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Contact Name
Nia Setiawati
Contact Email
shafania2510@gmail.com
Phone
+6285717945032
Journal Mail Official
jurnalkagami@unj.ac.id
Editorial Address
Jl. Rawamangun Muka Kampus A Gd. Dewi Sartika Lt. 8 Jakarta Timur
Location
Kota adm. jakarta timur,
Dki jakarta
INDONESIA
Kagami : Jurnal Pendidikan dan Bahasa Jepang
ISSN : 20867948     EISSN : 28078853     DOI : https://doi.org/10.21009/kagami
Core Subject : Education,
KAGAMI Journal focuses on the fields of Japanese Language Education and Linguistics. Scope: Japanese Language Education includes: Evaluation of Language Teaching Classroom action research Language Teaching Methodology Reading Comprehension Listen Writing Conversation R&D Acquisition and Language Learning Japanese linguistics includes: Phonology Morphology Syntax Semantics Pragmatics Discourse Analysis Sociolinguistics Psycholinguistics Language Error Analysis Translation Contrastive analysis CDA Ethnolinguistics
Articles 112 Documents
MEDIA PEMBELAJARAN GAME EDUKASI KANJI BERBASIS ANDROID MENGGUNAKAN CONSTRUCT 2 TERHADAP KEMAMPUAN MENGINGAT KANJI Siti Nur Fajrina; Nia Setiawati; Cut Erra Rismorlita
Kagami : Jurnal Pendidikan dan Bahasa Jepang Vol. 12 No. 2 (2021): Kagami: Jurnal Pendidikan dan Bahasa Jepang
Publisher : Universitas Negeri Jakarta

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Abstract

Japanese students have difficulty learning kanji. The reason is the large number of kanji letters and the unique characteristics of kanji such as bushu, kakusuu, hitsujun, and yomikata kun'yomi and on'yomi. Then the Japanese language lecture at the State University of Jakarta targets students to complete the Basic Kanji Book II with in 1 semester. After the development of technology, now there are many designs of Android-based learning media. Thus, the researcher intends to use android to improve students' kanji memory skills, namely by making an android-based kanji educational game. The purpose of this study was to determine the use of kanji educational game learning media on students' ability to remember kanji and to determine student responses to the use of kanji educational game learning media in Kanji II course. The method used is an experimental quantitative approach with the Pre-Experiment method, with the One Group Pretest-Posttest Design. The population in this study were second semester students of the Jakarta State University Japanese Language Education Study Program for the 2020/2021 academic year. The sample of class A and class C with a total sample of 30 students. The instruments used are pretest-posttest, and questionnaires/questionnaires. Based on the results of data analysis, it can be seen that the ttable value at a significant level of 5% is 2.9. then the value of tcount in this study is 8.35. Thus, it can be concluded that Ha is accepted and Ho is rejected (tcount > ttable or 8.35 > 2.9), which means that the use of kanji educational game learning media can improve the ability to remember kanji.
ANALISIS SETSUBIJI SEI DAN PADANANNYA DALAM BAHASA INDONESIA
Kagami : Jurnal Pendidikan dan Bahasa Jepang Vol. 12 No. 2 (2021): Kagami: Jurnal Pendidikan dan Bahasa Jepang
Publisher : Universitas Negeri Jakarta

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Abstract

This study aims to determine the class classification of words, grammatical meaning, syntactic functions and Indonesian equivalent of the suffix sei. In analyzing word class classifications, using the referential equivalent method. The method of data analysis in grammatical analysis is the aggregate method, with advanced techniques of fade. Whereas in the equivalent analysis, using the method of compounding analysis. The results of this study are: Class words that can be attached to the -sei namely, denominal verbs/ doumeishi of type, action verbs/dousa, state verbs/ joutai and verbs of change/ henka, then denominal adjectives/keiyoudoushi which expressing characters and feelings. Then, nouns/ meishi type of person/hito, object/mono, situation /jitai, and time/ jikan. -Sei also changes word classes to abstract nouns. -Sei in Indonesian, can be added as a suffix -itas, -si / i, -nya, -if and confix ke- an, or can also change words such as adding meaning to power/character, and change meaning into risk, base, and scientific.The grammatical meaning produced by the -sei is, increasing levels, changing meanings (reform - innovation, anticipation - vision, elastic - flexible), adding the meaning of 'power' and 'character', changing the meaning nuance, adding to the impression of feeling, and adding to the subjective / objective impression.
Bentuk Kesalahan Penerjemahan Bahasa Jepang-Bahasa Indonesia Adi Nugroho
Kagami : Jurnal Pendidikan dan Bahasa Jepang Vol. 13 No. 1 (2022): Kagami: Jurnal Pendidikan dan Bahasa Jepang
Publisher : Universitas Negeri Jakarta

