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
Analyze Direct Directive Illocutionary Acts Found in the Anime Arknights: Prelude to Dawn
Abstrak Penelitian ini bertujuan untuk menganalisis tindak tutur ilokusi direktif langsung yang terdapat dalam anime Arknights: Prelude to Dawn sehingga pemirsa dapat menerima informasi yang disampaikan dengan mudah. Tindak tutur ilokusi direktif adalah bentuk tutur yang dimaksudkan penutur untuk membuat pengaruh agar si mitra tutur melakukan tindakan atau sesuatu yang diinginkan oleh penutur, seperti memerintah, meminta, melarang, meminta izin, dan menyarankan. Data penelitian berupa tuturan tokoh dalam dialog anime yang dipilih berdasarkan relevansi dengan kategori tindak tutur direktif langsung. Metode penelitian yang digunakan adalah deskriptif kualitatif. Hasil penelitian menunjukkan bahwa tindak tutur ilokusi direktif langsung dalam anime Arknights: Prelude to Dawn muncul dalam berbagai bentuk, di antaranya berupa perintah langsung, permintaan, larangan, izin serta anjuran. Perintah langsung paling dominan ditemukan, sejalan dengan latar cerita anime yang menampilkan situasi peperangan dan strategi militer, sehingga komunikasi antar tokoh cenderung bersifat instruktif dan tegas. Analisis juga menunjukkan bahwa penggunaan direktif langsung tidak hanya berfungsi untuk mencapai efektivitas komunikasi, tetapi juga merefleksikan relasi kekuasaan, hirarki, dan situasi dalam alur cerita. Penelitian ini diharapkan dapat memberikan kontribusi bagi kajian pragmatik dan kajian semiotik, khususnya dalam memahami praktik tindak tutur direktif dalam media hiburan seperti anime, serta memperluas perspektif mengenai bagaimana konteks sosial dan naratif memengaruhi pemakaian bahasa. Kata kunci: pragmatik, tindak tutur ilokusi, direktif langsung, anime, Arknights: Prelude to Dawn Abstract This study aims to analyze direct directive illocutionary acts found in the anime Arknights: Prelude to Dawn to help viewers more easily comprehend the information being conveyed. Directive illocutionary acts are utterances intended by the speaker to influence the listener to perform an action or fulfill a desire of the speaker, such as commanding, requesting, forbidding, asking for permission, and suggesting. The research data consists of character utterances from the anime’s dialogue, selected based on their relevance to the category of direct directive speech acts. The research method used is qualitative descriptive. The results show that direct directive illocutionary acts in Arknights: Prelude to Dawn appear in various forms, including direct commands, requests, prohibitions, permissions, and suggestions. Direct commands were found to be the most dominant, which aligns with the anime's war and military strategy setting, where communication among characters tends to be instructive and assertive. The analysis also indicates that the use of direct directives serves not only to achieve effective communication but also reflects power relations, hierarchy, and the situational context within the storyline. This study is expected to contribute to the field of pragmatics, particularly in understanding the practice of directive speech acts in entertainment media such as anime, and to broaden perspectives on how social and narrative contexts influence language use. Keywords: pragmatics, illocutionary speech acts, direct directives, anime, Arknights: Prelude to Dawn 要旨 本研究は、アニメ『アークナイツ：黎明前奏』に登場する直接的な指示的発話行為（ディレクティブ・イロクショナリー・アクト）を分析し、視聴者が伝達される情報を容易に理解できるようにすることを目的としている。指示的発話行為とは、話し手が聞き手に対して何らかの行動を起こさせたり、自分の望むことを実行させたりする意図をもって発せられる発話であり、命令、依頼、禁止、許可の要求、提案などが含まれる。本研究のデータは、アニメのキャラクターの台詞の中から、直接的な指示的発話行為に該当するものを選定して収集されたものである。研究方法には質的記述的アプローチを採用した。 研究の結果、『アークナイツ：黎明前奏』における直接的な指示的発話行為は、直接命令、依頼、禁止、許可、提案など様々な形で現れていることが判明した。特に直接命令が最も多く見られた。これは、物語の背景が戦争や軍事戦略を中心としており、登場人物同士のコミュニケーションが指示的かつ断定的な性質を持つ傾向にあるためである。さらに、分析の結果、直接的な指示の使用は単なる効果的なコミュニケーション手段にとどまらず、登場人物間の権力関係、階層構造、物語の状況をも反映していることが明らかとなった。 本研究は、アニメのようなエンターテインメントメディアにおける指示的発話行為の実態を理解する上で、語用論研究に貢献することを目指しており、また、社会的・物語的文脈が言語使用にどのように影響を与えるかについての視野を広げる一助となることが期待される。 キーワード：語用論、発話行為、指令発話、直接的発話、アニメ、『アークナイツ：黎明前奏』
PEMBENTUKAN DAN PERGESERAN MAKNA PADA MOBILE GAME IDOLiSH7 KARYA BUNTA TSUSHIMI
This study aims to determine the formation and shift in the meaning of shouryakugo in the mobile game IDOLiSH7 written by Bunta Tsushimi. This research employs a descriptive qualitative method. The data are taken from dialogues among characters containing shouryakugo expressions. The results show that there are 26 data of shouryakugo formation, categorized into several types, 上略 (omission of the initial part of a word), 下略 (omission of the final part of a word), 複合語の前項要素の上部と後項要素の下部を省略 (omission of the ending part of both compound elements), 分や句を短縮（若者語の省略）shortening of phrases or sentences, and 複合号三か所以上を省略 (omission of three or more parts in compound words). In addition, 7 instances of semantic shift were found, consisting of narrowing, broadening, amelioration, and pejoration. These findings indicate that shouryakugo not only functions as a linguistic simplification but also reflects linguistic creativity and the dynamic evolution of meaning in modern Japanese language through digital media such as mobile games. In conclusion, shouryakugo in the mobile game IDOLiSH7 functions not only as a form of lexical shortening but also undergoes semantic shifts influenced by contextual usage and speaker characteristics. Keywords: semantic shift, shouryakugo, word formation
