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="/public/site/images/fenny/Cover_Jurnal_(200-400px).jpg"></p> </td> <td style="width: 50px;">&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></p> <p>Jurnal Terindeks oleh :</p> <p><a href="https://scholar.google.co.id/citations?user=aUhJ0mcAAAAJ&amp;hl=en" target="_blank" rel="noopener"><img src="/public/site/images/fenny/googlescholar1.png"></a><a href="http://garuda.ristekdikti.go.id/"><img src="/public/site/images/fenny/garuda.png"></a></p> <p><a href="https://search.crossref.org/?q=Analisis+Kesalahan+Mahasiswa+Tingkat+Tiga+Dalam+Penggunaan+Tsuzuku+dan+Tsudzukeru&quot;"><img src="/public/site/images/fenny/crossref.png"></a><a title="Janaru Saja Sinta 5" href="http://sinta.ristekbrin.go.id/journals/detail?id=5738" target="_blank" rel="noopener"><img src="/public/site/images/fenny/s5_sintaaa(54kb)1.jpg" width="167" height="85"></a></p> <p><a href="https://statcounter.com/p12144466/?guest=1"><img src="/public/site/images/fenny/statcounter_newapp_logo-11.png" width="178" height="54"></a></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 CAMPUR KODE DALAM DUA TEKS LIRIK LAGU DARI BAND OFFICIAL HIGE DANDISM https://ojs.unikom.ac.id/index.php/janarusaja/article/view/3591 <p><em>Penelitian ini bertujuan untuk menganalisis campur kode yang terdapat dalam dua teks lirik lagu dari band Official Hige Dandism berjudul No Doubt dan Driver dengan cara mencari tahu tipe campur kodenya dan kemudian mendeskripsikan wujud campur kode yang terdapat pada lirik lagu tersebut. Metode yang digunakan dalam penelitian ini adalah metode deskriptif dengan teknik simak dengan menggunakan teori campur kode milik Suwito. Bentuk campur kode yang ditemukan adalah bentuk campur kode ke luar (outer code mixing). Sedangkan wujud campur kode yang ditemukan adalah sebanyak 11 data, yaitu : 4 penyisipan campur kode berwujud kata, 5 penyisipan campur kode berwujud frasa, dan 2 penyisipan campur kode berwujud klausa.</em></p> Hamidah Nur Permata ##submission.copyrightStatement## http://creativecommons.org/licenses/by-nc-sa/4.0 2019-11-30 2019-11-30 8 2 1 9 10.34010/js.v8i2.3591 PENGGUNAAN INTERJEKSI (KANDOUSHI) DALAM WEBTOON BITAASUITO NA JINSEI https://ojs.unikom.ac.id/index.php/janarusaja/article/view/3590 <p><strong><em>Abstract</em></strong></p> <p><em>The purpose of this research is</em> <em>(1)</em> <em>to find out &nbsp;the form of usage interjection (kandoushi</em><em>) </em><em>such as greeting’s form (aisatsugo), impression’s form (kandou), and response’s form (outou) in Webtoon comic translation of Bitaasuito na Jinsei in 1-2 episodes. (2) to describe the use of interjection (kandoushi) based on the context of the speaker’s situation as a&nbsp; &nbsp;pragmatic studies. This research uses descriptive method. The form of this study indicate that there are 21 interjection (kandoushi) data is used. The most often used is the impression’s form of kandoushi such as “a”.”aaa”. and “e-“,this illustrate that people more often use kandoushi when shocked and unexpected situations.</em></p> <p><strong><em>Keywords</em></strong><em> : Pragmatic, Interjection, Kandoushi, Webtoon</em></p> <p><strong><em>Abstrak</em></strong></p> <p><em>Penelitian ini bertujuan untuk (1) mengetahui bentuk penggunaan Interjeksi (Kandoushi) seperti kandoushi yang menyatakan aisatsugo,perasaan (kandou),dan jawaban(outou) yang terdapat dalam komik Webtoon terjemahan Bitaasuito na Jinsei dalam episode 1-2. (2) mendeskripsikan penggunaan interjeksi (kandoushi) berdasarkan konteks situasi penutur sebagai kajian pragmatik</em><em>. </em><em>Penelitian ini menggunakan metode deskriptif dan pengambilan data dilakukan dengan teknik mencatat. Data dari penelitian ini menunjukkan bahwa ada sebanyak 21 data interjeksi (kandoushi) yang digunakan. Yang paling sering digunakan adalah kandoushi perasaan berupa keterkejutan seperti “a”, “aaa”, dan “e-“ hal ini menggambarkan bahwa orang-orang lebih sering menggunakan kandoushi pada saat keadaan terkejut dan dalam situasi tak terduga.