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KEEFEKTIFAN PERMAINAN SUGOROKU (ULAR TANGGA) DALAM PEMBELAJARAN KOSAKATA BAHASA JEPANG (Penelitian Kuasi Eksperimen Terhadap Siswa SMK KANSAI Pekanbaru) Indah Risti Fauzi; Sri Wahyu Widiati; Nana Rahayu
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 4, No 1 (2017): Wisuda Februari 2017
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abstract : This study discusses the game sugoroku (snakes and ladders) in learning Japanese vocabulary to vocational students KANSAI Pekanbaru. The purpose of this study was to determine significant differences between the vocabulary of students who use the games sugoroku and who do not use sugoroku games, as well as how the vocabulary before and after implementation of sugoroku game.The object of research is a class XII student of SMK KANSAI Pekanbaru first semester, 2016/2017 academic year consisting of two classes, namely class XII and XII Tekhknik Accounting Information. This study is a quasi-experimental research.A quasi-experimental design used in this study is a pretest-posttest design, committed against two classes, namely class experimental and control classes.Results of the study found that the game sugoroku (snakes and ladders) can improve learning outcomes Japanese vocabulary compared with the results of student learning vocabulary with the conventional method (memorizing). It can be seen from the results of the evaluation and the difference between pretest and posstets experimental class (class treatment) are also increasing, with 82.75 to the average value in the experimental class and 60 in the control class.Keywords : Learning Vocabulary, Games Sugoroku, SMK Students KANSAI Pekanbaru.
ANALISIS WACANA ARTIKEL PADA MAJALAH BERBAHASA JEPANG BERDASARKAN ASPEK KOHESI Adek Warnengsih; Sri Wahyu Widiati; Hana Nimashita
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 4, No 1 (2017): Wisuda Februari 2017
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abstract: This research aimed to determine aspects of discourse cohesion aspect Japanese language magazine articles in both grammatical cohesion and cohesion lexical. This research used qualitative approach and analyzed by Halliday & Hasan theory and Kridalaksana theory. Research object were taken from the Japanese language magazine which is two articles written by readers of the magazine Tanoyaku April 2016 edition of volume 144. Data collection’s method was “simak” method and used “simak bebas libat cakap” technic and taking note technic. The method is not only noted the use of verbal language but also the use of language of writing. The result shows that the data on the grammatical aspects of cohesion that is as much as 18 reference, the substitution can not be found, 7 elipsis, and 11 conjunction. While the aspect of lexical cohesion found 21 repetition, synonym 2, hypernim 1, collocation 1. The reseacrh result indicates that on grammatical cohesion is found most frequently used reference that sereves to anchance the reader’s understanding of the word referred. On the lexical cohesion the repetition is often used to emphasize information to readers of magazine. Keywords: Discourse analysis, grammatical cohesion, lexical cohesion 
KEEFEKTIFAN PERMAINAN SUGOROKU (ULAR TANGGA) DALAM PEMBELAJARAN KOSAKATA BAHASA JEPANG (Penelitian Kuasi Eksperimen Terhadap Siswa SMK KANSAI Pekanbaru) Indah Risti Fauzi; Sri Wahyu Widiati; Nana Rahayu
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 4, No 1 (2017): Wisuda Februari 2017
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abstract

Abstract : This study discusses the game sugoroku (snakes and ladders) in learning Japanese vocabulary to vocational students KANSAI Pekanbaru. The purpose of this study was to determine significant differences between the vocabulary of students who use the games sugoroku and who do not use sugoroku games, as well as how the vocabulary before and after implementation of sugoroku game.The object of research is a class XII student of SMK KANSAI Pekanbaru first semester, 2016/2017 academic year consisting of two classes, namely class XII and XII Tekhknik Accounting Information. This study is a quasi-experimental research.A quasi-experimental design used in this study is a pretest-posttest design, committed against two classes, namely class experimental and control classes.Results of the study found that the game sugoroku (snakes and ladders) can improve learning outcomes Japanese vocabulary compared with the results of student learning vocabulary with the conventional method (memorizing). It can be seen from the results of the evaluation and the difference between pretest and posstets experimental class (class treatment) are also increasing, with 82.75 to the average value in the experimental class and 60 in the control class.Keywords : Learning Vocabulary, Games Sugoroku, SMK Students KANSAI Pekanbaru.
