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TINGKAT KECEMASAN MEMBACA BAHASA JEPANG PADA MAHASISWA PROGRAM STUDI PENDIDIKAN BAHASA JEPANG Azizah Safira; Basri, Merri Silvia; Yohani, Adisthi Martha
Jurnal Pendidikan Bahasa Jepang Undiksha Vol. 9 No. 1 (2023): Bahasa Jepang dan Pengajaran
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpbj.v9i1.53877

Abstract

Reading anxiety is an emotional and physical symptom that appears when reading. Foreign language reading anxiety has a negative effect on cognitive processes and behavior because in language classes between physical, cognitive, and behavioral anxiety are symptoms that influence each other. This study uses a quantitative descriptive method. The purpose of this study was to determine the level of reading anxiety of students of the Japanese language education study program at Riau University. Respondents in this study were 35 students of the class of 2021 Japanese Language Education Study Program at Riau University. Researchers used data collection techniques in the form of a questionnaire using the FLRAS instrument (Saito, 1999). The results showed that as many as 7 students or 20% had low reading anxiety levels, 22 students or 63% had medium levels of anxiety, and 6 students or 17% had high anxiety levels.
ANALISIS PENGUASAAN KOSAKATA BAHASA JEPANG SISWA KELAS 11 YANG MENGAMBIL PEMINATAN BAHASA JEPANG SMA N 1 TILATANG KAMANG Mariska, Refi; Basri, Merri Silvia; Yohani, Adisthi Martha
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 11, No 2 (2024): EDISI 2 JULI-DESEMBER 2024
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abstract

Abstract: The background of this research is because there are difficulties inlearning Japanese. This study aims to analyze the difficulties in mastering Japanesevocabulary of 11th grade students who take Japanese language interests at SMA N 1Tilatang Kamang. This study uses a quantitative method with a vocabulary testinstrument. The results of the study showed that the average test results of students were below the KKM, where 70.42% of students had incomplete scores with 13 students in the sufficient range and 7 students in the less than perfect range. And 8 students whohad scores above the KKM with good scores. Factors that influence student learningoutcomes are reviewed in terms of the use of media and methods to raise students'interest and enthusiasm for learning. Therefore, the researcher suggests furtherresearch to overcome this problem.Key Words: Learning Outcomes, Japanese Vacubulary, Japanese Language
PERSEPSI SISWA SMAN 9 PEKANBARU TERHADAP PENGGUNAAN MEDIA FLASHCARD DIGITAL DAN FLASHCARD KERTAS DALAM PENGUASAAN KOSAKATA BAHASA JEPANG Arif, Mario Fauzan; Basri, Merri Silvia; Yohani, Adisthi Martha
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 11, No 2 (2024): EDISI 2 JULI-DESEMBER 2024
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abstract

Abstract: This study analyzes students' perceptions of the use of digital flashcardmedia and paper flashcard in mastering Japanese vocabulary. The purpose of this study was to find out whether there are differences in students' perceptions at SMAN 9 Pekanbaru towards the use of digital flashcard media and paper flashcard in mastering Japanese vocabulary. This study uses a quantitative descriptive analysis method with 27 respondents of class XI IPA 4 SMAN 9 Pekanbaru. Data were obtained through a Likert-based closed questionnaire and analyzed using descriptive statistics. The results of the study showed that overall students' perceptions of digital flashcard were in the positive category while students' perceptions of paper flashcard were in the moderate category. This study concludes that students' perceptions state that the use of digital flashcard media and paper flashcard in helping to master Japanese vocabulary is a fairly good choice and has a good impact on helping students' mastery of Japanese vocabulary, although both digital flashcard media and paper flashcard media have their own advantages and disadvantages.Keywords: Perception, Vocabulary, Japanese, Flashcard, SMAN 9 Pekanbaru
KEMAMPUAN AWAL KOSAKATA BAHASA JEPANG PADA SISWA KELAS XII BAHASA Agustina, Claudia; Rahayu, Nana; Yohani, Adisthi Martha
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 11, No 2 (2024): EDISI 2 JULI-DESEMBER 2024
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abstract