</em></p> <p><strong><em>Kata Kunci</em></strong><em> : Pragmatik, Interjeksi, Kandoushi, Webtoon</em></p> Anggi Siska Hariyana ##submission.copyrightStatement## http://creativecommons.org/licenses/by-nc-sa/4.0 2019-11-30 2019-11-30 8 2 10 19 10.34010/js.v8i2.3590 PERUBAHAN SERAGAM TOKOH LIGHT DALAM DEATH NOTE FILM VERSI NETFLIX https://ojs.unikom.ac.id/index.php/janarusaja/article/view/3459 <p><em>Death Note yang dibuat oleh Tsugumi Ohba dan diilustrasikan oleh Takeshi Obata yang dibuat ulang oleh Netflix pada 2017. proses remake mengubah beberapa aspek cerita, salah satunya adalah perubahan dalam karakter utama, Light. One of the changes that can be seen is Light’s fashion to school. These changes are influenced by cultural differences due to changes in place settings in the story. By using the theory of cultural change proposed by Julian Steward, this study will be analyzed descriptively using a qualitative method. The data in this study were obtained from the anime Death Note made in Japan and the film Death Note version of Netflix. From the research conducted, it was found that there was a change in the way of dressing Light Yagami and Light Turner to school. This can be seen from the uniform rules in the two very different countries, between United State and Japan. There is a cultural adaptation that occurs in the making of the film Death Note Netflix version.</em></p> <p><strong><em>Keywords :</em></strong><em>&nbsp;&nbsp; Death Note, Adapta</em><em>tion</em><em>, Culture, Fashion</em></p> Honesty Audi Nungki Heriyati ##submission.copyrightStatement## http://creativecommons.org/licenses/by-nc-sa/4.0 2019-11-30 2019-11-30 8 2 20 29 10.34010/js.v8i2.3459 TINDAK TUTUR EKSPRESIF DALAM ANIME TSUREZURE CHILDREN EPISODE 1 https://ojs.unikom.ac.id/index.php/janarusaja/article/view/3578 <p><strong><em>Abstract</em></strong></p> <p><em>The purpose of this research is</em> <em>to describe the form of expressive speech acts in the anime Tsurezure Childern episode 1. to describe the use of expressive speech acts based on the context of the speaker's situation as a pragmatic study. Sources of data were collected using qualitative data analysis techniques, namely data collection through data reduction techniques, data presentation, and drawing conclusions. The results showed that there were 19 data on expressive speech acts used.</em></p> <p><strong><em>Keywords</em></strong><em>: pragmatics, speech acts, anime</em></p> <p><strong><em>Abstrak</em></strong></p> <p><em>Penelitian ini bertujuan untuk mendeskripsikan bentuk tindak tutur ekspresif pada anime Tsurezure Childern episode 1. mendeskripsikan penggunaan tindak tutur ekspresif berdasarkan konteks situasi penutur sebagai kajian pragmatik</em><em>.</em><em> Sumber data dihimpun menggunakan teknik analisis data kualitatif, yaitu pengumpulan data melalui teknik reduksi data, penyajian data, dan penarikan kesimpuplan. Hasil penelitian menunjukan bahwa ada sebanyak 19 data Tindak tutur ekspresif yang digunakan. </em></p> <p><strong><em>Kata Kunci </em></strong><em>: pragmatik, tindak tutur, anime</em></p> Bobby Alfikri Elalbab Almunawary ##submission.copyrightStatement## http://creativecommons.org/licenses/by-nc-sa/4.0 2019-11-30 2019-11-30 8 2 30 38 10.34010/js.v8i2.3578 TANGGAPAN RESPONDEN MENGENAI GAME BATTLE KANJI SEBAGAI MEDIA ALTERNATIF PEMBELAJARAN KANJI TINGKAT DASAR https://ojs.unikom.ac.id/index.php/janarusaja/article/view/3585 <p><span style="background-color: #ffffff;">This study discusses the responses of respondents about the game "Battle Kanji". The method used is ADDIE. The data were taken through from a questionnaire given to 17 students from the Japanese Literature Study Program of UNIKOM academic year 2018/2019. The results showed that the respondents agreed with the "Battle Kanji" as an alternative media to learn kanji basic level with an attractive appearance, content that is easy to understand, and easy operation with 83,7% percentage value. This study is expected by the growing number of researchers to create media that can make it easier and more engaging learners in learning Japanese kanji, especially at a basic level. <br>Keywords: Alternative Media, ADDIE, Battle Kanji, Game </span></p> Heri Ahmadi Anisa Arianingsih Renariah Renariah ##submission.copyrightStatement## http://creativecommons.org/licenses/by-nc-sa/4.0 2019-11-30 2019-11-30 8 2 39 50 10.34010/js.v8i2.3585