Articles
Efektivitas Pemakaian Aplikasi Katakana Memory Hint Dalam Mata Kuliah Shokyuu Moji Goi Zenhan
Rita Arni
KIRYOKU Vol 5, No 1 (2021): Jurnal Kiryoku
Publisher : Diponegoro University
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DOI: 10.14710/kiryoku.v5i1.46-53
This research is about the effectiveness of an Android application called the Katakana Memory Hint in learning Japanese letters during the Shokyuu Moji Goi Zenhan course. The course is taken by first-year students of the Japanese Language Education Study Program of Universitas Negeri Padang. This research focuses on one of the Japanese characters, the Katakana letters, because they are difficult to understand. For basic level learners, of course, they need media to help make it easier to learn the Katakana letters. Due to the rapid development of today's smartphone technology, Android applications have become a medium to help the learning process especially Japanese. This research is done to find out the advantages of an Android application called the Katakana Memory Hint designed by the Japan Foundation. This research applied the experimental method. The respondents were first-year students of the Japanese Language Education Study Program of Universitas Negeri Padang with the number of research sample of 30 people. The research findings show that the application is, as a matter of fact, effective in helping students to read and write the Katakana letters.
Persepsi siswa terhadap Penerapan Model Pembelalajaran Flipped Classroom berbasis video pada Pembelajaran Moji Goi
Prisyanti Suciaty;
Rita Arni;
Maulluddul Haq
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol 5, No 2 (2022)
Publisher : Universitas Negeri Padang
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DOI: 10.24036/omg.v5i2.587
Penelitian ini membahas tentang persepsi siswa terhadap penerapan model pembelajaran Flipped Classroom berbasis video pada pembelajaran moji goi atau pembelajaran huruf dan kosakata. Siswa yang menjadi responden penelitian adalah siswa semester satu dan tiga Program Studi Pendidikan Bahasa Jepang Universitas Negeri Padang. Kegiatan di kelas lebih terfokus kepada siswa daripada hanya menyimak penjelasan materi. Karena siswa sudah memahami konsep materi sebelum mengikut pembelajaran. Model ini efektif diterapkan dalam pembelajaran moji goi yang banyak aktiftas driil secara mandiri. Instrument yang digunakan yaitu berupa angket terbuka, kemudian digunakan metode deskriptif kualitatif untuk menjabarkan hasil dan pembahasan. Dari penelitian ini dapat dipahami bahwa penerapan model ini pada perkuliahan sangat disukai oleh siswa, mereka menjadi lebih percaya diri dan kegiatan dikelas bisa lebih terfokus pada pemantapan materi.
Movie, Writing, and Character Education: A Study on an EFL Writing Class
Dian Safitri;
Nur Rosita;
Rita Arni
Journal of English Language Teaching Vol 12, No 1 (2023)
Publisher : Universitas Negeri Padang
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DOI: 10.24036/jelt.v12i1.122868
This paper is a one-shot case study which aims to reveal if the integration of anti-drug character education into foreign language writing classes by using short movie is effective to achieve both the learning and character education objectives. An online writing test and a four-Likert scale questionnaire with twenty close-ended questions were given to 32 English college students in West Sumatra. The data of students’ writing were analyzed quantitatively by using Wilcoxon Match Pair Test, while that of the questionnaire was analyzed by using Mann Whitney U Test. The analysis outputs show the success of the integration by the following results: (1) there is a significant improvement in word production number (Asymp. Sign (2-tailed)=0.000); (2) there is a significant improvement in writing score (Asymp. Sign (2-tailed)=0.000); and (3) the students’ understanding towards the moral values sent by the movie are excellent (M=3.92). The findings may have pedagogical implications in adding an effective media reference to improve students’ writing skill and to integrate character education into EFL learning.
Developing Virtual Reality-Based Learning Media in Introduction to Psycholinguistics Class
Rifki Oktoviandry;
M. Affandi Arianto;
Rita Arni
Journal of English Language Teaching Vol 12, No 1 (2023)
Publisher : Universitas Negeri Padang
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DOI: 10.24036/jelt.v12i2.122393
Learning media is one of the most important components in the teaching and learning process. Without learning media, the teaching and learning process tends to be stiff and boring. The need for creative, interactive and innovative learning media is very important because the characteristics of today's students are very much different compared to previous generations. Generation Z, which is currently studying in tertiary institutions, is a generation that was born and grew up with digital technology. Conventional methods and media are no longer suitable for this generation. Therefore, teachers need to implement digital technology-based learning. This research aims to develop learning media based on Virtual Reality in the Introduction to Psycholinguistics course. The research method used is the Research and Development (RnD) research method with the ADDIE approach (Analysis, Designing, Development, Implementation and Evaluation). The results show that Virtual Reality-based learning media is valid and practical to be used in Introduction to Psycholinguistics Class. Despite of the validity and practicality, some minor revisions still ne needed.
