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Fenomena Karoshi dan Karojisatsu dalam Animasi Zom 100: Bucket List of the Dead Ikhsan, Juniardi; Syihabuddin
Jurnal Bahasa Jepang Taiyou Vol. 4 No. 2 (2023): Jurnal Taiyou
Publisher : Universitas Muhammadiyah Prof. Dr. Hamka

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Abstract

The phenomenon of karoshi (overtime at work) or karojisatsu (suicide due to overtime) is a phenomenon that is still unfamiliar to Indonesians. Karoshi is an event that is still a serious problem for the Japanese government. Many people die from karoshi or karojisatsu because of the actions of black companies (ブラック企業・burakku kigyou) in Japan who always pressure their employees to work harder and overtime irregularly so that it has a negative impact on the lives of Japanese people. The purpose of this research is to find out what processes and symptoms or stages precede the occurrence of karoshi or karojisatsu seen from the perspective of the main character of the animation named Akira Tendo. However, he is lucky to be alive and can avoid karoshi or karojisatsu. Because, the world was suddenly attacked by zombies and suddenly he was free from the pressure of the company all this time. From the results of the study, by taking a phenomenological approach, the author can conclude that there are 3 symptoms or stages leading to a person becoming a victim of karoshi due to overtime work, namely: (1) The first stage is the symptom of depression (憂鬱・yuuutsu). (2) The second stage is symptoms of stress (ストレス・sutoresu).  (3) The third stage is depression (うつ病・utsubyou).
Educational Quiz Game Media Nazo nazo for Basic Level Choukai Learning Ikhsan, Juniardi; Herniwati, Herniwati; Rasiban, Lina Meilia
Journal of Japanese Language Education and Linguistics Vol. 9 No. 2 (2025): Agustus
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/jjlel.v9i2.26143

Abstract

Nazo-nazo is a type of riddle game that is quite popular in Japan. This game is usually designed for children, where they guess an object through images or riddles narrated by others. However, in this study, nazo-nazo is used as an educational quiz game media for basic Japanese listening learning, as games specifically designed to improve Japanese listening skills are still relatively rare. This study aims to determine the listening skills of basic Japanese learners before and after the implementation of the nazo-nazo game media and to identify which listening skill instruction is more effective between the experimental and control classes through a comparative statistical test. Additionally, it evaluates students' responses to this game. The research method used is quantitative. The total sample consists of 42 participants, divided into two groups: 22 students in the experimental group and 20 students in the control group. The results show that the post-test scores were higher than the pre-test scores in the experimental class, with an average post-test score of 82.95, compared to an average pre-test score of 64.56. The t-test calculation resulted in a value of 4.945, which is greater than the t-table value of 2.02 (at a 5% significance level). This indicates that using the nazo-nazo quiz game as a media for teaching listening skills is more effective than teaching without it. Additionally, the questionnaire results show that respondents gave positive perceptions of the nazo-nazo quiz game media, as it creates a new learning atmosphere and increases learning motivation. Therefore, this game can be applied as an alternative method for teaching basic Japanese listening skills.