KEEFEKTIFAN TEKNIK PERMAINAN THEMATIC DOMINOES DALAM PEMBELAJARAN KOSAKATA BAHASA JEPANG (Eksperimen Terhadap Siswa Kelas XI SMA Negeri 9 Pekanbaru) Suci Senessia; Sri Wahyu Widiati; Arza Aibonotika
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 4, No 2 (2017): Wisuda Oktober 2017
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abstract: The purpose of the research to know the level of mastery of Japanese vocabulary of students before and after aplied thematic dominoes game techniques. This research used quasi experimental research with pretest posttest control group design. The object of this research is 20 students of experimental class and 20 students of control class. Data collection was performed by giving test. The given test was 25 items. The writer applies two tests, they are pretest and posttest. Pretest is given before the students are taught by implementing thematic dominoes game techniques, and posttest is given after the students are taught with implementing thematic dominoes game techniques. On average pretest results obtained by the experimental class students was 45,4 and at posttest increased by 37 into 82,4. While, On average pretest results obtained by the control class students was 44,3 and at posttest increased by 15,3 into 59,6. So there is a significant impact with application of thematic dominoes game techniques on the learning Japanese vocabulary of elevanth grade students at SMA N 9 Pekanbaru. Thus, it can be concluded that thematic dominoes game techniques was effective in the on the learning Japanese vocabulary.Keywords: Thematic Dominoes, Japanese Vocabulary
PENGARUH STRATEGI PQ4R DALAM PEMBELAJARAN MEMBACA PEMAHAMAN TEKS BAHASA JEPANG PADA LEVEL CHUUKYUU Meiggi Mawarni; Sri Wahyu Widiati; Nana Rahayu
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 4, No 1 (2017): Wisuda Februari 2017
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abstract: The purpose of this research is to find out the influence of students’s ability in reading comprehension japanese text (dokkai) after using PQ4R strategy. This research is a weak-experiment type one group pretest post test design. The object of this research is 12 third-level students as the responsents. Data collection was performed by giving test. The given test was (pretest and post test). The given test was 10 essai to find out the students’s ability in reading comprehension (pretest and post test). This research is processed by paired sampling t-test using software of SPSS Version 19 to get the value of the significant. Based on the data analysis, the value of the post test is lower than 0,05 (0,000<0,05), It means that Ha is accepted and Ho is rejected, so there is a significant impact with the application on PQ4R strategy on the learning of Japanese reading comprehension (dokkai) by the third level students of Japanese Education Department Faculty of Teacher’s Training and Education Riau University. Thus, it can be concluded that strategy PQ4R was effective in reading comprehension japanese text (dokkai).Key Words: Dokkai, Strategy, PQ4R
Analisis Kemampuan Membaca Cepat Pada Mahasiswa Tingkat II Program Studi Pendidikan Bahasa Jepang Universitas Riau Tahun Ajaran 2014/2015 Indra Irawan; Sri Wahyu Widiati; Merri Silvia Basri
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 3, No 1 (2016): Wisuda Februari 2016
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abtract: Speed reading is a blend of speed reading with understanding thecontent of reading. This study aims to determine the level of reading speed, readingcomprehension, effective speed reading, and speed reading constraints in Japanese.This study used quantitative research methods. Reading speed is calculated based wpm(words per minute). texts are used to measure the student reading speed were about theJapanese language proficiency test (nihongo ryoku shiken) N4 (level 4). Samples of thisstudy were the students of level 2 of Japanese Study Program,FKIP University of Riauacademic year 2014/2015 academic year consisted of 29 people. The results of the studyare the average of speed of reading students in the amount at 155 wpm (words perminute), which means speed reading of students categorized slow readersas,understanding of reading students gained an average value at 55.86, which means theability of understanding of students categorized as sufficient and effective studentsspeed reading amounted to 106 wpm (words per minute), which means that the readerhas not been effective. It was caused by several factors, including the ability of readingis still stammering, reading strategies only read text, there were kanji and katakana onreading, and did not understand the meaning of the word in texts.Keywords: reading, speed, comprehension, effective, dokkai, N4
INTERJEKSI DALAM ANIME ReLIFE Mirha Yulinda; Hana Nimashita; Sri Wahyu Widiati
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 4, No 2 (2017): Wisuda Oktober 2017
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abstract: This study examines the interjection in the ReLIFE anime. Words or expressions which are inserted into a sentence to convey suprise, strong emotion or to gain attention is called interjection. The purpose of this research is to describe the function and context of using interjection in the ReLIFE anime. This thesis examines function of interjection and the use of interjection based on Iwabuchi Tadasu’s theory and speech components by Hymes. The data of this research consist of 16 conversations which were taken from ReLIFE’s anime. They were analyzed with qualitative descriptive method to describing the data. The result are (1) found 16 interjection were used to express happiness, suprise, confusion, disbelief and upset, to call, to ask attention, to starting a conversation, to express approval, disapproval, rejection and denial (2) Interjections are used in informal situation and used by the speaker who have close relationship with the listener .Keywords: interjection, function, speech components, pragmatics.
