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PERANCANGAN APLIKASI GOIZUU UNTUK PEMBELAJARAN SHKYUU GOI Putri Pratiwi; Soni Mulyawan Setiana
MAHADAYA: Jurnal Bahasa, Sastra, dan Budaya Vol 2 No 1 (2022): April 2022
Publisher : Fakultas Ilmu Budaya, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1141.529 KB) | DOI: 10.34010/mhd.v2i1.7070

Abstract

This paper entitled “Goiizu Application Design for Shokyuu Goi Learning” is aimed to determine the design of the Goiizu application as a basic Japanese vocabulary learning or Shokyuu Goi. Goiizu Media was created using Adobe Flash Professional CS6. The method used in this research is the ADDIE model development method (Analysis, Design, Development, Implementation, and Evaluation). The explanation in Goiizu media design consists of several steps, such as the design of the opening display to the profile menu. Media Goiizu discusses basic Japanese vocabulary with material taken from the book NIHONGO KIRAKIRA Class X. The conclusion from this research is that the design of the Goiizu application for learning Shokyuu Goi vocabulary has been successfully carried out. Keywords: Goiizu, Adobe Flash, ADDIE, Application, Shokyuu Goi
Perancangan Aplikasi Kamus Kosakata Bahasa Jepang Bidang Manufaktur Fenny Febrianty; Soni Mulyawan Setiana; Anisa Arianingsih
Janaru Saja: Jurnal Program Studi Sastra Jepang (Edisi Elektronik) Vol 11 No 2 (2022): November 2022
Publisher : Program Studi Sastra Jepang, Universitas Komputer Indonesia Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/js.v11i2.7005

Abstract

Abstract Japanese vocabulary skills, especially in manufacturing, can be developed by using a dictionary application for learning. This study aims to design and create an application for a Japanese vocabulary dictionary in manufacturing, particularly in the fields of production, quality control, engineering and maintenance. The research model used in this research is ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The result of the study is an Android-based manufacturing Japanese vocabulary dictionary application using the main software Unity Engine and Figma as supporting software. The overall design process refers to the fulfilment of the application function as one of the alternative learning media with attention function, affective function, cognitive function, and compensatory function. Keywords: Application, design, dictionary, manufacturing Abstrak Kemampuan kosakata bahasa Jepang khususnya dalam bidang manufaktur dapat dikembangkan dengan memanfaatkan aplikasi kamus untuk pembelajarannya. Penelitian ini bertujuan untuk merancang dan membuat aplikasi kamus kosakata bahasa Jepang bidang manufaktur, khususnya bidang production, quality control, engineering dan maintenance. Model penelitian yang digunakan dalam penelitian ini adalah ADDIE (Analysis, Design, Development, Implementation, Evaluation). Hasil penelitian berupa aplikasi kamus kosakata bahasa Jepang bidang manufaktur berbasis android dengan menggunakan software utama Unity Engine dan Figma sebagai software pendukung. Proses perancangan secara keseluruhan mengacu pada pemenuhan fungsi aplikasi sebagai salah satu media alternatif pembelajaran yaitu fungsi atensi, fungsi afektif, fungsi kognitif, dan fungsi kompensatoris. Kata Kunci: Aplikasi, kamus, manufaktur, perancangan
Analisis Kebutuhan Pembelajaran Bahasa Jepang Mahasiswa Program Studi Ilmu Komunikasi Universitas Komputer Indonesia Setiana, Soni Mulyawan
Janaru Saja: Jurnal Program Studi Sastra Jepang (Edisi Elektronik) Vol 12 No 2 (2023): November 2023
Publisher : Program Studi Sastra Jepang, Universitas Komputer Indonesia Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/js.v12i2.11343

Abstract

Penelitian ini bertujuan untuk menggambarkan analisis kebutuhan pembelajaran Bahasa Jepang yang berfokus pada motivasi dan materi yang dibutuhkan dalam perkuliahan Bahasa Jepang. Penelitian ini menggunakan metode penelitian deskriptif kuantitatif. Pengumpulan data dilakukan dengan cara menyebarkan kuesioner melalui google form terhadap 45 mahasiswa semester V Program studi Ilmu Komunikasi Universitas Komputer Indonesia Tahun Akademik 2023/2024 program yang mengambil matakuliah Bahasa Jepang sebagai mata kuliah pilihan. Temuan penelitian menunjukkan bahwa Motivasi mahasiswa Program Studi Ilmu Komunikasi Universitas Komputer Indonesia mengambil matakuliah Bahasa Jepang adalah ketertarikan terhadap Bahasa Jepang, ketertarikan terhadap budaya popular Jepang, serta keinginan untuk bekerja di Perusahaan Jepang. Materi yang dibutuhkan dalam Perkuliahan Bahasa Jepang adalah pemahaman tata bahasa, huruf dan kosakata Jepang, percakapan sederhana untuk kegiatan sehari-hari, serta pemahaman lintas budaya. Selanjutnya, supaya tujuan pembelajaran Bahasa Jepang dapat tercapai dengan baik, diperlukan matakuliah Bahasa Jepang Lanjutan dan juga penambahan jumlah SKS. Luaran dari penelitian ini diharapkan dapat menjadi referensi guna pembuatan silabus dan pengembangan bahan ajar matakuliah Bahasa Jepang di Program Studi Ilmu Komunikasi Universitas Komputer Indonesia.
Constructivism in Writing Learning in Elementary School; Systematic Literature Review Sudarman, Risnandar; Damaianti, Vismaia S; Mulyati, Yeti; Setiana, Soni Mulyawan
International Journal of Research and Applied Technology (INJURATECH) Vol. 4 No. 1 (2024): International Journal of Research and Applied Technology (INJURATECH)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/injuratech.v4i1.14478

