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Kiryoku: Jurnal Studi Kejepangan
Published by Universitas Diponegoro
ISSN : -     EISSN : 25810960     DOI : -
Core Subject : Education,
Arjuna Subject : -
Articles 27 Documents
Search results for , issue "Vol 9, No 2 (2025): Kiryoku: Jurnal Studi Kejepangan" : 27 Documents clear
Perkembangan Moral Karakter Jin Sakai dalam Game Ghost of Tsushima Berdasarkan Teori Lawrence Kohlberg Vanady, Michael; Wahyuningsih, Tri Mulyani
KIRYOKU Vol 9, No 2 (2025): Kiryoku: Jurnal Studi Kejepangan
Publisher : Vocational College of Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/kiryoku.v9i2.496-510

Abstract

This study aims to analyze the moral development of the main character Jin Sakai in the video game Ghost of Tsushima using Lawrence Kohlberg's moral development theory. Ghost of Tsushima is an action-adventure game by Sucker Punch Productions released in 2020. The main data of this study is the narrative of the Ghost of Tsushima game, including the storyline, dialogue, and moral choices of the main character. A qualitative approach and descriptive method were used to explore the narrative, dialogue, and moral choices made by the characters in the game. Data were collected through observations of relevant cutscenes and gameplay, then analyzed using Kohlberg's six stages of moral development. The results showed that Jin Sakai underwent a complex moral transformation, starting from the preconventional phase of the legal and obedience orientation stage, the instrumental-relativist orientation stage, then entering the conventional phase of the interpersonal agreement orientation stage, the law and order orientation stage, until reaching the postconventional phase of the social contract orientation stage, and the universal ethical principles stage. This change is reflected through the inner conflict between maintaining the honor of the samurai and saving the people from the Mongol invasion in new ways that Jin Sakai created himself. These findings show that interactive media such as video games not only offer entertainment, but are also able to represent deep and relevant moral dynamics in the context of learning ethics and reflecting on human values in the digital era. 
Educational Content in Japanese Manga: Learning Science, History, and Ethics through Pop Culture Rohmah, Naila; Rosyidha, Alfin
KIRYOKU Vol 9, No 2 (2025): Kiryoku: Jurnal Studi Kejepangan
Publisher : Vocational College of Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/kiryoku.v9i2.431-441

Abstract

This study explores the educational potential of Japanese manga by analyzing how academic and ethical content is embedded within three selected titles: Cells at Work!, Showa: A History of Japan, and Death Note. Using a qualitative content analysis approach, the research examines how these works convey knowledge across the domains of science, history, and ethics through narrative and visual storytelling. Findings reveal that manga can promote scientific literacy, foster historical empathy, and stimulate moral reasoning by integrating cognitive and affective learning in accessible formats. The study highlights manga’s interdisciplinary relevance and its capacity to function as a pedagogical tool in both formal and informal educational settings. These results underscore manga’s role not only as a form of entertainment but as a culturally responsive medium for critical and character education. Implications for educators, researchers, and curriculum designers are discussed, with recommendations for further exploration of manga’s integration into diverse learning environments
Ekspresi Perasaan Cinta Tokoh Utama dalam Drama Love Is Phantom Akram, Andi Nurnisa Rofifah; Anwar, Fithyani
KIRYOKU Vol 9, No 2 (2025): Kiryoku: Jurnal Studi Kejepangan
Publisher : Vocational College of Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/kiryoku.v9i2.372-385

Abstract

This research aims to analyze the love languages portrayed by the main characters in the drama "Love is Phantom" based on Gary Chapman's The Five Love Languages theory. The study employs a qualitative descriptive method with a structural approach to explore the meaning behind the main characters' interactions. Data was collected through observation and note-taking of dialogues, narratives, and scenes in the drama that demonstrate expressions of the five love languages. The findings reveal that all five love languages are present in the drama, with physical touch being the most frequently used. The male protagonist Hase Kei's primary love language is physical touch, while the female protagonist Hirasawa Momoko predominantly expresses acts of service. Despite having different primary love languages, the relationship between the two characters remains harmonious as they also utilize secondary love languages to meet their partner's needs—Kei employs words of affirmation, and Momoko uses physical touch. The research concludes that understanding a partner's love language contributes significantly to relationship harmony. 
Penggunaan Sonkeigo oleh Mahasiswa Magang Indonesia di Lingkungan Kerja Gas Station di Hiroshima, Jepang: Kajian Sosiolinguistik Firdause, Annisa Tiara; Karnawati, Rita Agustina
KIRYOKU Vol 9, No 2 (2025): Kiryoku: Jurnal Studi Kejepangan
Publisher : Vocational College of Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/kiryoku.v9i2.522-533

