Academic literature on the topic 'Doraemon'

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Journal articles on the topic "Doraemon"

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Faridha, Dyan. "PENERAPAN MEDIA KANTONG AJAIB DORAEMON DENGAN MODEL OMEAKE UNTUK MENINGKATKAN KEMAMPUAN MEMBUAT KALIMAT TANYA SISWA KELAS V SDN SUKOANYAR 01 MALANG." Jurnal Review Pendidikan Dasar : Jurnal Kajian Pendidikan dan Hasil Penelitian 3, no. 2 (2017): 424. http://dx.doi.org/10.26740/jrpd.v3n2.p424-428.

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ABSTRAKTujuan penelitian ini adalah (1) mendeskripsikan perencanaan pembelajaran menggunakan media Kantong Ajaib Doraemon dalam model OMEAKE dalam rangka meningkatkan kemampuan membuat kalimat tanya, (2) mendeskripsikan pelaksanaan pembelajaran menggunakan media Kantong Ajaib Doraemon dengan model OMEAKE dalam rangka meningkatkan kemampuan membuat kalimat tanya, dan (3) mendeskripsikan peningkatan kemampuan siswa dalam membuat kalimat tanya dalam pembelajaran menggunakan media Kantong Ajaib Doraemon dengan model OMEAKE. Oleh karena itu penelitian ini menggunakan Penelitian Tindakan Kelas (PTK). Subjek penelitian adalah siswa kelas V SDN Sukoanyar 01 Kecamatan Wajak Kabupaten Malang, dengan jumlah 19 orang siswa yang terdiri dari 12 orang laki-laki dan 5 orang perempuan. Teknik pengumpulan data yang digunakan meliputi observasi, wawancara, dokumentasi, dan tes. Penelitian dilaksankan dalam 2 siklus, setiap siklus terdiri atas perencanaan, pelaksanaan, observasi, dan refleksi sesuai dengan model Kemmis dan Taggart. Hasil penelitian menunjukkan bahwa (1) perencanaan pembelajaran yang dibuat mengalami peningkatan disetiap siklusnya, (2) dalam pelaksanaan pembelajaran, aktivitas guru dan siswa mengalami peningkatan di setiap siklusnya, (3) pada siklus I kemampuan membuat kalimat tanya dengan menggunakan media Kantung Ajaib Doraemon dengan Model OMEAKE mencapai 63% siswa tuntas belajarnya dan meningkat menjadi 89% pada siklus II. Berdasarkan hasil penelitian dapat disimpulkan bahwa penerapan media Kantung Ajaib Doraemon dengan Model OMEAKE dapat meningkatkan kemampuan siswa dalam membuat kalimat tanya di kelas V SDN Sukoanyar 01 Kecamatan Wajak Kabupaten Malang.Kata Kunci: media kantung ajaib Doraemon, model OMEAKE, kemampuan membuat kalimat tanyaAbstract The purposes of this research are (1) describe learning planning using Doraemons’s Magic Pocket in OMEAKE Model for increase making question sentence ability, (2) describe learning implementation using Doraemons’s Magic Pocket with OMEAKE Model for increase making question sentence ability, and (3) describe enhancement of student ability to make question sentence in learning activity using Doraemon’s Magic Pocket media with OMEAKE model. Cause it this research use Class Action Study (PTK). This research subject is fifth-grade student of Sukoanyar 01 Primary School in Wajak District Malang, with total 19 students that contain 12 male and 5 female. Data Collecting Technique that used include observation, interview, documentation and making some test. The research held in two cycles, every cycle consist of planning, implementation, observation, and reflection according to Kemmis and Taggart model. The research result show that: (1) leraning planning that made increase in every cycle, (2) teacher and students activity learning implementation increase in every cycle, (3) at first cycle, ability to make question sentence using Doraemon’s magic pocket media with OMEAKE Model reach 63% students have complete the study target and increased to 89% at second cycle. According to the research result can be conclude that application of Doraemon’s Magic Pocket media with OMEAKE model can increase student ability making question sentence in the fifth-grade class of Sukoanyar 01 Primary School in Wajak District Malang.Keyword: Doraemon’s Magic Pocket media, OMEAKE model, making question sentences ability of student
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Setyaningsih, Fransiska Desiana. "Representasi Anak-Anak Melalui Komik Doraemon Berdasarkan Pendekatan Image System." Jurnal Komunikasi 11, no. 1 (2019): 42. http://dx.doi.org/10.24912/jk.v10i1.2472.

