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Damai Yani
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Omiyage: Jurnal Bahasa dan Pembelajaran Bahasa Jepang
ISSN : -     EISSN : 26139022     DOI : -
Core Subject : Education,
OMIYAGE: Jurnal Bahasa dan Pendidikan Bahasa Jepang, which is published every Juni and Desember, consists of research-based and review articles, fresh ideas about Japanese language, literature, culture, as well as teaching and learning, which have never been published before. The scopes of this journal include: 1. Applied Japanese linguistics; 2. Japanese culture; 3. Intercultural communication; 4. Connection and communities; 5. Teaching materials; 6. Teaching methodology; 7. Japanese for specific purposes; 8. Teachers; 9. Sociocultural approach; 10. Language acquisition; 11. Phonology; 12. Japanese studies; 13. Computer/Technology; 14. Sociolinguistic; 15. Grammar; 16. Pragmatic; 17. Discourse; 18. Syllabus/curriculum; 19. Japanese language learner; 20. Language Policy.
Articles 12 Documents
Search results for , issue "vol. 9 no. 1 (2026)" : 12 Documents clear
Aizuchi dalam Anime Movie Suzume no Tojimari Karya Makoto Shinkai Febri Ali Fandani; Prisyanti Suciaty
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol. 9 No. 1 (2026)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/y76se029

Abstract

Learning aizuchi is important because mistakes in its use can lead to misunderstandings and reduce the effectiveness of communication. This research focuses on the use of forms and functions of aizuchi found in the anime movie Suzume no Tojimari. The research uses a qualitative approach with a descriptive analysis method because the data examined are in the form of words that will be described and explained. After data collection and analysis, it was found 143 data divided into 126 instances of expression forms, 14 instances of repetition forms, 1 instance of paraphrase form, and 2 instances of other forms. Regarding the functions, there were 33 instances of listening signals, 35 instances of understanding signals, 10 instances of agreement signals, 12 instances of denial signals, and 53 instances of emotional expression signals. In this study, the most frequently occurring form of aizuchi is the expression form, while the most frequently occurring function of aizuchi is the emotional expression signal.
Interpreting Kaomoji in the Momo Official Web Blog Comment Section: An Umberto Eco Analysis of Emotional Representation in Digital Communication rahma julia; Maulluddul Haq
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol. 9 No. 1 (2026)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/mwejad47

Abstract

Kaomoji is a form of nonverbal communication widely used in Japanese digital communication to express emotions and reinforce message meaning. This study aims to analyze the meanings of kaomoji used in the comment section of the Momo official web-blog based on Umberto Eco’s semiotic theory. This research employed a descriptive qualitative approach, which data consisting of comments containing kaomoji. Data were collected through observation and note-taking techniques and analyzed using Eco’s concept of semiosis by examining the relationship between signs, context, and interpretation. The findings reveal that the identified kaomoji represent various emotions, including positive emotions, negative emotions, and sadness with humorous nuances. Positive emotions were the most dominat category, indicating that kaomoji function to establish interpersonal closeness, strengthen affective expressions, and create a warmer communication atmosphere. The analysis also shows that the meanings of kaomoji are contextual and influenced by readers’ interpretations. Therefore, kaomoji function not merely as visual symbols but also as a system of signs that genereates meaning in digital communication.   Kata Kunci: Kaomoji, semiotika Umberto Eco, web-blog, komunikasi digital
The Impact of the Baamboozle Educational Game on Phase E Students' Learning Outcomes at SMA Negeri 1 Candung Anissa Trifani Rahmi; Shindu Krisnanda
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol. 9 No. 1 (2026)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/c3kzem51

Abstract

This study focuses on low student engagement and suboptimal utilization of learning media, which impacts on exercise and exam scores that have not reached the minimum standard of 75. To improve learning outcomes, this study utilizes the Baamboozle educational game media, a web-based quiz designed to make learning more interactive, fun, and able to increase student participation. The purpose of this study is to analyze learning outcomes before and after the implementation of Baamboozle, as well as measure its effect on student achievement in phase E. This study uses a quantitative approach with a quasi-experimental design of the Pretest-Posttest Control Group model. The sample was selected purposively from phase E students of SMA Negeri 1 Candung, consisting of 29 students of class E3 as the experimental group and 29 students of class E2 as the control group. Data collection was carried out through pre-tests and post-tests. The hypothesis was tested with the criteria H0 is accepted if the significance value is >0.05, while H1 is accepted if <0.05. The results of the analysis show that the significance value of the two-tailed test in both classes is 0.000 (<0.05), so H0 is rejected and H1 is accepted. The t-test on the posttest also produced a significance value of 0.001 (<0.05), which means that Baamboozle has a significant influence on the learning outcomes of phase E students at SMA Negeri 1 Candung.
The Effect of Using Obenkyo Application on the Hiragana Mastery of Students at SMK Negeri 1 Padang Panjang Kiki Wenisa Putri; Shindu Krisnanda
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol. 9 No. 1 (2026)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/m777wp74

