Janaru Saja : Jurnal Program Studi Sastra Jepang https://ojs.unikom.ac.id/index.php/janarusaja <table style="height: 399px;" width="722"> <tbody> <tr> <td align="left" valign="top"> <p><img src="                                " alt="" width="229" height="337"></p> </td> <td style="width: 50px;"><img src="/public/site/images/fenny/Cover_Jurnal_(200-400px).jpg">&nbsp;</td> <td align="left" valign="top"> <p><strong>Janaru Saja : Jurnal Program Studi Sastra Jepang&nbsp;</strong>is a journal published two times annually (May and November) by Japanese Department (Program Studi Sastra Jepang) Universitas Komputer Indonesia, Bandung. This journal consist of paper-based articles, fresh ideas about Japanese language, literature, culture and its teaching and learning, which have never been published before. Scientific articles dealing with Japanese Studies are particularly welcome.</p> <p>Specific topics of interest include (but are not confined to):</p> <ol> <li class="show"><em>Japanese Language Teaching/Learning</em></li> <li class="show"><em>Japanese Culture<br></em></li> <li class="show"><em>Japanese Literature</em></li> </ol> </td> </tr> </tbody> </table> <p>Any submitted paper will be process through some necessary steps, such as reviewed by reviewers. Review process employs double-blind review that the reviewer does not know the identity of the author, and the author does not know the identity of the reviewers.</p> <p><strong>Janaru Saja : Jurnal Program Studi Sastra Jepang</strong> indexed by:</p> <p><strong><a href="https://scholar.google.co.id/citations?user=aUhJ0mcAAAAJ&amp;hl=en" target="_blank" rel="noopener"><img src="/public/site/images/fenny/googlescholar12.png"></a></strong></p> Program Studi Sastra Jepang, Universitas Komputer Indonesia Bandung en-US Janaru Saja : Jurnal Program Studi Sastra Jepang 2301-5519 <ol type="a"><li>Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a <a href="http://creativecommons.org/licenses/by/3.0/" target="_new">Creative Commons Attribution License</a> that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.</li><li>Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.</li><li>Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See <a href="http://opcit.eprints.org/oacitation-biblio.html" target="_new">The Effect of Open Access</a>)</li></ol> ANALISIS KESALAHAN MAHASISWA TINGKAT TIGA DALAM PENGGUNAAN ~TSUZUKU DAN ~TSUZUKERU https://ojs.unikom.ac.id/index.php/janarusaja/article/view/577 <em>Penelitian ini menguraikan hasil analisis kesalahan mahasiswa tingkat tiga Universitas Komputer Indonesia tahun akademik 2016/2017 tentang penggunaan fukugou doushi ~tsuzuku dan ~tsuzukeru yang bermakna “terus”. Yang mana hal ini menjadi kesulitan tersendiri bagi pembelajar bahasa Jepang dalam memahami perbedaan mendasar tentang fukugou doushi ~tsuzuku dan ~tsuzukeru. Dengan jumlah responden sebanyak 20 mahasiswa. Penelitian ini difokuskan pada penggunaan fukugou doushi ~tsuzuku dan ~tsuzukeru. Fukugou doushi ~tsuzukeru yang terdiri dari 4 jenis pembentukan, yakni jizoku katei no dousa dekigoto, douji, shuuryou, dan kaishi no kyokumen. Kemudian hal yang juga dibahas dalam penelitian ini adalah jenis kesalahan dalam penggunaan fukugou doushi ~tsuzuku dan ~tsuzukeru, dan penyebab kesalahan penggunaan fukugou doushi tersebut dengan menggunakan metode penelitian deskriptif kualitatif. Jenis kesalahan yang dianalisis adalah kesalahan yang bersifat error dengan klasifikasi penyebab kesalahan, seperti over-generalization, ignorance of rule restrictions, incomplete application of rules, dan false concepts hypothesized.</em> Rivki Wahyudi Amran Jeni Putra Renariah Renariah ##submission.copyrightStatement## http://creativecommons.org/licenses/by-nc-sa/4.0 2018-01-16 2018-01-16 6 1 1 16 FAKTOR PENYEBAB KESALAHAN PENGGUNAAN HURUF KATAKANA https://ojs.unikom.ac.id/index.php/janarusaja/article/view/578 <em>This study discusses what are the factors that causing misuse of katakana in high school students. The research method used in this study is qualitative descriptive method. Type of mistake analyzed in this research is the error one with the classification of the cause of the error, such as Over-generalization, ignorance of rule restriction, incomplete application of rule, and false concept hypotesized. result from this study are the students are having difficulties on katakana letters that have similarity form and katakana that have double consonant or known as sokuon on gairaigo vocabulary.</em> Ahmad Azhar Kamal Dian Bayu Firmansyah Soni Mulyawan Setiana ##submission.copyrightStatement## http://creativecommons.org/licenses/by-nc-sa/4.0 2018-01-16 2018-01-16 6 1 17 25 HUBUNGAN ASPEK SOSIOLOGI PENGARANG DENGAN UNSUR INTRINSIK DALAM NOVEL NIJUUSHI NO HITOMI https://ojs.unikom.ac.id/index.php/janarusaja/article/view/579 <em>This study discusses the relationship between the author's sociological aspects with intrinsic elements contained in the novel Nijuushi No Hitomi by Sakae Tsuboi. The purpose of this research is to know how the relationship between novel Nijuushi No Hitomi and sociology aspect Sakae Tsuboi as the author. The object of this research is a quote in the form of narrative and dialogue in the novel that is considered to have a relationship with the author's sociological aspects. The research method used is descriptive method of analysis based on the theory of sociology author by Wellek &amp; Warren (1994). The results of this study indicate a relationship between the author's sociological aspects and intrinsic elements in the novel.</em> Miuri Legi Lestari Anisa Arianingsih Fenny Febrianty ##submission.copyrightStatement## http://creativecommons.org/licenses/by-nc-sa/4.0 2018-01-16 2018-01-16 6 1 26 35 RESPON PENGGUNA TERHADAP APLIKASI KANJI HUNTER https://ojs.unikom.ac.id/index.php/janarusaja/article/view/580 <em>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.</em> Lutfhi Fauzi Pitri Haryanti Soni Mulyawan Setiana ##submission.copyrightStatement## http://creativecommons.org/licenses/by-nc-sa/4.0 2018-01-16 2018-01-16 6 1 36 41 PERANCANGAN GAME EDUKASI GOI BERBASISKAN FLASH https://ojs.unikom.ac.id/index.php/janarusaja/article/view/581 <em>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 &amp; software design, implementation &amp; unit testing, integration &amp; system testing, operation &amp; maintance. This game is implemented by using the programming language actionscript using Adobe Flash CS6 software.</em> Ditansya Lubis Riska Sri Rahmawati Soni Mulyawan Setiana ##submission.copyrightStatement## http://creativecommons.org/licenses/by-nc-sa/4.0 2018-01-16 2018-01-16 6 1 42 50