semiotika Charles Sanders Peirce, khususnya melalui triangle meaning mencakup representamen, object, dan interpretant. Hasil penelitian mengidentifikasi 66 data komunikasi nonverbal yang terbagi ke dalam tiga kategori utama: bahasa isyarat, gestur tubuh, dan ekspresi wajah. Setiap data dianalisis tidak hanya berdasarkan bentuk tandanya, tetapi juga dimaknai melalui struktur segitiga makna Peirce untuk menggali pesan yang dikandung. Temuan menunjukkan bahwa bahasa isyarat Jepang 日本手話, gestur tubuh みぶり, dan ekspresi wajah ひょうげん dalam anime ini mencerminkan dinamika interaksi penyandang disabilitas dengan masyarakat umum serta nilai-nilai dalam budaya komunikasi masyarakat Jepang.
An Analysis of Imperative Sentences in the Drama Series Alice in Borderland Episode 1
This study aims to identify and analyze the forms and types of imperative sentences found in episode one of the Japanese drama “Alice in Borderland.” The main focus is on the pragmatic classification of imperatives based on Makino & Tsutsui (1996) and the analysis of direct and indirect forms based on Rahardi’s (2006) framework. This research employs a qualitative descriptive approach, using non-participant observation techniques through listening and note-taking. The results indicate that 70 imperative utterances were identified, consisting of 37 direct and 33 indirect imperative sentences. Findings show that the directive form (meirei) is the most dominant among the utterances, followed by prohibition (kinshi), invitation (kanyuu), and request (irai). Indirect imperative forms are generally used to maintain politeness, while direct imperatives appear in emotionally charged or urgent contexts. This study emphasizes the importance of context in Japanese language learning, particularly in understanding pragmatic and sociolinguistic aspects. Keywords: imperative sentence, pragmatics, speech act, Japanese drama, Alice in Borderland.
RAGAM BAHASA ANAK TOKOH TOTTO-CHAN PADA NOVEL MADOGIWA NO TOTTO-CHAN 「窓際のトットちゃん」 KARYA TETSUKO KUROYANAGI
ABSTRAK Penelitian ini membahas mengenai bentuk karakteristik dan proses pembentukan kata ragam bahasa anak youjigo yang muncul pada tuturan tokoh Totto-chan pada novel Madogiwa no Totto-chan 「窓際のトットちゃん」karya Tetsuko Kuroyanagi. Tujuan dari penelitian ini adalah untuk menganalisis karakteristik ragam bahasa anak serta proses pembentukan kata ragam bahasa anak dalam novel Madogiwa no Totto-chan karya Tetsuko Kuroyanagi. Data yang digunakan pada penelitian ini berasal dari tuturan tokoh utama novel tersebut, Totto-chan yang mengandung karakteristik ragam bahasa anak. Sedangkan metode penelitian yang digunakan dalam penelitian ini adalah pendekatan kualitatif deskriptif dengan teknik baca dan catat. Analisis dilakukan dengan mengidentifikasi bentuk-bentuk khas yang muncul dalam tuturan bahasa anak, seperti unsur kebahasaan dari segi tata bahasa, kosakata, penulisan, dan penggunaan partikel akhir. Selanjutnya, dilakukan pengkajian terhadap cara pembentukan kata dengan mengidentifikasi dan mengkategorikan jenis-jenis proses pembentukan kata. Hasil penelitian menunjukkan bahwa bentuk karakteristik bahasa anak yang muncul pada tuturan Totto-chan terdapat 26 data yang digunakan secara signifikan untuk mengekspresikan penekanan, keakraban, dan ekspresi emosional khas tuturan anak-anak. Sedangkan pada proses pembentukan kata yang muncul pada tuturan Totto-chan ditemukan sebanyak 32 data yang terbentuk melalui proses pengimbuhan, pengulangan, pemendekan, dan peminjaman. Kata Kunci : Ragam Bahasa Anak, Karakteristik, Pembentukan Kata, Madogiwa no Totto-chan
KAJIAN SOSIOLINGUISTIK: ANALISIS WAKAMONO KOTOBA DALAM ANIME 'MY DRESS UP DARLING'
This study explores the speech acts of wakamono kotoba (Japanese youth slang) in the anime My Dress-Up Darling. Its main objectives are to identify the forms and characteristics of wakamono kotoba used by the characters and to analyze the social contexts that influence their use. The anime was chosen for its authentic reflection of Japanese youth communication in casual, expressive settings. Employing a qualitative descriptive method with passive participant observation, the study collects and classifies data based on linguistic and sociolinguistic aspects, linking them to the social context of interaction. The analysis applies Ervin Tripp’s theory of code choice, which emphasizes the role of social situations in verbal interaction. The findings are expected to enrich the understanding of the social functions of slang in Japanese youth culture and contribute to contemporary sociolinguistic studies. Keywords: Wakamono kotoba, anime, My Dress-Up Darling, sociolinguistics, Ervin Tripp