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This study examines the profiles of children represented through comics circulating in Indonesia based on image system. In the various comics, children are often used as objects or main characters in a comic or story, one of them is Doraemon Comic. In Doraemon comic, children are shown as, who like to play, imitate, a little whiny but on the other side like to help an sometimes show an independent attitude. Therefore, using descriptive methods, this study is limited to the representation of the four main characters of children in Doraemon Comic. Data collected through dokument study. The aim of this study is to describe the representation of children through the Doraemon comics. The results of the study show that children represented through Doraemon Comics are: happy to play, like to move, children are whiny and love to imitate, not stand alone but are interrelated with each other, between ideational system and mediational system. The idea possessed by the author of Doraemon comics regarding children is represented through the four main figures who in their capacity indirectly act as mediators. So by reading Doraemon comics, people can know the picture of children in life.Penelitian ini mengkaji profil anak-anak yang direpresentasikan melalui komik yang beredar di Indonesia berdasarkan sistem citra. Dalam berbagai komik yang beredar, anak-anak sering dijadikan sebagai objek atau tokoh utama dalam cerita, salah satunya Komik Doraemon. Dalam komik Doraemon, anak-anak dengan segala tingkah polahnya seperti senang bermain, senang meniru, sedikit cengeng, suka membantu dan bisa bersikap mandiri, ditampilkan dalam berbagai situasi baik di rumah, di sekolah maupun di ruang publik lainnya seperti taman, pantai, dsb. Penelitian dibatasi pada representasi empat tokoh utama anak-anak dalam Komik Doraemon ini menggunakan metode deskriptif kualitatif dimana teknik pengumpulan data yang digunakan adalah studi dokumen. Tujuan dari penelitian ini adalah mendeskripsikan representasi anak-anak melalui komik Doraemon. Hasil penelitian sendiri menunjukkan bahwa anak-anak yang direpresentasikan melalui komik Doraemon sebagai anak-anak yang senang bermain, senang bergerak, cengeng dan senang meniru, ternyata tidak berdiri sendiri melainkan saling berkaitan satu dengan yang lain, antara sistem gagasan atau ide dan sistem mediasi. Ide yang dimiliki oleh pengarang direpresentasikan melalui keempat tokoh utamanya yang dalam kapasitasnya secara tidak langsung berperan sebagai mediasi. Sehingga dengan membaca komik Doraemon, seseorang dapat mengetahui gambaran anak-anak dalam kehidupan.
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Rufeidah, Annie, Sofyan Saad, and Kadir Kadir. "EVALUASI PROGRAM TELEVISI PENDIDIKAN “KARTUN ANAK”." Jurnal Sekretari Universitas Pamulang 5, no. 2 (2018): 12. http://dx.doi.org/10.32493/skr.v5i2.1577.

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ABSTRAK Salah satu program televisi yang memiliki nilai edukasi dan sangat digandrungi oleh anak-anak ialah film kartun, seperti serial kartun Doraemon. serial kartun yang berasal dari Jepang ini menjadi tontonan yang sangat ditunggu-tunggu waktu tayangnya oleh para penonton terurtama anak-anak. salah satu alasan yang menjadikan serial kartun Doraemon ini sebagai kartun yang banyak disukai oleh para anak-anak ialah adanya cerita yang lucu, menarik dan bagus. Evaluasi ini bertujuan untuk mengetahui penayangan progam televisi kartun anak dari serial kartun Doraemon telah memenuhi standar yang telah di tetapakan oleh UU lembaga sensor film dengan mengevaluasi berbagai komponen di dalamnya. Evaluasi Program Televisi Pendidikan “Kartun Anak”, dengan mengunakan model evaluasi Countenance yang terdiri dari 3 komponen yaitu : 1) Antecedents/masukan, 2) Transaction/Proses, 3) Outcomes/Hasil. Teknik analisis data yang digunakan yaitu dengan 3 langkah yaitu mendeskripsikan data, reduksi data dan menyimpulkan. Teknik penelitian yang digunakan untuk dapat mengevaluasi seluruh komponen dengan menyeluruh yaitu menggunakan wawancara, observasi,studi dokumen dan kuesioner. Temuan hasil evaluasi dengan menggunakan model Countenance ini yaitu : 1) Evaluasi Antecedents : Kebijakan dan tujuan dari Penayangan serial kartu Doraemon di televisi sudah sesuai dengan UU No. 33 perfilman th. 2009 dari lembaga sensor film. Sehingga tayangan serial kartun Doraemon dapat ditayangkan di televisi. 2) Evaluasi Transaction :Waktu penayangan dan proses penayangan seriral kartun Doraemon sudah sesuai dengan standar pedoman prilaku penyiaran dan standar program siaran tahun 2012. Hanya saja ada hal yang perlu ditanggapi yaitu harus adanya pendampingan dari orang tua ketika anak-anak sedang menonton film. 3) Evaluasi Outcomes :Setelah menonton serial kartun Doraemon dampak dari prilaku anak lebih ke arah yang positif seperti siswa mengerti arti persahabatan dengan temannya dan suka saling menolong dengan sesama. Namun terdapat pula dampak negatif yang orang tua nyatakan bahwa anak mereka suka lupa waktu kalau sudah menonton film. Walaupun masih ada sedikit dampak negatif dari serial kartun Doraemon tapi siswa masih bisa menerima dengan baik pesan yang ada di dalam serial kartun Doraemon. Kata Kunci : Edukasi, Film Kartun, UU Lembaga Sensor Film, Masukan, Proses, Hasil
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Ayu Fitri, Sinta Maria Dewi, Yulistina Nur DS, Depi Prihamdani, and Tarpan Suparman. "SOSIALISASI MEDIA KANTONG DORAEMON UNTUK MENINGKATKAN MOTIVASI BELAJAR MATEMATIKA." JURNAL BUANA PENGABDIAN 1, no. 2 (2019): 27–38. http://dx.doi.org/10.36805/jurnalbuanapengabdian.v1i2.1099.

