KHUSNUL KHOTIMAH, ARI
Unknown Affiliation

Published : 3 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 3 Documents
Search

ANALISIS PENGGUNAAN AIZUCHI OLEH PENUTUR ASING BAHASA JEPANG DALAM VIDEO YOUTUBE MENGENAI HOMESTAY DI JEPANG EPISODE 1-3 KHUSNUL KHOTIMAH, ARI
GoKen Vol 3, No 1 (2019)
Publisher : GoKen

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Abstrak Berdasarkan pengamatan peneliti, didapatkan bahwa penutur asing bahasa Jepang tidak banyak menggunakan aizuchi dalam percakapan menggunakan bahasa Jepang. Aizuchi merupakan budaya merespon tuturan lawan bicara yang terdapat hanya dalam bahasa Jepang. Rumusan masalah penelitian ini adalah: bagaimana bagaimana bentuk aizuchi, bagaimana penggunaan aizuchi berdasarkan situasi dan bagaimana kesalahan-kesalahan penggunaan aizuchi oleh penutur asing bahasa Jepang. Dan tujuan penelitian ini untuk mengetahui bagaimana bentuk aizuchi, bagaimana penggunaan aizuchi berdasarkan situasi dan bagaimana kesalahan-kesalahan penggunaan aizuchi oleh penutur asing bahasa Jepang. Sumber datanya adalah video Youtube mengenai homestay di Jepang episode 1-3. Sedangkan datanya berupa tuturan penutur asing bahasa Jepang yang mengandung aizuchi. Metode penelitian menggunakan metode analisis deksriptif. Setelah dianalisis ditemukan 50 data. Yaitu bentuk aizuchi yang paling banyak adalah aizuchishi atau kosakata aizuchi berjumlah 16 data dikarenakan bentuk aizuchishi memliki bentuk yang sederhana sehingga mudah diingat dan dipahami. Selanjutnya penggunaan aizuchi berdasarkan situasi menerima informasi baru paling banyak ditemukan yaitu 32 data. Dan ketidaktepatan penggunaan aizuchi paling rawan terjadi adalah ketidaksesuaian dengan situasi yaitu sebanyak 6 data. Kata kunci: Aizuchi, Respon, Penutur asing bahasa Jepang. Abstract Based on researchers observations, it was found that non-native Japanese speakers did not use aizuchi much in conversations in Japanese. Aizuchi is a culture of response for the interlocutors speech that is only appears in Japanese. The issues addressed on this research are: how is the form of aizuchi, how is the use of aizuchi based on the situation and how are the misapplication of aizuchi by non-native Japanese speakers. And the purpose of this study was find out the form of aizuchi, how to use aizuchi based on the situation and how the mistakes of the using of aizuchi by Japanese speakers. The data source used in this research is Youtube videos about homestays in Japan episodes 1-3. While the data are in the form of speeches by non-native speakers of Japanese which contain aizuchi. The research method used is descriptive analysis method. After being analized, 50 data were found. The most used aizuchi was found to be aizuchishi or aizuchi vocabulary. There are 16 data because the aizuchishi form has a simple form that is easy to remember and understand. Furthermore, the most often situation which aizuchi were being used was when receiving new information, as many as 32 data. And the type misapplication of aizuchi mostly occured was the mismatch of the situation, which occurred 6 times. Keyword : Aizuchi, Response, Non-native Japanese Speakers.
The Improvement of Children 5-6 Years Gross Motoric Skill by Challenge Board Game in Mutiara Ibunda Islamic Kindergarten Semarang City Khusnul Khotimah, Ari; Latiana, Lita
BELIA: Early Childhood Education Papers Vol 10 No No 1 (2021): June 2021
Publisher : Jurusan PGPAUD FIP UNNES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/belia.v10iNo 1.38847

Abstract

This study aims to determine whether there is an improvement in gross motoric skills of children aged 5-6 years in Islamic Kindergarten Mutiara Ibunda Semarang through a challenge board game. This type of research uses experiments with one group pretest-posttest design. The population in this study is all kindergarten students in Dabin (fostered area) IV Bulu Lor Sub-District, North Semarang District with limited outdoor area of 230 students, while the sample is done by purposive sampling technique that is group B students of Islamic Kindergarten Mutiara Ibunda as many as 30 students. The data collection method uses questionnaires, documentation, while technical data analysis consists of descriptive analysis, hypothesis testing through paired sample t-test and percentage techniques. Based on statistical calculations using paired sample t-test obtained t count > t table (17,486 > 2,045) and p value < 0.05 (0.000 < 0.05), then H1 is accepted. The calculations result of the percentage of gross motoric skills of children increased by 15.74% between pretest and posttest. The results of the study stated that there was an increase in gross motor skills of children aged 5-6 years after being given treatment through a challenge board game. This research is expected to contribute knowledge in developing children's gross motor skills and for teachers to be able to create more creative games by utilizing indoor areas to optimize the gross motor skills of children aged 5-6 years.
The Improvement of Children 5-6 Years Gross Motoric Skill by Challenge Board Game in Mutiara Ibunda Islamic Kindergarten Semarang City Khusnul Khotimah, Ari; Latiana, Lita
BELIA: Early Childhood Education Papers Vol 10 No No 1 (2021): June 2021
Publisher : Jurusan PGPAUD FIP UNNES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/belia.v10iNo 1.38847

Abstract

This study aims to determine whether there is an improvement in gross motoric skills of children aged 5-6 years in Islamic Kindergarten Mutiara Ibunda Semarang through a challenge board game. This type of research uses experiments with one group pretest-posttest design. The population in this study is all kindergarten students in Dabin (fostered area) IV Bulu Lor Sub-District, North Semarang District with limited outdoor area of 230 students, while the sample is done by purposive sampling technique that is group B students of Islamic Kindergarten Mutiara Ibunda as many as 30 students. The data collection method uses questionnaires, documentation, while technical data analysis consists of descriptive analysis, hypothesis testing through paired sample t-test and percentage techniques. Based on statistical calculations using paired sample t-test obtained t count > t table (17,486 > 2,045) and p value < 0.05 (0.000 < 0.05), then H1 is accepted. The calculations result of the percentage of gross motoric skills of children increased by 15.74% between pretest and posttest. The results of the study stated that there was an increase in gross motor skills of children aged 5-6 years after being given treatment through a challenge board game. This research is expected to contribute knowledge in developing children's gross motor skills and for teachers to be able to create more creative games by utilizing indoor areas to optimize the gross motor skills of children aged 5-6 years.