EXPRESSIVE SPEECH ACTS IN THE FILM HAIKYUU!!: GOMI SUTEBA NO KESSEN BY HARUICHI FURUDATE (A PRAGMATIC STUDY)
Pragmatic studies view language as a form of social action that cannot be separated from its contextual and situational use. One important area within pragmatics is expressive speech acts, which reflect the speaker’s psychological attitudes toward particular situations. Films provide a relevant medium for pragmatic analysis because they present natural and contextualized language use through character interactions. This study aims to describe the functions of expressive speech acts based on Searle’s theory and to identify their forms based on Wijana’s classification in the film Haikyuu!! Gomi Suteba no Kessen. This research employs a qualitative descriptive approach, with data sourced from dialogues among characters in the film. Data were collected using observation and note-taking techniques combined with documentation, and analyzed using the interactive model of Miles and Huberman, which consists of data reduction, data display, and conclusion drawing. The results show that 39 expressive speech acts were identified, encompassing six functions: thanking,congratulating,praising,apologizing, complaining, and critizing . Among these functions praising is the most dominant, indicating the strong presence of appreciation, encouragement, and emotional support in character interactions. In terms of form, the expressive speech acts are realized through direct literal, direct non-literal, indirect literal, and indirect non-literal forms, with direct literal speech acts occurring most frequently. These findings suggest that expressive speech acts in the film reflect social relationships, situational contexts, and cultural values such as sportsmanship, solidarity, and mutual respect among the characters. Keywords: pragmatics, expressive speech acts, Haikyuu!! Gomi Suteba no Kessen film, speech act functions, speech act forms
An Analysis of TikTok Content Characteristics as a Medium for Practicing Japanese Speaking Skills
The development of social media, particularly TikTok, has created new opportunities in foreign language learning, including Japanese speaking skills. Limited access to authentic language environments and lack of direct speaking practice highlight the need for interactive and participatory learning media. This study aims to describe the characteristics of TikTok content as a medium for practicing Japanese speaking skills, focusing on content types and content forms. This research employed a qualitative approach with a descriptive method. Data were collected through non-participant observation and documentation of video content from three Japanese language learning TikTok accounts: @naokijapan, @jclass.id, and @kokujapancom. Data analysis involved data reduction, data display, and conclusion drawing. The results indicate that the content characteristics consist of two aspects: content types and content forms. Five types of content were identified: daily conversations (kaiwa), vocabulary (goi), pronunciation practice (hatsuon renshuu), basic grammar (bunpou), and listening practice (chokai). The content forms include dialogue simulations (roleplay), speaking challenges, and vocabulary pronunciation exercises. The integration of these five types and three forms demonstrates that TikTok supports communicative, contextual, and practical speaking practice. These findings suggest that TikTok, as a new media platform characterized by interactivity, flexibility, participation, and personalization, creates a digital learning environment that enables independent and continuous speaking practice. Keyword : TikTok, content characteristics, speaking skills, Japanese language, new media
An Analysis of Conversational Implicatures Resulting from Violations of the Cooperative Principle Maxims in Haruichi Furudate’s Anime Haikyuu!! Episodes 1–3
This research examines conversational implicature within fictional interpersonal communication, specifically focusing on the sports anime Haikyuu!! Season 1 (Episodes 1–3). Grounded in the theory that communication relies on situational context rather than literal meaning, the study aims to identify types of implicatures and analyze violations of the Cooperative Principle. Using a descriptive qualitative method with a Pragmatic approach based on H.P. Grice (1975), primary data were gathered through observation, note-taking, and transcription of character dialogues. The analysis identified 58 instances of implicature, comprising 30 generalized and 28 particularized conversational implicatures. Results indicate that the maxim of quality is the most frequently violated, followed by the maxims of manner, relevance, and quantity. The study concludes that within the competitive sports genre, implicatures serve as vital tools for conveying sarcasm, psychological warfare (psywar), motivation, and indirect emotional expressions. Ultimately, precise contextual understanding is essential to accurately interpret these implied messages and the evolving dynamics between characters. Keywords: Conversational Implicature, Cooperative Principle, Haikyuu!! Anime.