Abstract

This study analyzes the use of sonkeigo in the scope of work at a gas station company in Hiroshima, Japan and the difficulties faced by Japanese language learners regarding the use of sonkeigo. The method used is descriptive qualitative with interviews, observations and documentation. The theory used is Fishman's theory (1972). This study aims to determine sonkeigo speech acts in real-world interactions between students who have interned in Japan and native speakers, and to analyze the realistic and social difficulties faced by these students in applying sonkeigo in a professional in a gas station company. Based on the results. The use of sonkeigo in service can be identified through several linguistic characteristics, namely the addition of the verbs "reru" and "rareru" to show respect, the use of the sentence pattern "ni.. narimasu" to express respect, and the use of special sonkeigo verb forms such as "kudasaru", "nasaru", and "irassyaru" which indicate a higher level of respect. And honorific prefixes and suffixes are also used. In the use of sonkeigo in the scope of work of gas station companies, Japanese language learners face several difficulties, lack of habit and experience in using sonkeigo, differences in Japanese language ability and cultural background, dependence on senior native speaker staff, and difficulty in determining the use of sonkeigo with other language forms. 
Kausatif-Pasif Morfologis Bahasa Indonesia dan Bahasa Jepang: Kajian Tipologi Bahasa Kautsar, Haqi Sang; Subiyanto, Agus
KIRYOKU Vol 9, No 2 (2025): Kiryoku: Jurnal Studi Kejepangan
Publisher : Vocational College of Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/kiryoku.v9i2.511-521

Abstract

This study aims to describe the causative-passive morphological construction of Indonesian and Japanese and its unique features and constraints. This study offers a contribution in the form of an examination of a feature that is not found in all languages that have causative and passive markers. The data collection method used in this study is the observation method. Data on morphological causative-passive constructions were obtained from the LCC Indonesian 2023 corpus and the Balanced Corpus of Contemporary Japanese. The acceptability of causative-passive constructions in Indonesian was tested by the author as a native speaker of Indonesian and with 2 native speakers in Japanese. This study presents new findings, namely the expansion of Siewieska's (2013) passive criteria, the tendency of Indonesian and Japanese morphological causative-passive patterns along with the uniqueness and constraints of their construction. Based on the analysis results, the formation of morphological causative-passive in Indonesian is through the base form of intransitive verbs (36.99%), nouns (32.05%), adjectives (26.48%), adverbs (4,18%) with transitive verbs are unproductive. Meanwhile, in Japanese the formation is through the base form of nouns (77,76%), transitive verbs (17,97%), onomatopoeia (2,83%), and intransitive verbs (1,44%). Indonesian and Japanese have unique features that the morphological causative construction of transitive verbs can be passivized. The constraints on causative-passive morphological construction in Indonesian lie in emotional verbs. Meanwhile, in Japanese, constraints also occur in emotional verbs and in the suffix -gar-u which can be formed into causative but cannot be passivized. 
Visualisasi Trauma Psikologis melalui Representasi Yōkai dalam Anime Mononoke (2007) Devianti, Anindita Lilie; Pujo Purnomo, Antonius Rahmat
KIRYOKU Vol 9, No 2 (2025): Kiryoku: Jurnal Studi Kejepangan
Publisher : Vocational College of Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/kiryoku.v9i2.534-547

Abstract

This study aims to analyze the representation of yōkai in the anime Mononoke (2007) as a visual manifestation of the characters’ psychological trauma. Unlike the portrayal of yōkai in traditional Japanese folklore—which tends to emphasize mythological or horror aspects—Mononoke reconstructs these figures as embodiments of unexpressed inner wounds such as guilt, repression, anger, and loss. This research employs a qualitative-descriptive approach with symbolic and narrative analysis methods, grounded in trauma theory as proposed by Cathy Caruth. The analysis reveals that yōkai in this anime function not merely as horror elements, but as media through which complex psychological conflicts are conveyed. Through symbolism, visual atmosphere, and metaphorical narrative structure, Mononoke gives voice to trauma that cannot be articulated directly. As such, the anime does not simply depict supernatural beings but serves as a reflective space that connects folklore, psychology, and visual cultural expression. This study is expected to contribute to interdisciplinary understanding across Japanese cultural studies, literary psychology, and contemporary media analysis.
Blending Myth and Reality: Minamoto no Yoshitsune in the Realm of Video Games (Genji: Dawn of the Samurai) Saputra, Ekky Irwan; Ayyub, Ichlasul
KIRYOKU Vol 9, No 2 (2025): Kiryoku: Jurnal Studi Kejepangan
Publisher : Vocational College of Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/kiryoku.v9i2.548-558

