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PENGGUNAAN STRATEGI METAKOGNITIF MAHASISWA PROGRAM STUDI PENDIDIKAN BAHASA JEPANG FKIP UNIVERSITAS RIAU Novia Pratiwi; Nana Rahayu; Dini Budiani
Jurnal Pendidikan Bahasa Jepang Undiksha Vol. 7 No. 3 (2021)
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpbj.v7i3.40222

Abstract

Strategi metakognitif merupakan salah satu strategi belajar bahasa yang digunakan  oleh pembelajar bahasa asing yang berhubungan dengan fokus pada pembelajaran, perencanaan dan evaluasi. Tujuan penelitian ini untuk mengetahui bagaimana penggunaan strategi metakognitif mahasiswa program studi pendidikan bahasa Jepang FKIP Universitas Riau. Metode pada penelitian ini adalah deskriptif kuantitatif. Instrumen dalam penelitian menggunakan angket tertutup dengan skala Likert. Teknik analisis data menggunakan analisis statistik deskriptif. Hasil data deskriptif kuantitatif  menunjukkan bahwa semua indikator strategi metakognitif termasuk kategori tinggi. Pada indikator fokus pembelajaran didapatkan hasil dengan nilai rata-rata (3.51); indikator perencanaan (3.51) dan pada indikator evaluasi (3.57). Berdasarkan hasil penelitian, penggunaan strategi metakognitif mahasiswa pendidikan bahasa Jepang berada dalam kategori tinggi untuk semua indikator strategi metakognitif, yaitu fokus pada pembelajaran, perencanaan dan evaluasi. Hal ini menunjukkan bahwa penggunaan strategi metakognitif digunakan secara merata oleh mahasiswa pendidikan bahasa Jepang FKIP Universitas Riau. 
PENERAPAN PROJECT WORK PADA MATA KULIAH KAIWA MAHASISWA BAHASA JEPANG FKIP UNRI Dini Budiani; Merri Silvia Basri
Jurnal Pendidikan Vol 9, No 1 (2018)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (461.986 KB) | DOI: 10.31258/jp.9.1.31-42

Abstract

This study aims to improve communication skills, in learning conversation(kaiwa) in Japanese language student of teacher training and education faculty Riau University.Many conversation exercises are only focused on practising sentence pattern and memorizing ofconversation examples contained in the textbook. Thus learning pattern causes learners not to beable to express what they want to convey in the real scope of communication in Japaneselanguage. This study tries to overcome the problem by implementing project work inconversation lectures. The purpose of this study is to see the involvement of learners in thelectures using project work and find out their opinions about the method. The data of this studywere 44 students of Japanese Language Education Study Program of Teacher Training andEducation Faculty Riau University. From the result of the study, it was seen that during theproject work implementation the learners were actively involved in learning even though theyexperience language barrier when communicating. From the result of the questionnaire thatasked about learners’ opinion, it was found that almost all learners had a positive impression ofthe project work on the Kaiwa 4 subject.
PENGARUH PENGGUNAAN APLIKASI HIRAGANA MEMORY HINT DALAM MENINGKATKAN KEMAMPUAN HURUF HIRAGANA SISWA SMAN 9 PEKANBARU Silvia Hildebertha Panjaitan; Merri Silvia Basri; Dini Budiani
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol 6, No 1 (2023)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/omg.v6i1.564

Abstract

This research is about the effect of Hiragana Memory Hint application in improving the Hiragana letters ability of the student of SMAN 9 Pekanbaru. This research is focused on one of the Japanese characters, namely Hiragana letters. The reason the researcher chose this letter was because the shape of the Hiragana letter was very different from the alphabet, making it difficult for students to memorize Hiragana letters. Therefore, an interesting, effective, efficient and fun media was tested, namely the Hiragana Memory Hint application. This application is based on Android so that students can use it on their respective cellphones and can be used anytime and anywhere as a medium for learning Hiragana letters. In this application there are various features such as animated images, sounds, and illustrations that are easy to understand, there is also a quiz feature to test how far the students' ability to recognize Hiragana letters. The purpose of this study was to determine the ability of Hiragana letters before and after using the Hiragana Memory Hint application for student at SMAN 9 Pekanbaru. This type of research is quantitative research using quasi-experimental method. Respondents in this study were students of class X SMAN 9 Pekanbaru and the research sample taken amounted to 40 people. Based on the results of the research that has been carried out, it is concluded of Hiragana Memory Hint application has an influence in increasing the ability of Hiragana letters for students at SMAN 9 Pekanbaru with an average value of 90,1.
The Effectiveness of the Kahoot app! on the Game Based Learning Method for Mastering the Vocabulary of SMAN 9 Pekanbaru Students Yashinta Qhorayma Putri Akbar; Merri Silvia Basri; Dini Budiani
JETISH: Journal of Education Technology Information Social Sciences and Health Vol 2, No 2 (2023): September 2023
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/jetish.v2i2.631

Abstract

This study aims to determine the effectiveness of Kahoot! about vocabulary mastery of class X SMAN 9 Pekanbaru. This research is an experimental research with a quasi-experimental type, where the data collection instruments used are pretest and posttest control groups. There are 2 classes with 35 students in each class. The samples in this study were class X IPA 2 as an experimental class and X IPS 2 as a control class. Based on the results of the Independent Sample T Test, then Sig. (2-tailed) of 0.000 which shows that the result is smaller than 0.05 so it can be concluded that Ha is accepted and Ho is rejected, which means that the use of Kahoot! effective in mastering vocabulary class X SMAN 9 Pekanbaru.
PERSEPSI DOSEN MENGENAI DAMPAK PEMBELAJARAN DARING SELAMA PANDEMI TERHADAP KEMAMPUAN BERBICARA BAHASA JEPANG PADA MAHASISWA Nabela Silviani Oktavira; Merri Silvia Basri; Dini Budiani
Jurnal Review Pendidikan dan Pengajaran (JRPP) Vol. 6 No. 4 (2023): Volume 6 No 4 Tahun 2023
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v6i4.20664