PERSONIFIKASI DALAM NOVEL KONBINI NINGEN コンビニ人間 KARYA SAYAKA MURATA
Penelitian ini mengkaji personifikasi dalam novel Konbini Ningen karya Sayaka Murata dengan fokus pada jenis-jenis personifikasi dan fungsinya dalam membentuk efek stilistika. Personifikasi merupakan gaya bahasa yang memberikan sifat-sifat manusia kepada objek non-manusia, dan dalam novel ini digunakan secara konsisten untuk membangun dunia naratif yang unik. Penelitian ini bertujuan untuk (1) mengidentifikasi jenis-jenis personifikasi yang digunakan dalam novel, dan (2) menganalisis fungsi personifikasi dalam menciptakan efek stilistika. Penelitian ini menggunakan pendekatan kualitatif deskriptif dengan metode analisis stilistika. Data dikumpulkan melalui teknik baca dan catat dari novel Konbini Ningen terbitan Bungeishunjū tahun 2016. Analisis data dilakukan dengan mengidentifikasi ungkapan personifikasi, mengklasifikasikan jenisnya, dan menganalisis fungsi serta efek stilistikanya berdasarkan konteks naratif. Hasil penelitian menunjukkan bahwa ditemukan 13 data personifikasi yang terdiri dari 11 personifikasi objek fisik, 1 personifikasi konsep abstrak, dan 1 personifikasi tumbuhan, sementara personifikasi fenomena alam tidak ditemukan. Personifikasi objek fisik mendominasi, khususnya personifikasi bunyi dan suara konbini yang muncul dalam 6 dari 11 data, menunjukkan pentingnya aspek pendengaran dalam pengalaman tokoh utama terhadap lingkungan kerjanya. Dominasi bunyi ini membentuk motif tematik di mana bunyi bukan sekadar rangsangan pasif, tetapi pelaku aktif yang berkomunikasi dan bahkan menguasai kesadaran Keiko. Ketiadaan personifikasi fenomena alam menegaskan bahwa dunia Keiko sepenuhnya urban dan artifisial, terbatas pada konbini dan lingkungan buatan manusia. Dari segi fungsi, personifikasi memiliki tiga fungsi utama: fungsi ekspresif yang menciptakan intimasi emosional, pengalihan tanggung jawab, ironi sosial, dan intensifikasi kondisi psikologis; fungsi kognitif yang menciptakan konkretisasi konsep abstrak, reframing perspektif, dan defamiliarisasi; serta fungsi estetis yang menciptakan penghalusan bahasa, absurditas, vividness citraan, dan kohesi naratif. Personifikasi dalam novel ini bukan sekadar hiasan bahasa, melainkan strategi naratif inti yang membangun dunia di mana batas antara manusia dan sistem menjadi kabur, mengeksplorasi tema identitas dan posisi individu dalam masyarakat modern.
PENGEMBANGAN MEDIA PUZZLE SUSUN MOJIMOCHI UNTUK PEMBELAJARAN KOSAKATA BAHASA JEPANG DI SMA
Penelitian ini dilatarbelakangi oleh kesulitan siswa SMAN 1 Puri Mojokerto dalam menghafal kosakata Bahasa Jepang meskipun memiliki tingkat minat belajar yang tinggi. Kondisi tersebut menunjukkan adanya kebutuhan akan media pembelajaran yang lebih variatif, interaktif, dan sesuai dengan karakteristik siswa. Penelitian ini bertujuan untuk mengembangkan media ajar Puzzle Susun MOJIMOCHI sebagai media interaktif pembelajaran kosakata Bahasa Jepang. Penelitian menggunakan metode Research and Development dengan model ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Hasil validasi menunjukkan bahwa media yang dikembangkan memperoleh tingkat kelayakan sangat tinggi, dengan skor 100% dari ahli materi dan 94,44% dari ahli media, serta respon siswa pada uji coba terbatas sebesar 89,52%. Temuan ini menunjukkan bahwa media Puzzle Susun MOJIMOCHI berpotensi menjadi alternatif media pembelajaran kosakata Bahasa Jepang yang interaktif dan relevan untuk digunakan pada pembelajaran di tingkat SMA. Kata kunci: penelitian pengembangan, ADDIE, media pembelajaran interaktif, puzzle susun, kosakata Bahasa Jepang
Maida Ashalina Naureen Azzahra Naureen Azzahra Wardhani
Analysis Of Structure and Affective Meaning Of Japanese Gen Z Slang on Social Media
The rapid advancement of digital communication technology has triggered significant linguistic transformations, particularly in the use of slang by Japanese Generation Z on social media, which often transcends conventional linguistic boundaries. This study aims to comprehensively describe the morphological structures, syntactic functions, and representations of affective meaning in slang vocabulary emerging between 2020 and 2025. Employing a descriptive qualitative approach grounded in Verhaar’s (2012) linguistic theory, data were collected through observation and documentation methods from TikTok, X (Twitter), and Instagram to capture real-time language dynamics. The findings indicate that the formation of Japanese Gen Z slang is dominated by various morphological processes, including affixation, cliticization, derivation, reduplication, and composition. Semantically, a significant shift was observed from denotative to affective meaning, carrying specific emotional values within digital interaction contexts. A crucial discovery of this research reveals a strong correlation between lingual structure and emotional load: reduplication processes tend to represent nuances of cuteness or positive connotations, whereas compositional processes are more frequently utilized to express criticism, cynicism, and sarcasm with negative connotations. This proves that the linguistic structure of slang among Japanese Gen Z serves as a strategic instrument for representing emotional identity and social dynamics in cyberspace.