Abstract: This research was motivated by students who had difficultyremembering Japanese vocabulary. Therefore, this research was conducted with theaim of finding out the initial vocabulary abilities of class XII Bahasa students. Thisresearch uses descriptive research with a quantitative approach. The population in thisstudy was SMAN 1 Dayun with the selected sample being class XII Bahasa. Thisresearch was conducted from in August. This research only explains how the initialJapanese language vocabulary skills of class XII are. The results of the research arethat based on the results of the tests carried out by students, the average pre-test scorewas 47.85 in the very poor category. Of the total students, there were 2 people who gota score in the good category, 2 people in the fair category, 1 person in the poorcategory and 25 people got a score in the very poor category. If you look at the overallstudent scores, the most scores in the very poor category were obtained by 25 students,this proves that the average vocabulary ability of class XII Bahasa students is stillvery low.Key Words: Japanese Vocabulary, Initial Skills
PEMBUATAN KOMIK KATA TUNJUK KORE (これ)、SORE (それ)、DAN ARE (あれ) UNTUK PEMBELAJARAN BAHASA JEPANG Mardhiyah, Umayatun; Basri, Merri Silvia; Yohani, Adisthi Martha
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 11, No 2 (2024): EDISI 2 JULI-DESEMBER 2024
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abstract

Abstract: This research aims to create a comic containing an explanation of thedemonstrative words kore, sore and are. The material for the demonstrative words kore,sore, are is one of the materials that must understand the concept of its use. Therefore, acomic was created that explains the material of the demonstrative words kore, sore, areby providing many examples of their use in everyday life. Comics are a visualcommunication medium that uses images arranged in a storyline to convey informationin an interesting and easy to understand way. This research method is the MultimediaDevelopment Life Cycle (MDLC) method which has 6 stages, namely conceptualizing,designing, collecting materials, manufacturing, testing and distribution. However, thisresearch is limited to the manufacturing stage. In this research, the stages of makingcomics are explained from start to finish. This research contributes to helping Japaneselanguage learners understand the grammar of the demonstrative words kore, sore, andare.Key Words: Learning media, Comics, The demonstrative words kore, sore, and are.
KEMAMPUAN KOSAKATA BAHASA JEPANG SISWA KELAS XII SMA NEGERI 4 PEKANBARU Syariqoh, Fitria Nahdah; Widiati, Sri Wahyu; Yohani, Adisthi Martha
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 11, No 2 (2024): EDISI 2 JULI-DESEMBER 2024
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abstract

Abstract: This study aims to determine the Japanese vocabulary skills of studentsin class XII of SMA Negeri 4 Pekanbaru. The data was obtained through a test conductedin one of the classes, namely class XII Humaniora 1. The test results showed that theaverage student score was in the low category, with an average score of 48. This findingindicates that students face difficulties in understanding and mastering basic Japanesevocabulary. These low scores indicate the existence of barriers in Japanese languagelearning which may stem from ineffective teaching methods, lack of student motivation,and limited learning resources. This study provides a preliminary picture of students'vocabulary ability as an evaluation material for further learning.Key Words: Japanese Vocabulary, Initial Ability, Vocabulary Test, Language Learning
EFEKTIVITAS LUDO WORD GAME (LWG) DALAM MENINGKATKAN PENGUASAAN KOSAKATA BAHASA JEPANG PADA SISWA KELAS XI SMK KANSAI PEKANBARU Ramadinni, Nurul Hayati; Basri, Merri Silvia; Yohani, Adisthi Martha
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 11, No 2 (2024): EDISI 2 JULI-DESEMBER 2024
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abstract

Abstract: This study aims to determine the effectiveness of Ludo Word Game(LWG) in improving Japanese vocabulary mastery in class XI students of SMK KansaiPekanbaru. Based on the results of the researcher's observations during the Japaneselanguage learning process, it shows that students tend to have poor concentration inlearning, and low vocabulary mastery, which results in low student completion rates.The type of research used in this study is quantitative in the form of True Experimentalwith the research design used is Pretest-Posttest Control Group Design. Data collectionwas carried out by distributing Pre-test Post-test, providing treatment, and conductingdata analysis. The sample in this study amounted to 54 respondents and was determinedbased on the Simple Random Sampling technique. Based on the results of the study, itshows that there is an increase in Japanese vocabulary mastery using Ludo Word Game(LWG) compared to students who were not given treatment with Ludo Word Game. Inaddition, students in the experimental class looked more enthusiastic and active inlearning Japanese. While in the control class that uses conventional learning methods,students looked less enthusiastic during Japanese language learning.Keywords: Effectiveness: Ludo Word Game: Vocabulary Master
Persepsi Masyarakat Desa Jake Kelurahan Simpang Tiga Kuantan Singingi Terhadap Penggunaan Kain Pembungkus Furoshiki Sebagai Budaya Baru Melalui Pelatihan PkM Nasution, Yenny Aristia; Widiati, Sri Wahyu; Nimashita, Hana; Yohani, Adisthi Martha; Rahayuningtyas, Putri
Unri Conference Series: Community Engagement Vol 6 (2024): Seminar Nasional Pemberdayaan Masyarakat
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/unricsce.6.826-831

