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RESPON PENGGUNA TERHADAP APLIKASI KANJI HUNTER Lutfhi Fauzi; Pitri Haryanti; Soni Mulyawan Setiana
Janaru Saja Jurnal Program Studi Sastra Jepang Vol. 6 No. 2 (2017): November 2017
Publisher : Program Studi Sastra Jepang, Universitas Komputer Indonesia Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/js.v6i2.580

Abstract

Language has important function, beside using it as communication media, but also can be used as media to aspire idea, mind and aspiration. There’s also dificulity when learning foreign language, especially learning Japanese language. Tenses, kanji words etc can be obstacle to learning Japanese language. Emprical experience prove that foreign students has problem learning kanji when studying Japanese language. Based of this problem, writer create “Kanji Hunter” education game as kanji media learning to make learning kanji easier. This study aimed to obtain an overview of feedback from  respondents about “Kanji Hunter”. This research design was descriptive qualitative research. The data were taken through questionarre to the 30 students of Japanese Department of Unikom.  The result is about 1389 criterium value, that means it’s in good interval. With this “Kanji Hunter” application based Adobe Flash as basic kanji media learning is expected to make enthusiastic foreign student to learn kanji words dan make it easier.
PERANCANGAN GAME EDUKASI GOI BERBASISKAN FLASH Ditansya Lubis; Riska Sri Rahmawati; Soni Mulyawan Setiana
Janaru Saja Jurnal Program Studi Sastra Jepang Vol. 6 No. 2 (2017): November 2017
Publisher : Program Studi Sastra Jepang, Universitas Komputer Indonesia Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/js.v6i2.581

Abstract

In learning japanese language, vocabulary is the most important thing in learning a language especially Japanese language. But in the process of learning vocabulary, students sometimes feel bored with the usual methods done in learning. To overcome the saturation, then made an educational game that provides education in the form of basic vocabulary of Japanese language. The design of this game successfully done by using the system development method is waterfall where progress is seen continue to flow down like a waterfall, which passes through the demands definition phase, system & software design, implementation & unit testing, integration & system testing, operation & maintance. This game is implemented by using the programming language actionscript using Adobe Flash CS6 software.
Analisis Kebutuhan Pembelajaran Bahasa Jepang Mahasiswa Program Studi Ilmu Komunikasi Universitas Komputer Indonesia Soni Mulyawan Setiana
Janaru Saja Jurnal Program Studi Sastra Jepang 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.
Model Sociopreneur Desa dalam Pemberdayaan Pemuda Milenial sebagai Solusi Pengentasan Pengangguran dan Penguatan Ekonomi Kreatif di Desa Tarumajaya, Kecamatan Kertasari, Kabupaten Bandung Soni Mulyawan Setiana; Dewi Kurniasih; Hetty Hassanah; Safina Rama Dewi; Zahra Mughni Yuniar; Alfi Nur Halim
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 9 No 3 (2025): Volume 9 Nomor 3 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v9i3.26928

Abstract

Unemployment among millennial youth in rural areas remains a significant challenge that hinders the optimization of local resources. This Community Service Program aimed to empower the youth of Tarumajaya Village through the implementation of the Village Sociopreneur model as a solution to reduce unemployment while strengthening the creative economy sector. The program consisted of several stages, including socialization, training, barista practice, digital marketing, business legality awareness, mentoring, evaluation, and program sustainability. The results indicate that participants gained not only theoretical knowledge but also practical skills in coffee processing, digital marketing strategies, and business legality to ensure long-term sustainability. Evaluation using questionnaires revealed a very high level of satisfaction, with the majority of participants considering the materials highly relevant to their needs. In conclusion, the Village Sociopreneur model has proven effective in enhancing youth capacity, creating new business opportunities, and opening pathways for job creation that contribute to the growth of the rural creative economy.