Persepsi Komentator Penikmat Lagu “Shoujo Rei” 「少女レイ」 Karya みきとP dalam Channel YouTube 「みきとP mikitoP OFFICIAL」 (Kajian Wacana Kontekstual)
Lagu "Shoujo Rei" karya MikitoP memiliki kontras antara music yang cerah ceria bertemakan musim panas dengan lirik gelap bermakna kematian serta cinta tak terbalas. Di Channel YouTube resmi, lagu ini mengundang sekitar 16.000 komentar yang menunjukkan beragam interpretasi dari para pendengar. Penelitian ini bertujuan mendeskripsikan representasi persepsi komentator serta menganalisis makna yang terbentuk dari interpretasi lirik lagu tersebut. Pendekatan yang digunakan adalah deskriptif kualitatif. Sebanyak 35 komentar diseleksi secara purposive sampling berdasarkan kriteria: Yakni mengutip atau mereferensi lirik lagu serta memberikan ulasan interpretatif. Analisis dilakukan dengan kajian wacana kontekstual (prinsip personal, lokasional, temporal, dan analogi) serta struktur makro model Teun A. Van Dijk. Hasil penelitian menemukan tiga tema utama. Tema kematian meliputi pembulian sekolah dan bunuh diri di perlintasan kereta. Tema cinta, yakni cinta tak terbalas dan hubungan manipulatif. Tema musim panas yang muncul sebagai latar waktu dan memberikan kontras pada lagu. Interpretasi komentator merekonstruksi narasi tragis tentang seorang tokoh yang membuli gadis yang dicintainya hingga menjadi korban bunuh diri, kehilangan orang yang dicintai membuat tokoh utama menyusul mati dengan cara yang sama. Homofon sering digunakan untuk menghasilkan makna alternatif. Penelitian ini menegaskan bahwa pemaknaan karya bersifat subjektif dan kontekstual. Persepsi komentator direpresentasikan melalui tiga tema utama. Makna yang terbentuk sangat beragam, mulai dari cinta menyimpang hingga kritik sosial terhadap fenomena pembulian di Jepang.
CONCEPTUAL METAPHORS IN YŌKO TANKA NOVEL OI NO OTOSHIANA A SEMANTIC STUDY
This study examines the use of figurative language in literary works, specifically conceptual metaphors in Yōko Tanka's novel Oi no Otoshiana. The language in this novel functions not only as a means of communication, but also as a means of expressing complex experiences related to the reality of nursing care in Japan. The main focus of this study is to describe the types of conceptual metaphors and the meanings contained within them. The theoretical basis used includes the theory of metaphor classification proposed by George Lakoff & Mark Johnson. Meanwhile, the classification of connotative meanings is analyzed based on Geoffrey Leech's theory. This study is a qualitative study of a descriptive type. The research data consists of sentences containing conceptual metaphors collected through intensive reading techniques. The identification of metaphorical expressions was carried out using the Metaphor Identification Procedure (MIP) method. The results of the study show that 133 conceptual metaphors were found in the novel. Based on Lakoff and Johnson's classification of metaphors, the types found include 57 data for ontological metaphors, 42 data for structural metaphors, and 34 iv data for orientational metaphors. Meanwhile, based on Geoffrey Leech's classification of meaning, the data was dominated by 65 data for connotative meaning, followed by 32 data for affective meaning, 19 data for reflective meaning, 9 data for collocative meaning, and 8 data for stylistic meaning. These findings indicate that metaphors in the novel Oi no Otoshiana function as the primary cognitive mechanism for conveying abstract experiences related to aging and suffering through more concrete concepts. Keywords: conceptual metaphor, MIP, semantics, meaning, figure of speech
Danseigo and Joseigo in the Anime Suzume no Tojimari: A Sociolinguistic Study of Language Variation and Social Status
Danseigo is a variety of Japanese language traditionally used by men and characterized by specific linguistic features. Joseigo is also a language variety traditionally used by women, marked by its own distinct linguistic characteristics. Language variation based on social status refers to differences in language use influenced by the speaker’s social position, the interlocutor, and the hierarchical relationship between them. The purpose of this study is to describe how danseigo and joseigo are used, as well as how conversations between characters reflect their social status in the dialogues found in the anime Suzume no Tojimari by Makoto Shinkai. The method used in this research is descriptive qualitative. The data source consists of utterances between characters that contain elements of danseigo and joseigo. The data collected from the anime Suzume no Tojimari amount to 25 instances, divided into two categories: 17 instances of danseigo and 8 instances of joseigo Keywords: Danseigo, Joseigo, Social Status
MAKNA LEKSIKAL DAN KONTEKSTUAL DALAM LIRIK LAGU BETELGEUSE KARYA YUURI : KAJIAN SEMANTIK
Lirik lagu merupakan bentuk penyampaian menggunakan bahasa yang artistik. Pemilihan kata dalam lirik lagu sering bersifat puitis dan metaforis sehingga maknanya tidak selalu dapat dipahami secara langsung melalui kamus. Penelitian ini menggunakan lagu Betelgeuse karya Yuuri sebagai objek kajian karena mengandung makna simbolis tentang kehidupan sepasang kekasih yang saling bertahan satu sama lain. Penelitian ini menggunakan teori Butar Butar untuk analisis makna leksikal dan Abdul Chaer untuk analisis makna kontekstual, serta teori J. R. Firth, Geoffrey Leech, dan Bronislaw Malinowski untuk menelaah konteks situasional, emosional, dan budaya. Dengan memanfaatkan metode deskriptif kualitatif, menunjukkan hasil penelitian bhwa makna leksikal berfungsi sebagai dasar pembentukan makna kontekstual yang lebih kompleks. Makna kontekstual dalam lirik lagu ini banyak menggambarkan emosi, harapan, dan hubungan antartokoh yang tetap bertahan dalam berbagai keadaan.