Abstract

This study examines the perception of professors of the impact of online learning on Japanese speaking ability. This study is a qualitative study of descriptive data taken using google forms from professors who have been able to teach Japanese language online or offline. The lecturer is from several universities located in Java and Sumatra. The reason for being a lecturer as a source is to know the abilities of online and offline students and the reflection of potion learning to speak Japanese online. Results show the faculty's perception of online students' speaking ability on aspects of vocabulary mastery, correct accent, and long or short vowel mention in vocabulary has a poor effect on online students. In terms of conversational intensity, speaking speed, and the influence of regional languages on Japanese pronunciation have a good effect on online students than offline students. Lecturer's reflection results lead students to provide supportive tools, provide more creative materials, use methods that attract attention, apply rules when learning online, include students in assessment, provide feedback and compliments on every learning. This study is expected to analyze the advantages and disadvantages of online learning as a reflection of subsequent learning. This study is expected to be an improvement in Japanese language learning in the future.
Penggunaan Media PPT Interaktif Untuk Meningkatkan Motivasi Belajar Siswa Pada Mata Pelajaran Bahasa Jepang di SMA Negeri 1 Pangean Wirma Lestari; Dini Budiani; Nana Rahayu
Journal on Education Vol 7 No 1 (2024): Journal on Education: Volume 7 Nomor 1 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i1.6539

Abstract

This study aims to examine whether the use of interactive PowerPoint can improve the motivation to learn Japanese at SMA Negeri 1 Pangean. The research employs an experimental method with a control class and an experimental class, using questionnaires as the data collection technique. The questionnaires were administered before and after the treatment. Data analysis in this study includes the validity and reliability of the questionnaires, normality test, t-test, and hypothesis testing using MS Excel 21. Based on the results of the questionnaires distributed to both the experimental and control classes, there were changes in motivation between the two classes. A significant change was observed in the experimental class that used interactive PowerPoint in their Japanese language learning.
Jenis Ateji pada Manga Katekyo Hitman Reborn! Karya Amano Akira Muhammad Ridwan; Nana Rahayu; Dini Budiani
Journal on Education Vol 7 No 1 (2024): Journal on Education: Volume 7 Nomor 1 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i1.6762

Abstract

This study aims to identify the types of ateji found in the manga Katekyo Hitman Reborn!. This research employs a qualitative descriptive method with note-taking as the data collection technique and content analysis as the data analysis technique to obtain results in the form of written descriptive explanations. Data were taken from chapters 347 to 409 of the manga, with a total of 401 ateji identified. After eliminating repeated ateji, there were 100 different ateji. The types of ateji found include foreign language ateji, colloquial speech ateji, English abbreviations, pronouns, substitute terms, and special terms within the work. These findings demonstrate the diversity of ateji usage in the manga "Katekyo Hitman Reborn!" and provide insights into how these linguistic elements are used to enrich the text and aid in characterization and narrative.
Efektivitas Penggunaan Aplikasi Kahoot! Sebagai Strategi Dalam Meningkatkan Kosakata Bahasa Jepang Siswa Kelas XI SMA Negeri 1 Dayun Uswatun Hasanah; Merri Silvia Basri; Dini Budiani
J-CEKI : Jurnal Cendekia Ilmiah Vol. 4 No. 2: Februari 2025
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v4i2.7328

Abstract

Penelitian ini dilatarbelakangi oleh pentingnya penguasaan kosakata sebagai pondasi utama yang mendukung kemampuan berbicara, menulis, serta memahami makna dalam komunikasi sehari-hari. Penelitian ini bertujuan untuk mengkaji efektivitas penggunaan aplikasi Kahoot sebagai strategi  dalam meningkatkan kosakata bahasa Jepang siswa kelas XI SMA Negeri 1 Dayun. Metode penelitian yang digunakan adalah kualitatif dengan pendekatan eksperimen dengan desain pretest-posttest one group. Subjek penelitian adalah siswa kelas XI SMA Negeri 1 Dayun. Data dikumpulkan melalui tes (pretest dan posttest) dan dianalisis menggunakan rumus statistic dengan menggunakan IBM SPSS Statistics 26. Hasil penelitian menunjukkan bahwa penggunaan aplikasi Kahoot secara signifikan meningkatkan penguasaan kosakata bahasa Jepang siswa kelas XI SMA Negeri 1 Dayun. Selain itu, pembelajaran berbasis Kahoot juga meningkatkan motivasi belajar siswa, terlihat dari respon positif yang diberikan siswa selama proses pembelajaran berlangsung. Fitur-fitur visual dan interaktif dari Kahoot! dapat memperkuat memori siswa dengan mengaktifkan berbagai jalur kognitif, seperti asosiasi visual dan penguatan melalui feedback langsung. Penelitian ini menyimpulkan bahwa aplikasi Kahoot efektif sebagai strategi dalam meningkatkan kosakata bahasa Jepang siswa kelas XI SMA Negeri 1 Dayun. Implikasinya, guru dapat mempertimbangkan aplikasi Kahoot! Sebagai media interaktif untuk meningkatkan hasil belajar siswa dalam pembelajaran bahasa Jepang seperti pembelajaran  kosakata.