Abstract

This study was motivated by the low ability of students in reading and writing Hiragana characters and the limited use of interactive learning media at SMK Negeri 1 Padang Panjang. The purpose of this research was to determine the effect of using the Obenkyo application on students’ mastery of Hiragana. This research employed a quantitative approach using a quasi-experimental method with a pre-test post-test control group design. The sample consisted of two classes: XI Hospitality as the experimental group and XI Marketing 1 as the control group, each with 31 students. The research instrument was a written test consisting of multiple-choice and fill-in-the-blank questions. The results showed a significant improvement in the experimental group after using the Obenkyo application. The post-test average score of the experimental group was higher than that of the control group. The t-test revealed a significance value of less than 0.05, indicating that H₀ was rejected and H1 was accepted. Thus, it can be concluded that the use of the Obenkyo application has a significant effect on improving students’ mastery of Hiragana at SMK Negeri 1 Padang Panjang.
The Effectiveness of Quizwhizzer Learning Media on Students' Mastery of GoiState Senior High School 4 Padang Adisty Mutia Khonita; Hendri Zalman
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol. 9 No. 1 (2026)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/9yv8p863

Abstract

The author's observation that students struggled to recall terminology led to the conduct of this study. The learning media used were less varied in Japanese language learning. Finding out how much of an effect Quizwhizzer had on high school students' Japanese vocabulary knowledge was the driving force for this research. In this work, the researchers used a quantitative technique and a pre-experimental design. The experimental design was a One-Group Pretest-Posttest Design. A total of 36 students made up the research sample for this XII F.5 study. This research used a fair and methodical sampling technique. This study was built using both pre-test and post-test data. A twenty-question multiple-choice exam was used as the research instrument. A mean score of 70.27 on the pretest and 81.38 on the posttest were obtained. The results on the pretest had a standard deviation of 9.92 and those on the posttest of 9.82. A significant level of 0.000 <0.05 was shown by the paired sample t-test findings. Furthermore, after using Quizwhizzer, students' Japanese vocabulary mastery improved. These data demonstrate that Quizwhizzer is effective in improving students' vocabulary mastery.
Perception of the Use of Quizizz as an Evaluation Media in Japanese Language Learning at SMA Negeri 2 Batang Anai Aufa Karen Sapphira; Rahmi Oktayory Wikarya
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol. 9 No. 1 (2026)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/n6ypat44

Abstract

This study was motivated by the fact that many teachers still use conventional methods in the evaluation process, causing students to perceive evaluation activities merely as tasks to fulfill academic requirements. This study aimed to determine students' perceptions of the use of Quizizz as an evaluation medium in Japanese language learning at SMA Negeri 2 Batang Anai. The research employed a descriptive quantitative method, with data collected through questionnaires. The sample consisted of 64 students from Grade XII Advanced Phase F, specifically from classes XII F2 and XII F3. The results showed that the use of Quizizz as an evaluation medium in Japanese language learning obtained a mean score of 84.12 with a percentage of 94.4%, which falls into the positive category. These findings indicate that students responded positively to the use of Quizizz because it was considered engaging, practical, and supportive of the learning evaluation process. Therefore, it can be concluded that Quizizz can be used as an effective evaluation medium in Japanese language learning at SMA Negeri 2 Batang Anai.
Comparative Analysis of Semantic Polarity in “Gila” and “Atama ga Okashii” Alifah Dini Putri
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol. 9 No. 1 (2026)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/x77bp510

Abstract

This study aims to compare the meaning polarity of the Indonesian word gila and the Japanese expression atama ga okashii through a descriptive comparative approach. The data consist of 25 items for Indonesian and 27 items for Japanese, collected from various authentic sources, including news articles, social media, blogs, and online corpora. Polarity analysis follows the positive, neutral, and negative classification framework based on Tarigan (1985) and Inui et al. (2008). The results show that both expressions are dominated by negative polarity -gila at 56% and atama ga okashii at 55.6%. Despite similar quantitative distributions, a significant qualitative difference was found in their semantic extension ranges. The word gila demonstrates higher semantic flexibility, extending into culinary, informal social identity, and appreciative domains -reflecting a process of amelioration and semantic broadening. In contrast, atama ga okashii maintains its stigmatic connotation more consistently and does not exhibit equivalent semantic extension. These findings indicate that lexical equivalence across languages does not necessarily reflect pragmatic equivalence, as the meaning of an expression is strongly shaped by the social and cultural norms of its speech community.      
Analysis of Bikago Usage by the Character Honda Tohru in Anime Fruits Basket Season 1 Made Gede Bima Putra Jaya Kesuma; Putu Dewi Merlyna Yuda Pramesti; I Kadek Antartika
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol. 9 No. 1 (2026)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/r26nfe11