Comparative Analysis Of Sign Language In The Anime " 「ゆびさきと恋々」Yubisaki To Renren " And Indonesian Sign Language
This study aims to analyze the comparison of forms and meanings between Japanese Sign Language (JSL) represented in the anime Yubisaki To Renren and Indonesian Sign Language (BISINDO) using a semiotic approach. The primary focus of this research is to identify sign classifications and the sociocultural factors underlying the differences in signs between the two countries. The research method used is descriptive qualitative. The research data consists of 120 sign language vocabularies sourced from 12 episodes of the anime Yubisaki To Renren. Data collection techniques were carried out using the note-taking technique and visual documentation. Data analysis was performed by classifying signs based on semiotic theory and comparing the movement structures and meanings between JSL and BISINDO. The results show that in the formation of JSL signs in the anime, iconic elements dominate with 73 data points, indicating that the visual representation of sign language relies heavily on the physical resemblance of objects to facilitate understanding. Comparatively, a significant level of difference was found between JSL and BISINDO, totaling 86 data points. These differences are fundamentally influenced by the cultural backgrounds of each country. JSL tends to reflect Japan's rigid etiquette of politeness. Conversely, BISINDO exhibits characteristics that are more expressive, egalitarian, and practical. In conclusion, sign language is not merely a universal visual communication system, but a unique cultural manifestation where each sign form carries social values inherent to the identity of its nation.
Analisis Fukushi Semete (せめて) dan Sukunakutomo (少なくとも) dalam Asahi Shimbun Digital Periode Januari 2024 - Desember 2024
Bahasa memiliki peran penting dalam komunikasi, terutama dalam ketepatan makna. Dalam bahasa Jepang, terdapat kata bersinonim (ruigigo) seperti semete dan sukunakutomo yang sama-sama bermakna “setidaknya”, tetapi memiliki perbedaan struktur dan nuansa makna. Penelitian ini bertujuan untuk mendeskripsikan pola struktur, makna, dan perbedaan penggunaan kedua fukushi tersebut dalam konteks kalimat nyata. Penelitian ini menggunakan pendekatan kualitatif deskriptif dengan desain analisis semantik dan sintaksis. Data diperoleh dari artikel berita dalam Asahi Shimbun Digital periode Januari–Desember 2024. Teknik pengumpulan data dilakukan melalui metode simak dan catat, dengan instrumen berupa kartu data. Analisis data dilakukan melalui reduksi data, klasifikasi, dan interpretasi makna berdasarkan konteks kalimat. Hasil penelitian menunjukkan bahwa semete cenderung digunakan untuk menyatakan harapan minimal yang bersifat subjektif dan emosional, sedangkan sukunakutomo digunakan untuk menyatakan batas minimal yang bersifat objektif dan informatif. Dari segi struktur, keduanya memiliki pola penggunaan yang berbeda dalam kalimat. Simpulan penelitian ini menegaskan bahwa meskipun memiliki makna dasar yang sama, kedua fukushi tersebut tidak dapat digunakan secara bebas sebagai sinonim. Oleh karena itu, pembelajar bahasa Jepang perlu memahami perbedaan nuansa makna dan konteks penggunaannya. Disarankan penelitian selanjutnya dapat mengkaji penggunaan kedua fukushi dalam ragam bahasa lain. Kata kunci: fukushi, semete, sukunakutomo, semantik, ruigigo
ANALYSIS OF THE RELATIONSHIP BETWEEN OMOIYARI HYOUGEN AND EXPRESSIVE SPEECH ACTS IN THE ANIME SOUSOU NO FRIEREN BY KANEHITO YAMADA
This research aims to describe the types of omoiyari hyougen and analyze the relationship between omoiyari hyougen and expressive speech acts in the anime Sousou no Frieren. This study uses a descriptive qualitative approach with a sociopragmatic study. The research data consists of character utterances containing omoiyari hyougen obtained from the anime Sousou no Frieren. Data collection techniques were carried out using the observation and note-taking method. Data analysis was performed through several stages, namely (1) Identifying and classifying data based on five categories of omoiyari hyougen according to Lebra (1976), which are: maintaining of consensus, optimizing of alter comfort, sentimental vulnerability, the social echo effect, and feeling of guilty; (2) Analyzing the form of speech delivery through the classification of expressive speech acts according to Searle (1979), namely: thank, congratulate, apologize, condole, deplore, and welcome; (3) Analyzing the relationship between the empathetic goal (omoiyari hyougen) and the way the speech is delivered (expressive speech acts). The results of the study show that all five categories of omoiyari hyougen were found in the characters' utterances with various forms of realization through expressive speech acts. The relationships found demonstrate that each specific empathetic goal tends to be realized through a specific form, thus showing a connection between the speaker's intent and the method of speech delivery. Keyword: omoiyari hyougen, expressive speech acts, sociopragmatics, sousou no frieren, empathic goals
THE FORMS AND FUNCTIONS OF EXPRESSIVE ILLOCUTIONARY SPEECH ACTS IN UMIMACHI DIARY (海街DIARY) BY HIROKAZU KORE-EDA
ABSTRACT This study aims to describe the forms and functions of expressive illocutionary speech acts and its relation to the concept of uchi-soto in film Umimachi Diary (海街diary) by Hirokazu Kore-eda. This study uses a qualitative descriptive method. The data in this study are dialogues between characters containing expressive illocutionary speech acts which obtained using the observing non-participatory technique and also note-taking technique. Based on the analyzed data, there are 111 expressive illocutionary speeches were identified consisting of six forms of expressive illocutionary speech acts, namely thanking, congratulating, apologizing, blaming, praising and expressing sympathy, as well as two functions of illocutionary acts, namely convivial and conflictive. The most common form are praising (38 speeches) and expressing gratitude (31 speeches), both serve a convivial function. The findings disclose that the tendency is inseperable from the family-centered context of the film, so that the relationship between characters is dominated by uchi group (in-group) in which social relationships are constructed through expressions of appreciation, acknowledgment, and respect. Keywords: Pragmatics, Speech acts, Expressive illocutionary acts, Our Little Sister 要旨 本研究は、是枝裕和の『海街diary』における表現的発話内行為の形式と機能を明らかにすることを目的とする。本研究は記述的質的研究方法を用いた。研究データは、表現的発話内行為を含む登場人物の会話であり、観察法と記録法によって集めた。分析の結果、111例の表現的発話内行為が見られた。その内訳は、感謝、祝福、謝罪、非難、称賛、同情の6つの形式である。また、機能としては、協調的機能（convivial）と対立的機能（conflictive）の2つが確認された。最も多く見られた形式は称賛（37例）と感謝（31例）であり、これらは主に協調的機能を持っている。この結果は、この傾向が家族をテーマとする本作品の内容と関係していることを示している。本作品では、登場人物の社会的関係が、感謝や認める表現、相手を大切にする表現を通して作られている。そして、それらの発話は社会的な目的と合っている。 キーワード：語用論、発話行為、表現的発話内行為、『海街diary』
AN ANALYSIS OF LEARNING MODELS IN INTRACURRICULAR AND EXTRACURRICULAR JAPANESE LANGUAGE ACTIVITIES AND STUDENTS' LEARNING MOTIVATION AT MAN 1 JOMBANG
This study examines the Japanese language learning models in Intracurricular and Extracurricular activities at MAN 1 Jombang and investigates students' underlying motivations. Adopting a descriptive qualitative approach, data were gathered through passive participant observation in four intracurricular classes (X-C, X-M, X-O, XI-B) and one extracurricular session, semi-structured interviews with the teacher and five purposively sampled students, and documentation before being analyzed using a narrative descriptive technique. The results indicate that the intracurricular activities utilize an adaptive approach, integrating Contextual Teaching and Learning (CTL), Project-Based Learning (PjBL), and cooperative learning to achieve curriculum targets. While the extracurricular model is dynamic, implementing differentiated learning through a strategic seating arrangement to address diverse student competencies. Furthermore, student motivation is driven by a combination of intrinsic factors dominated by future aspirations to work or study in Japan and personal satisfaction in understanding popular culture (anime and manga) and extrinsic factors triggered by parental support, a conducive learning environment, and career information from the teacher.