Abstract

This study aims to enhance learners' writing competence in line with their individual talents and interests, structured through the stages of pre-learning, core activities, and closing. Competence development is facilitated through constructivist principles, applied during the writing process based on specific themes within various text genres. Within the constructivist framework, learners actively engage in sorting, selecting, and organizing content areas (writing topics) as a foundation for their writing. Subsequently, learners refine their work by editing, revising, and ultimately publishing their writing for reader engagement, appreciation, feedback, and assessment. This study employs a systematic literature review methodology, analyzing a total of 65 journal articles across four databases, focusing on primary school writing instruction, constructivist learning models, and their applications in writing pedagogy. The review process involved identification, primary data selection, data extraction and synthesis of results. The findings of this review will offer insights into effective instructional strategies to support writing skills development in primary school contexts, emphasizing the role of constructivism in the writing learning process.
RANCANGAN MEDIA INTERAKTIF PAZUKA-GEMU UNTUK PEMBELAJARAN KANJI N5 Fadian Fitriana, Zian Andra; Setiana, Soni Mulyawan
Mahadaya: Jurnal Bahasa, Sastra, Dan Budaya Vol 3 No 1 (2023): April 2023
Publisher : Fakultas Ilmu Budaya, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/mhd.v3i1.8273

Abstract

This study aims to determine the design of the Pazuka-Gemu interactive media for learning Kanji N5. The media was created using the Adobe Flash CS6 application. And the method that the author uses in this study uses the ADDIE model development method (Analysis, Design, Development, Implementation, and Evaluation). This media contains about learning kanji with puzzle games. In this study, there is an explanation of the Pazuka-Gemu interactive media starting from the display design to the credit menu. This media is designed to help students in learning Kanji N5 in understanding the kanji material. The material in the media is taken from the Kanji Master book and Sematskill.com Web. The conclusion from the results of this study is that the Pazuka-Gemu interactive media design has been successfully implemented so that the media can run well. Keywords: Kanji N5, Puzzle Game, Learning Media, Adobe Flash CS6
PENDAPAT SISWA SMA TENTANG GAME DRAG AND DROP SEBAGAI MEDIA INTERAKTIF PEMBELAJARAN KOSA KATA BAHASA JEPANG Putri, Nestia Nurul Aprilliani; Setiana, Soni Mulyawan
Mahadaya: Jurnal Bahasa, Sastra, Dan Budaya Vol 3 No 1 (2023): April 2023
Publisher : Fakultas Ilmu Budaya, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/mhd.v3i1.8278

Abstract

The purpose of this study was to find out the opinion of high school students on the Drag and Drop Game as an interactive media for learning Japanese vocabulary. The method used is the ADDIE method (Analysis, Design, Development, Implementation, Evaluation). Drag and Drop games are made using an application, namely Adobe Flash CS6. Questionnaires were used as a tool to collect student opinions and distributed to 12 extracurricular students at SMA Negeri 5 Cimahi. The results of high school students' opinions about the interactive media of Drag and Drop Game will be calculated using a Likert scale whether this Drag and Drop Game is feasible or not to be used as a learning medium. The results of the Likert scale are calculated based on the results of the number of questionnaires answered by the respondents, and the calculations obtained get a percentage of 90% results. From the percentage obtained, the Drag and Drop Game media has a very good category and deserves to be used as a medium for learning vocabulary in high school. Keywords: Vocabulary, Japanese, Interactive Media, Adobe Flash CS6
PERANCANGAN VIRTUAL YOUTUBER SEBAGAI MEDIA PEMBELAJARAN KOSAKATA BAHASA JEPANG TINGKAT PEMULA Ponsen, Keygi Nisatazkiyah Floresti; Setiana, Soni Mulyawan
Mahadaya: Jurnal Bahasa, Sastra, Dan Budaya Vol 3 No 1 (2023): April 2023
Publisher : Fakultas Ilmu Budaya, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/mhd.v3i1.8329