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Kegiatan pengabdian pada masyarakat ini dilaksanakan pada Sabtu, 25 Agustus 2018 di SD Negeri Sukasari I Dusun Cikuda Desa Sukasari Kecamatan Cibuaya Kabupaten Karawang. Adapun analisis situasi sekolah ini ialah rendahnya penggunaan media pembelajaran dalam proses belajar mengajar. Kegiatan pkm ini bertujuan untuk meningkatkan motivasi belajar matematika dengan menggunakan media kantong doraemon. Metode yang digunakan dalam penelitian ini ialah metode ceramah, metode diskusi dan simulasi. Hasil yang diperoleh dari kegiatan pkm ini ialah meningkatnya motivasi belajar siswa khususnya pada pembelajaran matematika di kelas III sekolah dasar sebesar 84% serta siswa dapat memahami tentang konsep teknik menyimpan pada penjumlahan dan pengurang bilangan. Kata kunci : pengabdian, masyarakat, media kantong doraemon, motivasi matematika. Community service activities were carried out on Saturday, August 25, 2018 at Sukasari I Elementary School, Cikuda Sub-Village, Sukasari Village, Cibuaya District, Karawang Regency. The analysis of the situation of this school is the low use of instructional media in the teaching and learning process. This pkm activity aims to increase motivation to learn mathematics by using the Doraemon pocket media. The method used in this research is the lecture method, discussion method and simulation. The results obtained from this pkm activity are increased student motivation, especially in learning mathematics in grade III elementary school with percentase 84 and students can understand the concept of saving techniques on the addition and subtraction of numbers. Keywords: devotion, society, Doraemon pocket media, mathematical motivation.
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Kawano, Hiroshi. "Doraemon as an artistic image processor." Visual Computer 2, no. 3 (1986): 195–203. http://dx.doi.org/10.1007/bf01900340.

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Marshall, Robert C. "“What Doraemon, the Earless Blue Robot Cat from the 22nd Century, Can Teach Us About How Japan’s Elderly and Their Human Caregivers Might Live with Emotional Care Robots.”." Anthropology & Aging 37, no. 1 (2016): 27–40. http://dx.doi.org/10.5195/aa.2016.124.

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While immense literatures examine aging and robots in Japan separately, reality has not yet reached the point where robotic care for the elderly can be examined comprehensively. Disciplining imagination with method, structural analysis of the popular Japanese children’s animation series Doraemon, in which a slightly defective blue robot cat sent from the 22nd century becomes the helper and companion to a similarly slightly defective ten-year-old boy, lets us peer into one possible future of this nexus. If Japan’s robotics engineers would consider Doraemon as a plausible model for a socially assistive robot (SAR), their result might replace today’s fraught, infantilizing relationships with youthful, elder-focused care relationships.
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Veeska, Vania, and Agustinus Sutanto. "PENERAPAN METODE ARSITEKTUR NARATIF SEBAGAI STRATEGI BERADAPTASI BERHUNI DI MASA DEPAN DI DESA SINGOSARI." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 3, no. 1 (2021): 903. http://dx.doi.org/10.24912/stupa.v3i1.10580.