PENGGUNAAN AIZUCHI 「相槌」 DALAM KONTEKS FORMAL DAN INFORMAL DALAM ANIME TSUKI GA MICHIBIKU ISEKAI DOUCHUU KARYA KEI AZUMI
This study aims to describe the forms, functions, and differences in the use of Aizuchi in formal and informal contexts in the Anime Tsuki ga Michibiku Isekai Douchuu. This research employs a qualitative method with a descriptive approach, using verbal utterances containing Aizuchi as the data. The results show that there are three forms of Aizuchi, namely Aizuchishi (32 formal data; 37 informal data), kurikaeshi (13 formal data; 16 informal data), and iikae (not found in formal context; 1 data in informal context). In terms of function, in formal contexts, the functions include listening (29 data), understanding (29 data), agreement (22 data), rejection (2 data), and emotional expression (6 data), while in informal contexts, the functions include listening (22 data), understanding (9 data), agreement (8 data), rejection (2 data), and emotional expression (25 data). These findings indicate that in formal contexts, Aizuchi is mainly used to show understanding and maintain communication flow, whereas in informal contexts, it is dominated by emotional expression and spontaneous reactions. The limited occurrence of iikae suggests its complexity in use, while the low frequency of rejection reflects the tendency to avoid responses that may disrupt interpersonal harmony. Keywords: Aizuchi, formal, informal, Anime Tsuki ga Michibiku Isekai Douchuu
HUBUNGAN ANTARA MOTIVASI BELAJAR DAN KETERAMPILAN BERBICARA BAHASA JEPANG DI SMP LABSCHOOL UNESA 2
This study aimed to identify students’ learning motivation, Japanese speaking skills, and the relationship between learning motivation and Japanese speaking skills among students at SMP Labschool Unesa 2. The background of this study was based on the relatively low level of students’ Japanese speaking ability, which was presumed to be related to learning motivation, as indicated by students’ passive participation in classroom activities. Learning motivation in this study was examined based on Self-Determination Theory. This study employed a quantitative approach with a correlational research design. The population consisted of all ninth-grade students of SMP Labschool Unesa 2 in the 2025/2026 academic year, with a sample of 45 students. The sampling technique used was saturated sampling. The research instruments included a learning motivation questionnaire adapted from the Language Learning Orientations Scale (LLOS) and a Japanese speaking skills test assessed using a rubric covering fluency, grammar, vocabulary, pronunciation, and content. The data were analyzed using descriptive statistics, normality testing, linearity testing, and Spearman’s Rank Correlation analysis. The results of the study revealed that: (1) students’ learning motivation was categorized as moderate to high, with a mean score of 84.46. Most students were classified in the moderate (51.11%) and high (42.22%) motivation categories; (2) students’ Japanese speaking skills were categorized as good, with a mean score of 76.98. The majority of students were classified in the good (64.44%) and very good (24.44%) categories; and (3) there was a positive relationship between learning motivation and Japanese speaking skills, with a Spearman correlation coefficient of 0.986. Based on these findings, it can be concluded that higher levels of learning motivation tend to be associated with better Japanese speaking skills among students.
DEVELOPMENT OF A WEBSITE-BASED KAO MATCHING GAME LEARNING MEDIA FOR JLPT N4 KANJI
This study was motivated by the high failure rate of Japanese Language Proficiency Test (JLPT) N4 examinees (50.5%), indicating difficulties in kanji mastery. Learners also faced challenges in memorizing kanji readings and meanings, limited practice opportunities, and a lack of interactive learning media. Therefore, this study aimed to develop the KAO website as a learning medium for N4-level kanji and evaluate its feasibility and learner responses. This study employed the Research and Development (R&D) method using Thiagarajan’s 4D model, covering the Define, Design, and Develop stages. The participants were 27 students from the Japanese Language Education Study Program at Universitas Negeri Surabaya and 19 learners from LPK Ohayou Central Java. Data were collected through online questionnaires using Google Forms. The developed product was the KAO website, an online learning medium for N4-level kanji. The results showed that the material expert validation score reached 100%, while the media expert validation score was 98.96%, both categorized as highly feasible. Learner responses were also highly positive, with scores of 99.26% and 97.5%, resulting in an average of 98.38%. These findings indicate that the KAO website is highly feasible and effective as a learning medium for improving learners’ understanding of N4-level kanji.
Analysis of Temporal Metaphor Meanings in Song Lyrics from AKB48 Studio Albums by Yasushi Akimoto
This study aims to analyze the forms and meanings of temporal metaphors in the song lyrics of AKB48 studio albums using a descriptive qualitative approach. Lyric excerpts containing temporal metaphorical expressions were analyzed in two stages: (1) identification and classification based on Lakoff and Johnson's metaphor theory encompassing ontological, structural, and orientational metaphors; and (2) meaning analysis based on Mac Cormac's theory which divides metaphorical meaning into communicative, cultural, and cognitive meanings. The results indicate that the structural metaphor type Time is Motion is the most dominant (10 data), followed by ontological (9 data) and orientational metaphors (4 data). In terms of meaning, cognitive meaning in the form of imagery is the most prevalent (10 data), demonstrating that metaphorical expressions are capable of constructing imaginative visualizations of temporal experiences in song lyrics. Keywords: temporal metaphor, song lyrics, AKB48, metaphorical meaning, cognitive linguistics
Analysis of the Use of Keigo and Its Relation to the Concept of Uchi Soto in the Novel Tenshi ni Misuterareta Yoru
要旨 本研究は、桐野夏生の小説『天使に迷われた夜』における敬語（敬語）の形態と機能、および うちそと の概念との関連性を記述することを目的とする。日本語は敬語体系を通じて社会的階 層を反映する独自の構造を有する。本研究は社会言語学的アプローチによる質的記述法を採用 する。データは、主人公・村野ミロの職業的交流における対話を読み取り記録する手法により 収集された。研究結果から、敬語は主に三つの分類（尊敬語、謙譲語、丁寧語）に分類される ことが明らかになった。これらの言語様式の使用は、社会的距離、職業上の関係、形式的な状 況といった変数に大きく影響され、うちそとのダイナミクスにおけるアイデンティティの確立 と倫理の維持を目的としている。本研究の結論として、小説における敬語は、プロフェッショ ナルなイメージ構築とクライアントの信頼獲得を目的としたコミュニケーション戦略として機 能している。 Keywords: 敬語、尊敬語、謙譲語、丁寧語、うちそと、社会言語学、日本小説、日本語学.