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Abstract

This study intends to identify the types of errors produced by Honyaku 1 course students in the Study Program of Japanese Language Education, Faculty of Language and Arts (FBS) State University of Jakarta (UNJ) in the 2020/2021 academic year while translating sentences from Japanese to Indonesian. The source of this research data is the result of student translations. This study employs a descriptive approach, in which the outcomes of sentence translations are analyzed to identify types of faults in the translation of Japanese to Indonesian by analyzing the types of translation errors identified in the target language (TL) and determining the equivalence of meaning between source language sentences (LS) and target language sentences. This research takes a descriptive qualitative method. According to the findings of the study, the most common types of translation errors are interference problems, both in terms of lexical and grammatical characteristics. Meanwhile, based on the severity of the problem,students' translation faults are classified as global errors, which comprise both lexical and grammatical errors.
EFEKTIVITAS METODE PEMBELAJARAN AKTIF TEKNIK CARD SORT DIBANDINGKAN DENGAN INDEX CARD MATCH TERHADAP KEMAMPUAN BAHASA JEPANG : kemampuan menulis Bahasa Jepang siswa kelas XI IPS SMAN Gunung Putri Handayani; Nia Setiawati; Viana Meilani Prasetio
Kagami : Jurnal Pendidikan dan Bahasa Jepang Vol. 12 No. 2 (2021): Kagami: Jurnal Pendidikan dan Bahasa Jepang
Publisher : Universitas Negeri Jakarta

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Abstract

Abstract: This study is research report about The Effectiveness of Active Learning Methods Card Sort Technique Compared with Index card match Technique on Japanese Language Ability on the high school students class at XI IPS SMAN 1 Gunung Putri. The research method is used true experimental method. The design is used pretest posttest control group design. The sample in this research is 30 students of class XI IPS 4 using card sort technique (experiment class) and 30 students of class XI IPS 1 using index card match technique (control class). After the posttest data was analyzed, card sort technique is more effective than index card match technique on Japanese language ability XI IPS class students.
Improving Presentation Skills in Japanese through Project Based Learning in Kaiwa VI Lesson Mufidah, Imroatul
Kagami : Jurnal Pendidikan dan Bahasa Jepang Vol. 13 No. 1 (2022): Kagami: Jurnal Pendidikan dan Bahasa Jepang
Publisher : Universitas Negeri Jakarta

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Abstract

This research aims to determine the presentation ability of Japanese Language Education students at the State University of Jakarta in Kaiwa VI lesson using conventional learning methods and Project Based Learning models, to determine the improvement in presentation skills of students who receive Project Based Learning, as well as to determine student responses on the application of the Project Based Learning model in Kaiwa VI lesson. This is motivated by the problems found in the Kaiwa VI lesson, including: the lack of student's ability to think critically in solving a problem, and students are less able to understand the content of research so that they are not optimal in presenting the research results. This is influenced by the lack of a literacy process and the lack of an independent data collection process by students because so far students have only presented the results of other people's research. Project Based Learning is a student-centered learning model to conduct a deep investigation of a topic. The method used is True Experimental Design in the form of Posttest Only Control Group Design research. The sample in this research were students who took Kaiwa VI lesson which were divided into experimental groups and control groups. The results showed that students who received the Project Based Learning model got an increase in presentation skills better than students who received conventional learning. This is shown in the results of the posttest data analysis, the experimental group has an average of 5.6 points higher than the control group. Student responses regarding the implementation of the Project Based Learning model are quite good.
Analisis Makna Fukugoudoushi Verba Yoru (寄る) Dalam Novel Dan Situs Daring Amaliah Saharani, Putri
Kagami : Jurnal Pendidikan dan Bahasa Jepang Vol. 13 No. 1 (2022): Kagami: Jurnal Pendidikan dan Bahasa Jepang
Publisher : Universitas Negeri Jakarta

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Abstract

The purpose of this study was to examine the semantic meaning in fukugoudoushi verb yoru (寄る) contained in Japanese sentences and to find out the type of words that follow and are followed by the verb yoru (寄る). The reason behind this study is because the vocabulary of toshiyoru has the meaning of aging, even though when viewed from the word that makes up the vocabulary, namely the word yoru (寄る) based on the dictionary of kokugo jiten, it does not have an element of the meaning of aging. This research data analysis technique uses the agih method. The study used data found from the novel Hidamari no Kanojo and the online site called Naver Matome. Based on the results of the analysis from 22 data it found, five data that have ordinary nouns, i-adjectives is one data. Then, based on 16 verb data is it found six data with the type keizokusei no doushi, five data with the type joutai no doushi, three data with shunkansei no doushi type and one data with jidoushi type. Then, there are six meanings which is three data that shows the meaning of “leaning”, 13 data that shows the meaning of “approaching” ,one data that shows the meaning of “stopping by”, two data that shows the meaning “gathering”, two data that shows the meaning “dropping the opponent to the outside of the arena in a sumo match”, and two data that shows the meaning “multiply”. It can be seen that the meaning of closer is found more in Japanese sentences.
Implikatur dalam Komik Yotsuba&! Vol. 1-3 Karya Kiyohiko Azuma Putri, Mirda Adzka
Kagami : Jurnal Pendidikan dan Bahasa Jepang Vol. 13 No. 1 (2022): Kagami: Jurnal Pendidikan dan Bahasa Jepang
Publisher : Universitas Negeri Jakarta