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Without realizing it, the world is currently undergoing massive shifts, from one civilization to the next which we call shifting. A movement that can determine whether we can survive or not, change, or become extinct. Linked with this phenomenon we have also seen urban bias, which is a situation where urbanization of rural’s youth to big cities is inevitable when cities are considered to provide more hope and job opportunities. As a result? Villages are increasingly short of young people. “Rise of Rural: Incubator for Innovation” is a project that re-imagines the youth of Singosari Village as incubators because the city has lost its power to provide a better life for the community. The village, which is always in second place, is now the main agent of change and innovation that continues to learn, unlearn, and re-learn to adapt through transformation patterns (incubators) based on local and digital mindsets (adjusted, not only referring to revolution 4.0). Through narrative as an architectural methodology which is inspired by the values in Doraemon’s story. How Nobita-together with his friends-embarks for a journey, during the journey they learn from each other and collaborate through Doraemons’ gadgets (technology), our world in the future is a world of collaboration, not competition.Keywords: collaboration; rural; shifting; technology; youthAbstrak Tanpa kita sadari saat ini dunia tengah mengalami perubahan besar-besaran, dari satu peradaban ke peradaban berikutnya yang kita sebut sebagai shifting. Suatu perpindahan yang dapat menentukan apakah kita dapat bertahan atau tidak, berubah atau punah. Berkaitan dengan fenomena ini kita juga sudah menyaksikan urban bias, yaitu keadaan dimana urbanisasi kaum muda desa ke kota besar tidak terelakkan ketika kota dianggap menyediakan harapan lebih dan kesempatan kerja. Akibatnya? Desa semakin kekurangan kaum muda. Proyek “Rise of Rural: Incubator for Innovation” membayangkan kembali kaum muda di Desa Singosari sebagai inkubator desa karena kota sudah kehilangan kekuatannya untuk memberikan kehidupan yang lebih baik bagi masyarakat. Desa yang selalu di nomor duakan kini menjadi aktor utama perubahan dan inovasi yang terus learn, unlearn, dan re-learn untuk beradaptasi melalui pola transformasi (inkubator) berbasis pola pikir lokal dan digital (disesuaikan, tidak melulu mengacu pada revolusi 4.0). Melalui pendekatan arsitektur naratif yang terinspirasi dari nilai-nilai di dalam cerita doraemon, bagaimana Nobita dan kawan-kawan saling belajar dan berkolaborasi melalui gadget (teknologi) dari Doraemon. Menggunakan drawing as hypothesis-menampilkan beberapa gambar sebagai mimpi dan ide desain- sebagai alat komunikasi dalam penyusunan ide, konsep, menuju gambar kerja. Dari berbagai macam ide desain kemudian di kristalisasi menjadi 4 zona utama, yang di dalam ke-empat zona tersebut terdapat program pendukung aktivitas yang bersangkutan.
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Kuroi, T. "“Secret Tool” in Comic Books of DORAEMON!" Concrete Journal 55, no. 3 (2017): 265. http://dx.doi.org/10.3151/coj.55.3_265.

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Islam, Nujhat Nuari, and Tuhin Biswas. "Influence of Doraemon on Bangladeshi Children: A CDA perspective." Stamford Journal of English 7 (April 7, 2013): 204–17. http://dx.doi.org/10.3329/sje.v7i0.14474.

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Cartoon series are basically for the children’s entertainment. Sometimes not only the children but also the adults enjoy cartoon series. According to Waiming (2002), Doraemon is now a popular culture in Japan. It is so much popular that Disney channel is telecasting this series in Hindi language. This paper is a critical discourse analysis of how a Japanese anime of Hindi language is embedding Hindi language into the Bangladeshi children of age 3 to 8 years. This paper discusses the reasons for the exercise of Hindi language by the Bangladeshi children and the use of Hindi language instead of English after watching Doraemon. These little children are using Hindi words with Bangla language. This sort of use of Hindi language is actually a way of dominating Bangla language, and a reason for linguistic imperialism. This paper also discusses how Doraemon has cultural effects in Bangladesh. For data collection, 500 children and 100 families were interviewed from the urban area of Bangladesh. Theoretical framework is done on Saussure’s Semiotics theory, and Phillipson’s (1992) language and cultural imperialism theory. From this data, it is found out that the children of Bangladesh are using Hindi Language mostly. They prefer to talk in Hindi than English language. Parents are facing social problems also DOI: http://dx.doi.org/10.3329/sje.v7i0.14474 Stamford Journal of English; Volume 7; Page 204-217
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Baltes, Jacky. "Doraemon: Object Orientation and ID Without Additional Markers." IFAC Proceedings Volumes 35, no. 2 (2002): 773–78. http://dx.doi.org/10.1016/s1474-6670(17)34033-8.

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Dissertations / Theses on the topic "Doraemon"

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SU-CHEN, LI N., and 林素真. "The Research of “DORAEMON”." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/v9vjfd.