KONSEP OMOTENASHI DALAM DUNIA KERJA JEPANG FOKUS PADA INDUSTRI RYOKAN
Omotenashi is a traditional Japanese hospitality concept that emphasizes sincere, selfless service. This study aims to describe the forms of verbal and nonverbal communication that reflect the value of omotenashi in the workplace, particularly in ryokan settings. The research method used was descriptive qualitative with pragmatic and sociolinguistic approaches. Data were obtained through participant observation during the researcher's six-month internship (April– September 2024) at Yano Onsen Ryokan, Hokkaido, Japan. Data analysis utilized Shibatani's (1990) keigo theory and Argyle's (1988) nonverbal communication theory. The results show that omotenashi is manifested through the use of polite language (keigo) such as sonkeigo, kenjougo, and teineigo, as well as nonverbal communication such as ojigi (bowing), polite smiles, gentle intonation, and a proactive attitude. This study confirms that omotenashi is not merely a form of formal politeness but a communication strategy that reflects empathy, professionalism, and Japanese cultural values.
SONKEIGO PADA ANIME KARASU WA ARUJI WO ERABANAI「烏は主を選ばない」EPISODE 1-12 KARYA CHISATO ABE
This study aims to analyze the forms and social factors influencing the use of sonkeigo (honorific language) in the anime Karasu wa Aruji wo Erabanai episodes 1–12. Using a descriptive qualitative method, data were collected through observation and note-taking of dialogues containing sonkeigo. The results show 43 sonkeigo instances, dominated by special verbs such as kudasaru (5), irassharu (1), oide ni naru (3), gozonji (3), nasaru (2), goran ni naru (2), and meshiagaru (2). Other patterns found include (ra)reru (9), o/go ~ ni naru (11), and o/go ~ kudasai (5). The main social factors influencing their use are social status (31 instances) and interpersonal relations (12 instances). These findings indicate that sonkeigo use in the anime reflects the Japanese politeness system emphasizing respect, hierarchy, and social harmony. Keywords: Keigo, Sonkeigo, Social Factors, Social Status, Anime
EFEKTIVITAS PENGGUNAAN POWERPOINT POWTOON SEBAGAI MEDIA PEMBELAJARAN TERHADAP PEMAHAMAN HURUF HIRAGANA
This study aims to determine the effectiveness of using PowerPoint Powtoon as a learning medium on students’ understanding of reading Hiragana characters among tenth-grade students at SMK Semen Gresik. The background of this research is based on the low level of students’ understanding of Hiragana characters due to the use of conventional and less interactive learning methods, such as ordinary PowerPoint presentations. This research employs a quantitative method with a true experimental design, specifically the pretest-posttest control group design. The research sample consists of two classes, namely X RPL 1 as the experimental class and X TPM 1 as the control class, which were randomly selected to avoid bias and to ensure equality of students’ initial abilities. The research instruments include a multiple-choice test to measure students’ understanding of reading Hiragana characters and a questionnaire to identify their responses. Data were analyzed using the non-parametric Mann-Whitney statistical test because the data were not normally distributed, with a significance level less than α = 0.05. The results show that there is a significant difference between the posttest scores of the experimental and control classes (p < 0.05), indicating that the use of PowerPoint Powtoon is more effective than the use of ordinary PowerPoint media. Students’ responses to this learning medium were also highly positive, with the average score falling into the “very good” category. These findings indicate that PowerPoint Powtoon can serve as an interactive learning media alternative that effectively enhances students’ motivation and understanding in learning Hiragana characters. Keywords: PowerPoint Powtoon, learning media, Hiragana, reading comprehension, Japanese language learning.