Abstract

This study explores the life and legacy of Minamoto no Yoshitsune, an important historical figure from Japan's Genpei War, along with his portrayal in console games: Genji: Dawn of the Samurai. This study employs qualitative historical methods and semiotic analysis grounded in Roland Barthes' theories to explore the reinterpretation of Yoshitsune's historical and mythological narratives within video games. The examination emphasizes visual and narrative components to reveal both denotative and connotative meanings, delving into the convergence of historical accuracy and artistic interpretation. The findings indicate that although game incorporates distinct creative elements, including supernatural powers and improved visual aesthetics, they maintain the core essence of Yoshitsune as both a heroic and tragic character. His portrayals consistently highlight themes of bravery, endurance, and selflessness, reflecting his iconic status in Japanese culture. The analysis emphasizes the significance of video games in enhancing the cultural memory of historical figures through the integration of factual narratives and imaginative storytelling. These reinterpretations captivate contemporary audiences and highlight the dynamic evolution of historical narratives within interactive media. Future studies could delve deeper into the cultural significance of gaming as a means of preserving and reinterpreting historical identities.
Matsuo Basho and His Journey in Oku no Hosomichi Rahman, Aulia
KIRYOKU Vol 9, No 2 (2025): Kiryoku: Jurnal Studi Kejepangan
Publisher : Vocational College of Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/kiryoku.v9i2.559-572

Abstract

This study analyzes Matsuo Basho’s Oku no Hosomichi (The Narrow Road to the Deep North) through Carl Thompson’s travel writing theory. The objective is to explore how Matsuo’s poetic travelogue embodies the essential elements of travel writing, such as the narrator's identity, the nature of the journey, cultural encounters, and narrative construction. Using a qualitative descriptive method, this research examines selected passages and haiku from Oku no Hosomichi, focusing on how Matsuo presents his inner reflections, spiritual quest, and observations of the landscape and people he encounters. The analysis reveals that Matsuo’s work documents a physical journey and is a contemplative exploration of self and nature. His style blends lyrical poetry with prose, creating a layered narrative reflecting personal transformation and cultural commentary. Viewed through Thompson’s framework, Oku no Hosomichi exemplifies key aspects of travel writing, including subjective experience, cultural mediation, and temporal distance. The study concludes that Matsuo’s journey transcends mere travel documentation; it becomes a medium for philosophical reflection and aesthetic expression. This research highlights the value of classical Japanese literature as an early and sophisticated form of travel writing, offering insights into how cultural identity, place, and movement are articulated in literary form. The findings also demonstrate the relevance of applying modern theoretical perspectives to traditional texts for a deeper understanding of their literary and cultural significance.
Campur Kode dalam Lirik Lagu Twilight Karya King Gnu Muharrom Al Hakim, Mohammad Syahrul; Hermawan, Gede Satya
KIRYOKU Vol 9, No 2 (2025): Kiryoku: Jurnal Studi Kejepangan
Publisher : Vocational College of Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/kiryoku.v9i2.596-607

Abstract

In the lyrics of the song Twilight by Tsuneta from the band King Gnu, the use of code mixing is found. This discussion aims to discuss the use of code mixing in Japanese song lyrics. The selection of the song Twilight is due to the presence of a code-mixed lyric that carries the meaning of the whole song. This is interesting to discuss. By using qualitative descriptive methods as an analysis method and the listen and note technique as a data collection method. Data sources were obtained from Spotify and the official King Gnu YouTube channel—secondary data in the form of King Gnu's interview results with Billboard Japan. The study's results revealed five alternations and two insertions. In the alternation, the use of the final particle 'yo' and the use of the conditional form -nara as a transition marker were found. In the insertion, the use of the genitive case marker 'no' was found as an adhesive between the Japanese constituent and the English constituent. The repetition of the noun twilight shows that the English noun had a role in forming the meaning of the song. The reason for using English is to strengthen the meaning and form rhymes in the song lyrics. 
Interferensi Fonologi Bahasa Jepang Terhadap Bahasa Indonesia Oleh Youtuber Yusuke (Wasedaboys) Patmi, Ni Putu Dita Candra; Pradnyana, Ida Bagus Made Pramana; Hermawan, Gede Satya
KIRYOKU Vol 9, No 2 (2025): Kiryoku: Jurnal Studi Kejepangan
Publisher : Vocational College of Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/kiryoku.v9i2.573-580

Abstract

Japanese YouTuber (non-Indonesian speaker) who tries to speak Indonesian has a different pronunciation from Indonesian. Therefore, this research was conducted using a descriptive method, which involved listening to video blog, collecting data using note-taking and sorting techniques, analyzing the data, and concluding using Weinreich’s theory. Weinreich’s theory is used to analyze the data obtained. Therefore, the results obtained are in the form of speakers changing the phoneme /l/ to /ɾ/ amounts to 12 data, the speaker pronounces with tongue vibrates at the back of the upper teeth, and air is forced through the oral cavity, producing a sound known as trilling. Changing the phoneme /ŋ/ to /n and /m/ amounts to 2 data pronounced by pressing the lips together so air can escape through the nose. And changing the phoneme /ə/ to /ɯ/ amounts to 5 data, the speaker pronounces it by looking for the closest phoneme, namely /ɯ/, and even pronouncing /ə/ sounds more like the sound /ɯ/. From this analysis, speakers experienced phonological interference, which turned out to be that their mother tongue, Japanese could influence their second language, Indonesian.

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