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This research is a study of the implicatures in the Yotsuba&!, a comic book by Kiyohiko Azuma on the volume 1-3. The purpose of this study is to describe the violation of maxims that occur in implicature utterances and classify the types of implicatures found based on the cooperative principle theory proposed by Grice (1975) and the classification of implicatures according to Yule (2014). The data were analyzed by using a qualitative descriptive method. As a result of the study it is found that there are as many as 20 violation of maxims data and 24 implicature data.
Pemahaman Keigo Oleh Mahasiswa Pendidikan Bahasa Jepang Universitas Riau angkatan 2019 Rohmadany, Syeren
Kagami : Jurnal Pendidikan dan Bahasa Jepang Vol. 13 No. 1 (2022): Kagami: Jurnal Pendidikan dan Bahasa Jepang
Publisher : Universitas Negeri Jakarta

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Japan is a nation that pays great attention to politeness, especially when speaking. This can be seen from the special form in expressing politeness and respect. In Japanese it is termed keigo. Keigo is a variety of respectful language used in Japanese and is one of the characteristics of the Japanese language. In general, keigo is divided into three types, namely sonkeigo, kenjougo, and teineigo. This study discusses the comprehension of keigo in terms of function, meaning, and form in class 2019 students of the Japanese Language Education Study Program, FKIP University of Riau. The purpose of this study was to find out how the understanding of keigo in class 2019 students was. The method used in this study was descriptive quantitative. The results of this study indicate that the students' understanding of the class of 2019 towards keigo as a whole is in the low category, apart from the lack of student understanding of keigo, the period of time from receiving material about keigo with the research time is quite far so it can be concluded that students have limitations in remembering the material.
Pengembangan E-Modul Interaktif Berbasis Android Dalam Mata Kuliah Bunpou I Noverisa, Eva Jeniar
Kagami : Jurnal Pendidikan dan Bahasa Jepang Vol. 13 No. 1 (2022): Kagami: Jurnal Pendidikan dan Bahasa Jepang
Publisher : Universitas Negeri Jakarta

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The purpose of this study is to produce an interactive prototype of an Android-based e-module and to find out the opinions of experts and students regarding the prototype. This multi-year research was carried out to answer the needs of students in obtaining and accessing learning material that is easier, cheaper, and not only has practical value but also flexibility value. The research can be a reference in developing 21st Century skills-based Japanese learning media. The first year of research uses the Research and Development (R&D) method with a descriptive-qualitative approach. The research took place from March to December 2021. Research’s sample was 21 students of Bunpou I, 2 media experts and 2 content experts. The results showed that this prototype got a score of 3.52 with category ‘very good’ for the content. It got 3.1 score for media display which is in category ‘good’. The results also showed that there are several notes for improving e-modules such as adding more interesting illustrations, improving forms and evaluation scores, improving user interfaces, adding sample sentences to reducing dependence on hyperlinks in the network. Most of the respondents liked this e-module and found it helpful in understanding basic level of Japanese easily. Bright color display makes learning less boring. The existence of videos, and exercises with a score system can also help increase learning motivation.
Google Classroom dan Zoommeeting: Alternatif Platform Terhadap Peningkatan Kemampuan Menulis Bahasa Jepang Pelajar Kelas XI IPA 1 SMAN 1 Rengat TP 2020/2021 Wahyuni, Maya Indah
Kagami : Jurnal Pendidikan dan Bahasa Jepang Vol. 13 No. 2 (2022): Kagami: Jurnal Pendidikan dan Bahasa Jepang
Publisher : Universitas Negeri Jakarta

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This study aims to determine the influence in Japanese writing skills of students in class XI IPA 1 at SMAN 1 Rengat during distance learning activities used googleclassroom and zoommeeting. This research is a classroom action research conducted in two cycles, each cycle consisting of three meetings with a duration of 60 minutes for each meeting and 34 person students. Based on the results of the research, students who completed the first cycle used googleclassroom were 6 students, meanwhile the highest score was 81.29 only one student while the lowest score was 24, 84. Then the second cycle was used googleclassroom and zoommeeting about 22 students completed, white the highest score was 90.32 got one student, and the lowest score was 40.55. Afterwards 14 students didn`t complete. Through a questionnaire given, students answered that distance learning was not as effective as face-to-face learning because when the teacher explained that the internet signal suddenly disappeared, the increase in Japanese language skills was not optimal, materials were not understood due to limited study time. But the use of zoommeeting can help deliver material better than the use of google classroom. So, the use of the googleclassroom platform and zoommeeting during distance learning can help improve students' Japanese writing skills.

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