Abstract

As a form of keigo in the Japanese language, bikago functions to soften utterances without elevating the interlocutor's status and is closely associated with politeness and female gender identity. This study describes the use of bikago by the character Tohru Honda in the anime Fruits Basket Season 1 (episodes 1–10) using a qualitative descriptive approach with the observation and note-taking method. It aims to examine the forms, functions, and underlying factors of bikago usage. Data gathered from Tohru’s dialogue utterances were analyzed using the frameworks of Bunka Shingikai (2007) and Tsujimura (1991). The findings reveal five forms of bikago across 65 identified data points: o-wago, o-kango, go-wago, go-kango, and o-konshugo, with o-wago emerging as the most dominant. Additionally, three distinct functions are identified—softening speech, creating familiarity, and demonstrating elegance— with the speaker predominantly utilizing the feature to deliver softer expressions to her interlocutors. The underlying motivations include relational dynamics, social status, and participant-specific factors, which encompass the specific interlocutor, the speech situation, as well as the speaker’s emotional state and feelings during the interaction.
Onomatopoeia in the Digital Manga Naruto: Shinden – Yukemuri Ninpouchou Chapters 1–15 Aulia Rahmi; Nova Yulia
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol. 9 No. 1 (2026)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/vb48x854

Abstract

Onomatopoeia refers to words that imitate or describe sounds, conditions, movements, or certain feelings. Its use is not limited to spoken communication but is also widely found in literary works such as novels and manga to strengthen visual impressions and enrich narrative expression. However, understanding onomatopoeia often poses challenges for learners or non-native speakers of Japanese due to its contextual nature and strong cultural specificity. This study aims to identify and describe the types and meanings of onomatopoeia found in the digital manga Naruto: Konoha Shinden – Yukemuri Ninpouchou Chapters 1–15. The data analysis is based on the classification theory of onomatopoeia proposed by Kindaichi and Asano (1978), as cited in Hinata and Hibiya, as well as Akimoto’s theory of onomatopoeic meaning (in Nihongo Kyouiku ni Okeru Onomatope no Kenkyuu, p. 30), referenced by Hasna and Hermansyah (2019). This research employs a qualitative approach using a descriptive method. Data were collected through documentation study of the manga, with the data consisting of all onomatopoeic expressions appearing in the text. The results reveal five types of onomatopoeia within a total of 54 data entries. The most dominant type is giyougo with 21 occurrences, while gijougo is the least frequent, appearing only once. Furthermore, eight out of ten categories of onomatopoeic meaning proposed by Akimoto were identified, including: imitation of natural phenomena (1 data), animal sounds (1 data), human sounds (10 data), human behavior (17 data), human states or feelings (5 data), object sounds (18 data), and object movements (1 data)  
An Analysis of Positive and Negative Politeness Strategies in the Use of Keigo in Google Maps Reviews of Minato Shokudo Syifa Nurhaliza Agustiar; Uning Kuraesin
Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang Vol. 9 No. 1 (2026)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/19y6n126

Abstract

This study examines forms of Japanese honorific language (keigo) and positive and negative politeness strategies in keigo-containing customer reviews of Minato Shokudo on Google Maps. Using a pragmatic approach with a qualitative descriptive method, this study is grounded in Penelope Brown & Stephen C. Levinson’s (1987) politeness theory. The data were collected from customer reviews posted between September and December 2025, with the analysis focused on 19 reviews containing keigo. The analysis revealed that a single review may contain multiple forms of keigo as well as positive and negative politeness strategies. The identified forms of keigo include sonkeigo (18 reviews), kenjougo (8 reviews), teineigo (6 reviews), and bikago (9 reviews). Positive politeness strategies were realized through Exaggerate (10 reviews), Give gifts to H (10 reviews), Notice/Attend to H (3 reviews), Offer/Promise (3 reviews), and Be optimistic (1 review). Negative politeness strategies were realized through Give deference (11 reviews), Question/Hedge (9 reviews), Be conventionally indirect (3 reviews), and Impersonalize S and H (1 review). The novelty of this study lies in examining the interrelationship between keigo use and positive and negative politeness strategies in Japanese restaurant online reviews containing keigo, particularly in Google Maps reviews, which have received limited attention in previous studies.

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