ANALISIS MAKNA MAJAS METONIMIA PADA DRAMA JEPANG 35 SAI NO KOUKOUSEI Annisaturahmi Annisaturahmi; Sri Wahyu Widiati; Arza Aibonotika
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 5, No 1 (2018): WISUDA APRIL 2018
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abstarct: This study is about metonymy in the drama 35 Sai No Koukousei. The purpose of this study was to explain the use of metonymy type in the drama 35 Sai no Koukousei. This study uses an example based method. The results show that metonymy in dorama 35 Sai No Koukousei has many variations in relationship of proximity of time and space, and form of metonymy.Keywords : metonymy, example based method, time and space proximity
KEEFEKTIFAN METODE COOPERATIVE LEARNING TIPE JIGSAW PADA PEMBELAJARAN SAKUBUN IV (Penelitian Eksperimen Terhadap Mahasiswa Semester V Tahun Ajaran 2016/2017 Pendidikan Bahasa Jepang FKIP UR) Dian Pranesti; Sri Wahyu Widiati; Nana Rahayu
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 4, No 1 (2017): Wisuda Februari 2017
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abstract: The purpose of this research is to find out the difference of student’s ability in writing Japanese essays (sakubun) after implementing cooperative learning type Jigsaw. The research is conducted using weak experimental type one group pre test post test design. The object of this research is 20 semester five students as the respondents. The sample is taken by using simple random sampling technique. Data collection was performed by giving test. The given test was writing Japanese essays (sakubun) with the topic “music”. The writer applies two tests, they are pre test and post test. Pre test is given before the students are taught by implementing Methods Jigsaw, and post test is given after the students are taught with Methods Jigsaw. This research is processed using statistical tests (T-test) to know whether Ha  is accepted or not. Based on the data analysis, the average value of the pre-test was 66,5 while the average value post-test was 79,95. This means the result of increased student essay.s Besides that, most students agree that this method is effectively helping to write Japanese essays (sakubun) easily. The result of this research is that there is a significant impact of using Method Jigsaw in learning of Japanese essays (sakubun) on the semester five students of Japanese Education Department Education Riau University. Keywords: Sakubun, Method Jigsaw, Writing Skill
PENERJEMAHAN KALIMAT IMPERATIF DALAM KOMIK ONE PIECE Serli Ayuma; Hana Nimashita; Sri Wahyu Widiati
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 4, No 1 (2017): Wisuda Februari 2017
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abstract: The research discussed about the translation of imperative sentences in Japanese language into Bahasa which used in One Piece comic. The aim of this research is to know the imperative sign in the story of One Piece in Japanese language and Bahasa and how it is used in the translation according to Newmark. The object of this research is One Piece comic in Japanese language and Bahasa. This research is a qualitative research which used descriptive method. As the result of this research, it is found that there are eight of imperative signs in Japanese language and five in Bahasa. This research didnot find the different meaning of imperative sentences in Japanese language is receiced well in Bahasa. Beside that, this research used four procedures; transition, modulation, calque and equivalence. The translation procedure which mostly used is calque. It is because the message of the source language will be reveived well in the target language.Key Word : Translation, Imperative Sentences, Comic, One Piece