This study aims to analyse the contextual meanings of Japanese onomatopoeia in the Doraemon comic and to examine students of the Japanese Language Education Study Program at Semarang State University perceptions regarding those contextual meanings. This study employed a descriptive qualitative method, with data consisting of onomatopoeia found in Mirai Sekai no Kaijin story and students' responses to a questionnaire on their perceptions of the contextual meanings of the onomatopoeia. The onomatopoeias were analysed qualitatively based on the story context, while the questionnaire responses were categorised as either corresponding or not corresponding to the predetermined contextual meanings. The story contained 22 onomatopoeic expressions which were classified into seven giongo, ten giseigo, and seven gitaigo, with two onomatopoeias, namely dota and gera gera, belonging to two classifications simultaneously, the total of data point amounts to 24. The analysis revealed that giongo were predominantly associated with sounds produced by physical actions such as collisions, giseigo were predominantly associated with human voices, particularly various forms of laughter, while gitaigo predominantly described characters' movements and states, the interpretation of which was highly dependent on the visual context of the story. Out of 240 student responses to 24 onomatopoeia data, 141 responses (58.75%) corresponded to the predetermined contextual meanings. By category, the percentage of corresponding responses was 72.86% for giongo, 68.00% for giseigo, and 31.43% for gitaigo. This indicates that students are better able to understand onomatopoeia that represent sounds and voices compared to onomatopoeia that describe more abstract things.
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