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Menampilkan 1–8 dari 8 artikel
Pengaruh Musik J-Pop terhadap Mood dan Produktivitas Mahasiswa Saat Belajar
Ghaeril Juniawan Parel Hakim
; Gandi Abetnego Simangunsong
; Muhammad Rafi Rusafni
; Muhammad Ilham Nurfajri
; Humannisa Rubina Lestari
Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual
Vol 2
, No 2
(2025)
J-Pop music has become an important part of students’ lifestyles and plays a role in influencing their mood and learning productivity. This study employed a descriptive quantitative method by distributing an online questionnaire to 194 students who regularly listen to J-Pop while studying. Results showed that 69.8% of respondents felt their mood improved before studying when listening to this music, and 40.2% reported completing tasks more quickly. These findings indicate that J-Pop can serve as...
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Analisis Sentimen Ulasan Aplikasi HeyJapan di Google Play Store Menggunakan Algoritma NLP
Jasmine Aulia Mumtaz
; Kinaya Khairunnisa Komariansyah
; Wildan Holik
; Muhammad Galuh Gumelar
; Reza Pratama
; Humannisa Rubina Lestari
Jurnal Rumpun Ilmu Bahasa dan Pendidikan
Vol 3
, No 3
(2025)
Digital learning applications like HeyJapan are increasingly popular. User reviews on platforms such as Google Play Store contain valuable information on user perceptions and experiences. To process this information systematically, this study employs a Natural Language Processing (NLP) approach to analyze sentiment toward the HeyJapan application. Data was collected using web scraping techniques with Python and the google play scraper library, resulting in 1,000 latest user reviews. The analysis...
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Analisis Tindak Tutur Direktif dalam Manga Dandadan Volume 1 : Chapter 1
Mochammad Alwan Al Ataya
; Rangga Wasita Ningrat
; Jonathan Cristiano Rabika
; Syah Bintang
; Humannisa Rubina Lestari
Publikasi Para ahli Bahasa dan Sastra Inggris
Vol 3
, No 3
(2025)
This study investigates directive speech acts in Chapter 1 of the Japanese manga *Dandadan*, focusing on how characters use language to influence others’ behavior. The objective is to classify the types of directive utterances and analyze their pragmatic functions based on the speaker and context. A qualitative descriptive method was employed, using pragmatic theory to analyze speech data taken directly from dialogue panels. The analysis identified nine instances of directive speech acts, which...
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Efektivitas Pembelajaran Bahasa Jepang Melalui Video Singkat (YouTube Shorts, TikTok, dan Reels)
Cynthia Octavania Putri Salma
; Icha Maulidya
; Adli Farizi
; Glorian Hilarius Kiantin Beda
; Humannisa Rubina Lestari
Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya
Vol 3
, No 3
(2025)
The rapid development of social media has changed the learning patterns of the digital generation, including in learning Japanese. This study examines the effectiveness of short videos based on social media such as YouTube Shorts, TikTok, and Instagram Reels as a medium for learning Japanese. The study used a quantitative approach through a descriptive survey with a Likert scale instrument, involving 61 respondents who had experience teaching Japanese using short videos. The findings showed that...
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Efektivitas Penggunaan Aplikasi Lingodeer Sebagai Media Pembelajaran Bahasa Jepang Tingkat Dasar
Raihan Yuanda
; Muhammad Anggi Lubis
; Kharisma Nur Devyanti
; Cahya Rudansah
; Humannisa Rubina Lestari
Jurnal Ilmuan Bahasa dan Sastra Inggris
Vol 3
, No 2
(2025)
This study aims to examine the effectiveness of the LingoDeer application as a learning medium for basic level Japanese language learners. A quantitative approach was employed using a One Group Pretest Posttest design involving 50 students from the Vocational School of IPB University. The research instrument consisted of pretest and posttest assessments focusing on three key areas: vocabulary, grammar, and reading skills. Based on the results of the paired sample t-test, a significant improvemen...
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Studi Komparatif Efektivitas Pembelajaran Bahasa Jepang melalui LuvLingua dan YouTube di Era Belajar Mandiri Digital
Kayla Attya Ramadhani
; Fikri Saputra
; Muhammad Yordi Septian
; Fadhlan Zaki Darmansyah
; Humannisa Rubina Lestari
Jurnal Rumpun Ilmu Bahasa dan Pendidikan
Vol 3
, No 3
(2025)
The rapid advancement of digital technology has transformed the landscape of language learning, particularly in the post-pandemic era where self-directed learning through mobile applications and online platforms is increasingly common. This study explores the effectiveness of two popular digital tools LuvLingua and YouTube in supporting independent Japanese language learning among Indonesian university students. LuvLingua offers a structured, gamified approach suitable for beginners, while YouTu...
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Comparative Study : The Effectiveness of Learning Japanese Using Duolingo and YouTube
Nurbadillah Nurbadillah
; Indra Maki Wiguna
; Saniyyah Wafa Nurjihan
; Nafis Faturrahman
; Humannisa Rubina Lestari
Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer
Vol 3
, No 3
(2025)
This research looks into how well Duolingo and YouTube help people learn Japanese. A quantitative approach was taken, gathering information from 35 individuals through an online questionnaire. Participants were chosen based on whether they used Duolingo, YouTube, or both platforms. The questionnaire explored their past learning experiences, how they use these platforms, their preferences, how effective they think these tools are, and what challenges they encountered while learning. The findings...
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Analisis Efektivitas Aplikasi Drops dalam Meningkatkan Penguasaan Kosakata Bahasa Jepang pada Pemula
Dimas Akbar Tama
; Syifa Nursaadah
; Fatih Kawakib Kartono
; Ferrol Azki Mashudi
; Humannisa Rubina Lestari
Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya
Vol 3
, No 2
(2025)
This study aims to analyze the effectiveness of Drops app in improving Japanese vocabulary acquisition among beginners. Based on the theory of cognitivism, the study used a descriptive qualitative method with a sample of 21 subjects who answered 11 questions through a Google Form survey. Results showed that the use of Drops significantly increased the average vocabulary score by 43 % (from 28.5 to 40.7), which was influenced by the integration of gamification features and spaced repetition mecha...
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