Analisis Fungsi kakujoshi de dalam Aplikasi Todai Easy Japanese News
Yosi Novita Sari;
Rita Arni
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol 6, No 1 (2023)
Publisher : Universitas Negeri Padang
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DOI: 10.24036/omg.v6i1.601
Analysis the function of kakujoshi de In Today Easy Japanese News Application. Thesis. Padang: Japanese Language Education Study Program, English Language and Literature Department, Faculty of Languages and Arts, Padang State University. In general, joshi can be divided into four types, that are setsuzokujoshi, fukujoshi, kakujoshi, fukujosi, and shuujoshi. Kakujoshi is a particle in Japanese which is a link between noun and predicate. Kakujoshi has various functions and meanings, in a sentence kakujoshi there are several different functions. The researcher appraise that the importance of research analyzes kakujoshi in the Today Easy Japanese News application, so that there is no misunderstanding of students. The aims of this study is to describe the function of kakujoshi in Today Easy Japanese News application. This study uses descriptive qualitative design. The data in this study are sentences that use kakujoshi function in Today Easy Japanese News application according to Sugihartono's theory (2001). The data source in this study is the Today Easy Japanese News application. The instrument of this research is the research itself. Based on the results of the research conducted, researcher found seven functions of kakujoshi de in the Today Easy Japanese News application based on Sugihartono's theory (2001). Kakujoshi function that is not found in Today Easy Japanese News application is the function of showing the “most” at a certain scope/group in revealing something.
PENGARUH PENGGUNAAN GAME EDUKASI EDUCANDY TERHADAP KEMAMPUAN GOI SISWA SMAN 6 PADANG
Muhammad Irvan;
Rita Arni
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol 6, No 1 (2023)
Publisher : Universitas Negeri Padang
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DOI: 10.24036/omg.v6i1.648
Numerous students consider it is challenging to master goi when learning Japanese, and the enormous amount of goi is one of the obstacles to learning Japanese. This study discovered that students find it challenging to master goi based on observations performed while conducting Educational Field Experience Practice (PPLK) at the Senior High School of 6 Padang and being interviewed by Japanese teachers. Due to students’ lack of enthusiasm and motivation in learning goi; thus, students did not have much ability to learn goi. Therefore, teaching media is necessary to engage students’ interest and facilitate their learning goi. The usage of educational media can overcome this issue. This study aimed to determine the effect of educational media on the ability of goi in tenth-grade students of Senior High School of 6 Padang. This study employed a quantitative and experimental design with a post-test control group design. The data collected comprised 72 sampled from tenth-grade students majoring in Mathematics and Natural Sciences 3 and Mathematics and Natural Sciences 2. Based on the findings of the independent sample t-test, it can be inferred that h1 was accepted at a sig. level was 0.0045<0.05, indicating that the goi ability of students in the experimental class is superior to that of students in the control class. In other words, the usage of educandy media affected the goi skills of tenth-grade students of Senior High School of 6 Padang.
Efektivitas Metode Tutor Sebaya Terhadap Kemampuan Hiragana Siswa SMA Negeri 2 Bukittinggi
isra miyarti;
Rita Arni
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol 6, No 1 (2023)
Publisher : Universitas Negeri Padang
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DOI: 10.24036/omg.v6i1.530
In learning Japanese, there are many students who have difficulty in mastering hiragana. One of the difficulties is the shape of hiragana which looks alike and affects the mastery of beginners in memorizing the forms. Based on the observation of the researcher while conducting educational practice (PPLK) at SMA Negeri 2 Bukittinggi and having interview with the Japanese teacher of the school, the researcher found that students had difficulties in mastering hiragana. It became worse as the students who did not understand preferred to ask their friends instead of their teacher. This caused students’ lack of ability and interest in learning hiragana. Therefore, some methods are needed to increase students’ interest and to make it easier for them to learn hiragana. The use of peer tutoring methods is possible to overcome this problem. The purpose of this study was to determine the effectiveness of the peer tutoring method in improving the students’ ability in reading and writing hiragana in Japanese subject for students from grade XI at SMA Negeri 2 Bukittinggi. This was an experimental quantitative research with the randomized posttest only control group design. The data was taken from a random sample of research class XI IPS 3 and XI IPS 4 which were 64 people in total. Based on the results of the t-test, it can be concluded that the alternative hypothesis (H0) is accepted at a significant level of 5% because tcount >ttabel (2.94>2.00) which means that the students’ ability to read and write hiragana in the experimental class is better from the control class. In the other words, the use of peer tutoring method is effective to improve the students’ ability to read and write hiragana.