Abstract

Learning media is a tool to support the learning process to run well. In Japanese language learning, there is a problem where students find it difficult to memorize vocabulary which is one of the important points in learning the language. This research aims to describe the process of creating learning media using Virtual Youtuber (Vtuber) which is an online entertainer that appears as a virtual avatar in the form of 2 dimensions or 3 dimensions by utilizing motion capture technology. This learning media uses ADDIE model for development, Live2D and IoLive as software to animate the Vtuber model. The result is Japanese vocabulary learning videos that can be accessed through Youtube channel. This learning media is suitable for beginner level Japanese learners. Keywords: Virtual Youtuber, Live2D, learning media, Japanese vocabulary
Pandangan Mahasiswa Sastra Jepang Terhadap Otaku (Studi pada Mahasiswa Sastra Jepang Tingkat 1 di Tiga Universitas di Kota Bandung ) Yusuf, Elza Anindhyta Ichsani; Setiana, Soni Mulyawan
Mahadaya: Jurnal Bahasa, Sastra, Dan Budaya Vol 4 No 1 (2024): April 2024
Publisher : Fakultas Ilmu Budaya, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/mhd.v4i1.12424

Abstract

Penelitian ini bertujuan untuk mendeskripsikan bagaimana otaku dapat mempengaruhi kepribadian mahasiswa sastra jepang tingkat satu di tiga universitas yaitu universitas komputer indonesia, universitas kristen maranatha, dan universitas nasional pasim. Otaku sendiri merupakan sebuah istilah yang melekat pada seseorang yang benar-benar menekuni hobinya, dan bahkan terkesan berlebihan. Metode yang digunakan dalam penelitian ini adalah metode deskriptif kualitatif. Pengumpulan data dilakukan dengan cara menyebarkan kuesioner secara online menggunakan google form. Hasil dari data yang telah dikumpulkan dan dianalisis memperoleh kesimpulan sebagai berikut : 1) Kebanyakan yang merupakan perempuan dan lebih dari setengah responden merupakan otaku: 2) Kebanyakan responden menyukai anime: 3) Masyarakat masih memandang otaku secara negatif: 4) Seorang otaku lebih nyaman berkumpul dengan orang yang menyukai hal yang sama: 5) Otaku dapat mempengaruhi gaya berpakaian, gaya bicara, gaya hidup, pengetahuan tentang budaya dan bahasa Jepang, juga cara mereka bersosialisasi. Kesimpulannya menjadi otaku lebih banyak berdampak positf, salah satunya menambahnya ilmu pengetahuan tentang bahasa dan budaya Jepang. Kata kunci: Otaku, Pandangan, Kepribadian, Mahasiswa, Budaya Populer Jepang
Perancangan Aplikasi Kaoru N5 Berbasis Android untuk Pembelajaran Kanji N5 Nalurita, Nalurita; Setiana, Soni Mulyawan
Mahadaya: Jurnal Bahasa, Sastra, Dan Budaya Vol 4 No 2 (2024): Oktober 2024
Publisher : Fakultas Ilmu Budaya, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/mhd.v4i2.13444

Abstract

Media pembelajaran saat ini tidak hanya sebatas penggunaan komputer dan laptop saja namun dapat digunakan pada smartphone juga agar mudah untuk digunakan. Berdasarkan hal tersebut, penulis membuat media pembelajaran berbasis android agar mudah digunakan dimana saja. Penelitian ini bertujuan untuk mengetahui rancangan aplikasi Kaoru N5 sebagai salah satu alternatif media pembelajaran kanji N5. Aplikasi Kaoru N5 dirancang menggunakan website aplikasi Kodular. Metode yang digunakan pada penelitian ini adalah model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Kesimpulan dari penelitian ini adalah aplikasi Kaoru N5 berhasisl dibuat dengan aplikasi yang dapat berjalan dengan baik. Kata kunci: Bahasa Jepang, Kanji, Metode ADDIE, Android, Media Pembelajaran
Tanggapan Hasil Responden terhadap Video Pembelajaran Kanji N5 Tenko To Tenryu No Kyoshitsu Nurhaliza, Raisa Siti; Setiana, Soni Mulyawan
Mahadaya: Jurnal Bahasa, Sastra, Dan Budaya Vol 5 No 1 (2025): April 2025
Publisher : Fakultas Ilmu Budaya, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/vm4c3j61

Abstract

This study aims to find out the responses of respondents to the N5 Tenko to Tenryu no Kyoshitsu kanji learning video. The method used is the ADDIE (Analysis, Design, Development, Implementation, Evaluation) method. The creation of the Tenko to Tenryu no Kyoushitsu kanji learning video uses Adobe Premiere Pro CC 2018 software and the Canva web platform. The questionnaire was used as a tool to collect respondents' responses and was distributed to all first-level students of the Japanese Literature study program for the 2023/2024 academic year of the Faculty of Cultural Sciences, Universitas Computer Indonesia, totaling 39 people. The results of the respondents' responses to the Tenko to Tenryu no Kyoushitsu learning video showed that it was included in the interval very feasible with a criterion value of 2309 on the rating scale. The results of the criterion can be concluded that the learning medium of the tabi kanji game is very good and can help beginners learn the N5 kanji. This media is expected to help students in learning the N5 kanji. Keywords: Japanese Language, Kanji N5, Learning video, ADDIE, Media learning