GAIRAIGO PADA NOVEL DOKUIRI KOOHII JIKEN『毒入りコーヒー事件』KARYA RITO TOMONAGA
Gairaigo is foreign loanwords adopted into the Japanese language, which frequently experience adjustments in form and meaning. In the modern era, the use of gairaigo has become increasingly prevalent across various forms of media, including literary texts. This study explores the characteristics and semantic shifts of gairaigo as found in the novel Dokuiri Koohii Jiken by Rito Tomonaga. Employing a qualitative descriptive approach, data were gathered through close reading and note-taking techniques applied to the novel’s text. The theory of gairaigo characteristics proposed by Sudjianto and Dahidi, alongside the semantic shift theory developed by Abdul Chaer and Nasihin. The study identified 313 instances of gairaigo, 104 of which exhibit shifts in either form or meaning. Notable features include word shortening, changes in grammatical category, and the use of the suffix -na and semantic shifts. The semantic shifts observed fall into three categories is narrowing, broadening, and complete change of meaning. These findings suggest that the use of gairaigo in the novel not only enriches the Japanese lexicon but also illustrates how word meanings evolve over time, reflecting both modern and historical linguistic dynamics. Keywords: Gairaigo, linguistic characteristics, semantic shift, literature
DEIKSIS RUANG DALAM ANIME TORADORA! KARYA YUYUKO TAKEMIYA
Deixis is a word whose meaning changes according to the context. Deixis used in the anime Toradora! is quite interesting to study because there are many types of deixis spoken by characters. Spatial deixis is the one of the many types of deixis that exist. The purpose of this research is to describe the types of spatial deixis and references to spatial deixis in the anime Toradora! by Yuyuko Takemiya. The method used in this research is descriptive qualitative. The data source used is in the form of speech between characters that contain spatial deixis. The data collected from the episodes of Toradora! are 82 data, which divided into 2 categories, namely spatial deixis and spatial deixis reference. Spatial deixis is divided into 4 types, which are 27 data of demonstrative deixis, 12 data of locative deixis, 30 data of modal deixis, 13 data of directional deixis, and spatial deixis reference which consist of 28 data of exophoric reference, 54 data of endophoric reference. Endophoric reference is further divided into 2 types, namely 30 data of anaphora type of endophoric data, and 24 data of cataphoric type of endophoric data. Keywords : Deixis, Spatial Deixis, Reference
KARAKTERISTIK PEMBENTUKAN WAKAMONO KOTOBA DALAM ANIME “NAKITAI WATASHI WA NEKO O KABURU” KARYA MARI OKADA
This research examines wakamono kotoba, a non-standardized Japanese youth vernacular influenced by popular culture, as represented in the anime Nakitai Watashi wa Neko o Kaburu. Employing a descriptive qualitative design anchored in pragmatic analysis, the study investigates both the formal properties and social functions of these expressions. Data were derived from character dialogues through systematic transcription and observation, subsequently classified according to frameworks by Yonekawa, Kageyama, and Sato. The interpretive process draws on Hymes’ SPEAKING model to situate usage within interactional contexts, with Austin’s speech act theory serving as an auxiliary conceptual guide. Results reveal the predominance of clipped forms, such as 「ヤバっ」 (from 「やばい」) and 「たまんね」 (from 「たまらない」), which operate as devices for emotional economy, intimacy-building, and informality. The findings suggest that wakamono kotoba in this narrative functions beyond linguistic innovation, constituting a strategic mechanism for enacting identity and reinforcing affiliative bonds among characters.. Keywords: wakamono kotoba, characteristics, slang, youth language variety, anime
METAFORA DALAM LIRIK LAGU PADA ALBUM UTA ONE PIECE FILM RED.