Analisis Fungsi Shuujoshi Dalam Anime Doraemon Stand By Me 1
Winda Surya;
Rita Arni
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol 6, No 1 (2023)
Publisher : Universitas Negeri Padang
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DOI: 10.24036/omg.v6i1.548
Shuujoshi is a particle located at the end of a sentence that is used to show the speaker's feelings. The use of shuujoshi or sentence ending particles is very difficult to find in other languages in the world. Shuujoshi is often found in informal conversations, for example in anime. Shuujoshi have various functions and meanings. In one sentence shuujoshi there are several different functions. Researchers assess the importance of research that analyzes shuujoshi in anime, so that there is no misunderstanding of students. The purpose of this research is to find out what are the functions of shuujoshi in the anime Doraemon Stand By Me 1. The research design used is a qualitative research with descriptive method. The data in this study are sentences that use the shuujoshi function in the anime Doraemon Stand By Me 1 based on the theory of Chino (1991). The source of data in this study is the anime Doraemon Stand By Me 1. The instrument of this research is the researcher himself. Based on the results of the research conducted, the researchers found 4 functions of shuujoshi na and 6 functions of shuujoshi ne in the anime Doraemon Stand By Me 1 by Fujiko F. Fujio based on Chino's theory (1991). The shuujoshi na function that is not found in the anime Doraemon Stand By Me 1 is the function of asking other people for approval.
Analisis Fungsi Fukujoshi Dalam Anime Captain Tsubasa 2018
Gusmayanti Gusmayanti;
Rita Arni
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol 6, No 1 (2023)
Publisher : Universitas Negeri Padang
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DOI: 10.24036/omg.v6i1.609
Fukujoshi is a particle that connects the previous words with the words in the next section. Fukujoshi can be found in various media, for example in textbooks, manga, drama, and anime. Fukujoshi has various functions and meanings. In one sentence fukujoshi there are several different functions. Researchers assess the importance of research that analizis fukujoshi in anime, so that there is no misunderstanding of students. The purpose of this research is to find out what are the functions of fukujoshi in the anime Captain Tsubasa 2018.The research design used is a qualitative research with descriptive method. The data in this study are sentences that use the fukujoshi function in the anime Captain Tsubasa 2018 based on the theory of Chandra (2009). The source of data in this study is the anime Captain Tsubasa 2018. The instrument of this research is the researcher himself. Based on the results of the research conducted, the researchers found 2 functions of fukujoshi bakari, 2 functions of fukujoshi dake, and 2 functions of fukujoshi hodo in the anime Captain Tsubasa 2018 by Youichi Takahashi based on Chandra's theory (2009).
Efektivitas Media Puzzle Terhadap Penguasaan Hiragana Siswa SMA
Bunga Putri Zhelita;
Rita Arni
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol 6, No 2 (2023)
Publisher : Universitas Negeri Padang
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DOI: 10.24036/omg.v6i2.725
Mempelajari hiragana bukanlah suatu hal yang mudah, karena dari segi huruf, hiragana mempunyai bentuk huruf yang berbeda-beda dan jumlahnya banyak, sehingga hal itulah yang membuat pembelajar bahasa Jepang merasa kesulitan. membantu mereka merasakan misalnya kesulitan dalam membedakan atau mengingat huruf. Berdasarkan observasi peneliti pada saat melakukan Praktek Kerja Lapangan (PLK) periode Juli-Desember 2022 di SMAN 13 Padang dan wawancara yang dilakukan kepada guru dan siswa di sekolah tersebut, diketahui bahwa siswa mengalami kesulitan dalam mempelajari hiragana karena mempunyai ruang yang besar. banyaknya huruf dan kesamaan bentuk huruf sehingga menyebabkan menurunnya penguasaan dan minat belajar hiragana. Oleh karena itu, untuk mengatasi permasalahan tersebut diperlukan suatu media pembelajaran yang lebih menarik dan efektif untuk membantu atau memudahkan siswa dalam meningkatkan penguasaannya ketika mempelajari hiragana. Penggunaan media puzzle dapat membantu atau mengatasi permasalahan tersebut. Penelitian ini bertujuan untuk mengetahui pengaruh media puzzle terhadap penguasaan hiragana siswa kelas XII IPS SMAN 13 Padang. Metode penelitian yang digunakan adalah eksperimen kuantitatif dengan desain one-group pretest-posttest. Data diperoleh dengan menggunakan teknik purposive sampling yaitu kelas XII IPS 3 yang berjumlah 32 orang. Hasil uji-t diterima pada taraf signifikansi 0,05, karena nilai sig < 0,05 (0,000 < 0,05) yang berarti penguasaan hiragana pada posttest jauh berbeda dengan pretest. Dengan kata lain penggunaan media puzzle yang efektif dalam pembelajaran hiragana.