PERAN ONOMATOPE VISUAL DALAM PANEL TERHADAP PEMBENTUKAN ATMOSFER PERTARUNGAN LUFFY MELAWAN KAIDO PADA MANGA ONE PIECE
This study aims to clarify the role of visual onomatopoeia in constructing the atmosphere of battle scenes in One Piece, focusing on the fight between Luffy and Kaido from chapters 1000 to 1049. While previous studies on onomatopoeia have primarily emphasized linguistic aspects, this research approaches onomatopoeia as a visual element and highlights its interaction with panel structure. Specifically, the analysis examines the morphological characteristics of visual onomatopoeia, their spatial relationship with panel types, and their contribution to atmosphere construction. This research adopts a descriptive qualitative method based on multimodal semiotics. The data consist of 395 instances of onomatopoeia appearing in battle scenes, which are categorized into giongo (sound-symbolic words), giseigo (voice-imitative words), and gitaigo (mimetic words). These data are further analyzed in relation to panel formats (inter-panel, splash panel, and double-page spread) and narrative functions (establisher, initial, prolongation, peak, and release).The results indicate that sound-symbolic words representing physical impacts are the most frequently used. In addition, large and emphatically styled typography predominantly appears in peak panels, serving to intensify the climax of the battle. Conversely, repetitive onomatopoeia are commonly found in prolongation panels, contributing to the regulation of rhythm and tension within the fight. Overall, the study demonstrates that the atmosphere of battle is constructed through the integration of visualized sound and panel structure.
ANALISIS SEMIOTIKA MAKNA DENOTATIF DAN KONOTATIF MAKANAN DALAM ANIME "NOHARA HIROSHI'S LUNCH STYLE" KARYA YOICHI TSUKAHARA
Anime Jepang sering menampilkan makanan tidak hanya sebagai tampilan visual, tetapi juga sebagai simbol yang mengandung makna budaya. Penelitian ini bertujuan untuk menganalisis makna denotatif dan konotatif makanan dalam anime Nohara Hiroshi’s Lunch Style karya Yoichi Tsukahara, baik dari perspektif masyarakat Jepang maupun masyarakat global. Penelitian ini menggunakan metode kualitatif deskriptif dengan pendekatan semiotika Roland Barthes. Data diperoleh dari 12 episode anime yang menampilkan berbagai jenis makanan Jepang dan internasional. Analisis dilakukan dengan mengidentifikasi makna denotasi dan makna konotasi dari makanan yang ditampilkan. Hasil penelitian menunjukkan bahwa makanan memiliki dua tingkat makna. Secara denotatif, makanan digambarkan secara realistis melalui bahan dan penyajiannya. Secara konotatif, makanan merepresentasikan nilai budaya Jepang seperti kebersamaan, kesederhanaan, dan penghargaan terhadap musim. Bagi masyarakat global, makanan mencerminkan keterbukaan budaya Jepang terhadap budaya luar serta proses glocalization (adaptasi global menjadi lokal). Penelitian ini menyimpulkan bahwa makanan dalam anime tersebut berperan sebagai media penyampaian nilai budaya yang efektif dan menjadi simbol identitas, tradisi, serta perubahan sosial dalam masyarakat Jepang modern. Kata kunci: semiotika, makna makanan, anime Jepang, Roland Barthes, budaya Jepang
The Effectiveness of Yotsubato! Manga in Improving Basic Japanese Language Skills
In Japanese language learning, the use of media that is closely related to Japanese popular culture is a relevant approach to increase the motivation and understanding of beginner learners. One type of media with great potential is manga, which presents everyday language in a contextual and visual manner. This study aims to test the effectiveness of the manga Yotsubato! as a supporting medium for basic Japanese language learning. The method used was a quasi-experiment with a pre-test post-test control group design involving 16 Japanese Language Education students at UNESA. The experimental group used the Minna no Nihongo textbook combined with the manga Yotsubato!, while the control group only used the textbook. Data were collected through tests and questionnaires, then analyzed using the Mann–Whitney test and N-Gain calculation. The results showed no statistically significant difference. However, participants' responses indicated an increase in motivation and comfort in learning. It was concluded that the manga Yotsubato! is practically effective as a supporting medium for basic Japanese language learning through a multimodal approach.