Abstract

The activity of introducing furoshiki culture to the community is one of the efforts to preserve the environment. Furoshiki with high aesthetic value is expected to attract the attention of the community to use it as a substitute for plastic packaging. Through the Community Service (PkM) activity organized by the Japanese Language Education Study Program, FKIP, Riau University, an introduction to the history and culture of furoshiki, the practice of using furoshiki, and distributing questionnaires was carried out to determine the community's perception of the potential for accepting furoshiki as a new culture and habit in the local community. The target community was 50 members of the PKK of Jake Village, Simpang Tiga Village, Kuantan Tengah District, Kuantan Singingi Regency, Riau Province. From the results of the questionnaire, 100% of participants agreed to practice the use of furoshiki, 98% of participants agreed to accept furoshiki as a new culture, 100% of participants agreed with the efforts and means of spreading furoshiki and 90% of participants were interested in furoshiki. Based on these results, it can be said that the community can accept furoshiki culture well to become part of everyday life. However, in order to achieve optimal sustainability, efforts are needed to introduce furoshiki culture more widely in society and to consistently get used to using furoshiki.
Efektivitas Penggunaan Kahoot Terhadap Penguasaan Kosakata Siswa Kelas X SMK Kansai Pekanbaru : The Effectiveness of Using Kahoot on The Vocabulary Mastery of Grade X Students at SMK Kansai Pekanbaru Pardede, Lidia; Rahayu, Nana; Yohani, Adisthi Martha
Jurnal Pendidikan Bahasa Jepang Undiksha Vol. 11 No. 2 (2025): Japanese Language and Media
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpbj.v11i2.82781

Abstract

21st century learning requires students to have critical, creative, communicative, and collaborative thinking skills. In the process of learning Japanese at SMK Kansai Pekanbaru, problems were found in students' low vocabulary mastery due to conventional learning methods and lack of use of interactive media. This study aims to determine the effectiveness of using Kahoot media in improving vocabulary in SMK Kansai Pekanbaru students. This study is a quantitative study using the true-experimental method and the Pretest-Posttest Control Group Design. The population of this study were grade X students of SMK Kansai Pekanbaru. The research sample consisted of 38 students who were divided into experimental classes and control classes through random sampling techniques. The research instruments were pre-test & post-test and Kahoot media. The results showed that there was a significant increase in the experimental class with an average score of 60 to 87 after being given the treatment of using Kahoot media. While the control class only experienced a slight increase from 63.78 to 67.33. These findings indicate that the use of Kahoot media is effective in improving students' mastery of Japanese vocabulary and encouraging students' motivation and activeness during the learning process. Therefore, Kahoot media is recommended as an interactive alternative media in foreign language learning in schools.
Keefektifan Penggunaan Media Pembelajaran Quizlet untuk Meningkatkan Kemampuan Kana pada Siswa Kelas XI SMAN 4 Pekanbaru Nazara, Rijanitanti; Basri, Merri Silvia; Yohani, Adisthi Martha
Indonesian Research Journal on Education Vol. 5 No. 5 (2025): Irje 2025
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v5i5.3292

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kemampuan peserta didik kelas XI SMAN 4 Pekanbaru dalam menguasai huruf kana, ditandai dengan kesulitan membaca, mengingat, membedakan huruf, serta kesalahan penulisan. Tujuan penelitian ini adalah untuk mengetahui keefektifan penggunaan media pembelajaran Quizlet dalam meningkatkan penguasaan huruf kana. Penelitian ini menggunakan pendekatan deskriptif kuantitatif dengan jenis kuasi eksperimen, model pretest-posttest dengan kelompok kontrol. Sampel terdiri dari kelas XI Humaniora 1 dan 2 menggunakan teknik total sampling. Hasil pretest menunjukkan rata-rata nilai kelas eksperimen sebesar 45,34 dan kelas kontrol 39,69. Setelah perlakuan, nilai rata-rata posttest kelas eksperimen meningkat menjadi 75,52, sedangkan kelas kontrol mencapai 58,34. Uji Mann-Whitney U menunjukkan nilai signifikansi 0,000 (p < 0,05), yang mengindikasikan perbedaan signifikan antara kedua kelompok. Perhitungan N-Gain menunjukkan peningkatan sebesar 54% pada kelas eksperimen (kategori Kurang Efektif) dan 27% pada kelas kontrol (kategori Tidak Efektif). Dengan demikian, penggunaan media Quizlet terbukti lebih efektif dibandingkan metode konvensional dalam meningkatkan kemampuan kana peserta didik. Penelitian selanjutnya disarankan mengeksplorasi fitur-fitur terbaru Quizlet, seperti Blast dan Blok, serta menguji efektivitasnya dalam berbagai konteks dan jenjang pembelajaran lainnya.