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LATAR LOKASI FILM ANIME “KIMINONAWA” SEBAGAI DAYA TARIK WISATA DI PREFEKTUR GIFU JEPANG Hayz Hanafia Ahmad; Yohanes Padmo Adi Nugroho; Anda Prasetyo Ery
Phinisi Integration Review Volume 6 Nomor 1 Tahun 2023
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/pir.v6i1.43275

Abstract

This study is entitled Setting of the Location of the Anime Film "Kiminonawa" as a Tourist Attraction in Gifu Prefecture, Japan. The purpose of this study is to find out the real-life setting of the location in the anime film "Kiminonawa" and to find out the reasons for tourists visiting the location of the anime film "Kiminonawa" both in Tokyo, Nagano, and Hida. The data analysis method used by the researcher is a qualitative data analysis method. The data collected is usually obtained through the existence of a book, video, internet, articles, and previous research on the anime film "Kiminonawa". The results of the research found several places in real life that became the setting for the location in the anime film "Kiminonawa". Approximately 15 locations were found which became the backdrop for the story of the anime film, namely: In Nagano. Hida, and Tokyo. All of these locations are frequently visited by tourists who are fans of the anime "Kiminonawa" this is because the main character in the anime is described as a persistent and hardworking person, the storyline is not monotonous, the love story is unique and only through dreams, stories that inspire people young people to make important moments with their partners as if they were characters in a movie, the story background is a real place so that tourists can take pictures following the style of the characters in the anime film "Kiminonawa".Penelitian ini berjudul Latar Lokasi film Anime “Kiminonawa” Sebagai Daya Taruk Wisata Di Prefektur Gifu Jepang. Tujuan penelitian ini adalah untuk mengetahui latar lokasi dalam kehidupan nyata pada film anime “Kiminonawa” dan untuk mengetahui alasan wisatawan mengunjungi latar lokasi film anime “Kiminonawa”  baik yang berada di Tokyo, Nagano, dan Hida.Metode analisis data yang dilakukan oleh peneliti adalah metode analisis data kualitatif. Data yang dikumpulkan biasanya di dapat melalui adanya sebuah buku, video, internet, artikel, serta penelitian terdahulu tentang film anime “Kiminonawa”.Hasil penelitian ditemukan beberapa tempat dalam kehidupan nyata yang menjadi latar lokasi dalam film anime “Kiminonawa”. Ditemukan kurang lebih 15 lokasi yang menjadi latar belakang cerita film anime tersebut yaitu: Di Nagano. Hida, dan Tokyo. Seluruh lokasi tersebut sering dikunjungi oleh wisatawan penggemar anime “Kiminonawa” hal ini karena tokoh utama di dalam anime digambarkan sebagai orang yang gigih dan pekerja keras, alur cerita yang tidak monoton, kisah cinta yang unik dan hanya melalui mimpi-mimpi, cerita yang menginspirasi kawula muda untuk membuat momen-momen penting dengan pasangan seolah mereka adalah tokoh dalam film, latar belakang cerita merupakan tempat yang real sehingga para wisatawan dapat berfoto mengikuti gaya dari pemeran tokoh dalam film anime “Kiminonawa”. 
Orang-Orang Neurosis Obsesif yang Menghayati Hidup di Antara Dua Alam: Dunia Real Sehari-hari dan Dunia Virtual Artifisial Game Yohanes Padmo Adi Nugroho
Retorik: Jurnal Ilmu Humaniora Vol 11, No 1 (2023)
Publisher : Sanata Dharma University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24071/ret.v11i1.6288

Abstract

Games are an ever-interesting cultural phenomenon whose development has been very rapid. Now, there are offline games, online games, arcade games, multiplayer games, etc. Games cater to all ages, and now there are even offline games for toddlers. Meanwhile, there are also more and more genres of online games. Some utilize Virtual Reality, while others even bring virtuality into everyday reality, namely, Augmented Reality. Some of the most popular Augmented Reality games are Ingress, Pokémon Go and Mobbles. Such games, with virtual missions/quests elements in their gameplay, encourage players to go out of the house to adventure in the real world and to meet real people. This study aims to examine the players (subjects) of the Augmented Reality game Mobbles. Mobbles is an Augmented Reality game that was first released in 2012 and was very popular between 2013 and 2016. This is quite a long period of popularity for an online game that was developed DIY by a group of friends from the United States. Of course, as the work of “MSMEs”, in 2016 Mobbles lost its popularity to another game that carried a similar theme but was supported by much greater capital power, namely Pokémon Go. Even so, until 2019, people who are members of Mobbles communities continued to play it, and had even established “friendship communication” with the game’s developers. That is what makes Mobbles particularly interesting. This research uses the theory of subject formation from Lacanian psychoanalysis, especially the concept of the Borromean Knot (RSI). This research examines the activities of a group of players who are members of Mobbles communities, especially from 2014 to 2017. The approach and data search method used is (auto-)ethnography with direct participatory observation. The results obtained from this study are that the gamer subjects are subjects of Obsessive Neurosis. It shall be suggested that from this analysis of Augmented Reality, we can further see and critique the smartphone applications that help us so much that they have become an integral part of our daily lives.
Students’ Perspective of Acceptable Online Learning Platforms for Japanese Language Skills Courses Aji Setyanto; Efrizal Efrizal; Yohanes Padmo Adi Nugroho
AL-ISHLAH: Jurnal Pendidikan Vol 15, No 3 (2023): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v15i3.3097

Abstract

This study aimed to determine which online learning platforms are suitable for Japanese language skills courses. By finding out the platforms, we were able to know which platforms were acceptable and unacceptable, as well as the primary factors and reasons behind them. Qualitative research was conducted to perform the study using open-ended questions and in-depth interviews. Interviews were conducted with first and second-year 132 Japanese language learners at one of the State University in Malang, Indonesia. Qualitative Data Analysis (QDA) software was used for data analysis to discuss, conclude and present in a structured manner. The results showed that the platforms used were acceptable because they were effective and efficient, easy to use, easy to understand the material, and in accordance with the learning character. Meanwhile, some platforms were declared unacceptable because trouble often occurred, less able to accept the material, difficult to interact with, challenging to use, and so on. The online platforms declared acceptable for Japanese language skills courses were Google Classroom, Google Form, Google Meet, Zoom Cloud Meeting, and WhatsApp Group (WAG). Especially for the Kaiwa and Choukai courses, apart from the platforms, Discord was also used. This study can be a reference for Japanese Language Instructure to choose the ideal platform to teach Japanese Language Skills in Online Classes.