This study aims to analyze the use of metaphors in the album Uta One Piece Film Red and to identify the connotative meanings contained within its song lyrics. The research employs a qualitative descriptive approach, applying Knowles and Moon’s theory as the foundation for metaphor analysis and Stephen Ullmann’s theory for metaphor classification. Meanwhile, the classification of connotative meanings is examined based on the theories proposed by Chaer and Tarigan. The research object consists of eight songs included in the album. Based on the analysis, a total of 28 metaphorical expressions were identified. Among these, 23 instances belong to concrete-to-abstract metaphors, 3 to anthropomorphic metaphors, 1 to animal metaphors, and 1 to synesthetic metaphors. Regarding the aspect of connotative meaning, the most frequently occurring category is positive connotation, with 13 instances. Additionally, there are 14 instances of negative connotation, consisting of 9 unpleasant connotations and 5 harsh connotations, as well as 1 instance of neutral connotation, categorized as school-derived formations. This helps listeners to understand the variety of expressions and meanings hidden behind these metaphors, as well as opening up new insights into the relationship between language, metaphor and music.
ANALISIS IMPERATIF TIDAK LANGSUNG BAHASA JEPANG DALAM MANGA KIMETSU NO YAIBA ( 鬼滅の刃 ) EPISODE 7 DAN 8 KARYA KOYOHARU GOTOUGE
This research examines indirect imperative speech acts as represented in the manga Kimetsu no Yaiba, episodes 7 and 8, authored by Koyoharu Gotouge. Employing a qualitative descriptive methodology grounded in pragmatic analysis, the research seeks to elucidate the structural forms and communicative functions of indirect imperatives. The classification of forms is informed by the theoretical frameworks of Wijana, Chaer, and Rahadi, whereas the analysis of functions adopts Kashiwazaki’s model based on the profit–loss and choice scales. The data were obtained through systematic observation and note-taking of character dialogues, subsequently categorized according to their pragmatic features. The findings indicate a total of 31 occurrences of indirect imperative speech acts, comprising 22 declarative and 9 interrogative forms, with declaratives emerging as the predominant type. Functionally, three principal categories were identified—requests, advice or recommendations, and commands—with commands being the most frequently employed. Overall, the results contribute to a deeper understanding of the pragmatic realization of indirect imperative expressions within the discourse of Japanese manga.
KOTOWAZA OKINAWA YANG MENGANDUNG MAKNA BUSHIDŌ
Abstract Kotowaza, as proverbs in the Japanese language, reflect societal norms and values, including the Bushidō principles rooted in the samurai code of ethics. Okinawa Prefecture, with its unique language, has kotowaza that embody Bushidō values. This study aims to analyze the relationship between Okinawan kotowaza and Bushidō values in Japanese culture. Using a qualitative descriptive method, this study examines kotowaza from the Okinawa Kotowaza Jiten and identifies 15 kotowaza related to the Bushidō code, such as integrity (義), courage (勇), honesty (誠信), and honor (名誉). Based on their function, these kotowaza are classified into criticism (kougekiteki), life experience (keikenteki), and advice (kyoukunteki). The findings of the study indicate that kotowaza are not only linguistic expressions but also reflections of traditional moral values. This study is expected to broaden the understanding of Japanese culture and its application in daily life. Keywords: Okinawan Kotowaza, Bushidō, Moral Values, Japanese Culture.