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碩士
國立臺東大學
兒童文學研究所
92
Comic has already developed into an independent category among painting arts. The contents and forms of comic are changing rapidly, while something hasn’t changed yet - “the real world”. Once a comic goes too far away from it - a world without right or wrong, love or hate, with only giggle and chuckle, it will be forgotten eventually though it had been popular. A good comic is popular through all the time. It is embodied with the good function on entertainment; besides, it is also good for the children’s education and our society. The comic“DORAEMON”is an ideal comic, which answers to the researcher’s expectation. It perfectly balanced what the author tried to express and what the readers wanted to read. It is witty and funny that arose childish humor. It is also educative that express the author’s belief to educate the young readers in a more casual way. This research is included with six chapters. In the first chapter, the researcher describes the reason why “DORAEMON”is so popular through all the time. In the second chapter, it explores the creative theories of the Author, Fujiko Fujio. The third chapter describes “DORAEMON”’s main characters and the character setting principles. In the forth chapter, the researcher, based on Vladimir Propp’s Functions of Narrative, analyzes the basic story combination models of “DORAEMON”. The fifth chapter appreciates the beautiful images and the frames of “DORAEMON”. The story is mainly focused on the main character Nobita who constantly gets into troubles and needs help from Doraemon all the time. When Doraemon helps Nobita with its fantastic gadget, it will produce three kinds of ending as followings. First, it solved the problem. Second, it developed a counter part effect that makes the situation even worse. Third, Nobita learns new lessons at the end. The combination is rather simple but remains a great hit from 1974 till now. “DORAEMON” is funny and visually easy to read, which matches all readers’ expectations on comics. The author, Fujimoto Hiroshi, is good at putting serious issues into joyful and funny plots, and creating a fantasy world. The most important of all, it moves the readers’ hearts by its deeply concerned toward children, society and Mother Nature.
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CHEN, HU WEN, and 胡瑋珍. "A study on indentification to cartoon characteristics of young children-An example for Doraemon." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/04060270702808749505.

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碩士
國立台北護理學院
嬰幼兒保育研究所
95
Abstract Many research pointed out that the child and the young children most likes the television program state is a cartoon. Taiwan wired video wide band network develops National Christian Council to investigate the discovery (2001), the young children most often watch the television time interval concentrates in the evening 6:00-8:00 and the evening 4:00-6:00, and will have most likely nearly will be interviewed the young children to watch the television every day. Although cartoon character and the young children not direct contact, but by way of phantom and design repeatedly from life all around unceasing appearance, also becomes the approval object outside really which except the family, the school and the society provides,another kind of hypothesized approval object. This research by cartoon “Doraemon” four stories are the example, the discussion kindergarten class for five and six years old children on identification to cartoon characters, the research technique by semi- structured interview , the object of study for some privately established nursery's four kindergarten class for five and six years old children , the research mainly divides into two parts, the first part with comments for the kindergarten class for five and six years old children to the cartoon's interpretation and evalution; The second part for the kindergarten class for five and six years old children on identification to cartoon characters, the findings is as follows: (1) the kindergarten class for five and six years old children watch the cartoon already to become one custom (2) the young children have the right to choice cartoon,and the parents have not made too many interferences (3) the cartoon to become the young children and the associates one of topics which discussed in the kindergarden (4) the young children are very familiar with cartoon characters on Doraemon (5) the young children still could describe the cartoon content clearly along with time to increase (6) the young children are able to say the cartoon meanings with the limited words, and they could also have own explanation regarding the abstract words (7) the young children like or dislike the cartoon characters were to take “the skill equipment” (ability), “the appearance”, “can made something” as the judgment basis, but mainly by the cartoon content decided at that time. (8) the cartoon about experience on life impress the young children . Second, kindergarten class for five and six years old children to cartoon character's identification and classification (1) because the parents have not makes too many interferences, therefore the young children will choose cartoon watching which they will like, and the cartoon characters will be the primary choosing cause for the young children (2) If the young children often watch cartoons,they will be familiar in cartoon characters, therefore the cartoon characters are easy to become the models on identification(3)the young children will believed the cartoon character if the cartoon characters become the models on identification (4) the cartoon will be the associates plays one of the roll play or game's themes,and the boys like to play fighting games, in imitating the cartoon character's behavior or the movement frequently,also will have identification (5) the young children favor the choice to watch with the homogeneity cartoon characters , but not will approve necessarily only with the homogeneity cartoon characters (6) Although the young children do not like the cartoon characters, still will have the approval behavior to produce (7) the young children regarding the experience of life close to cartoon content, besides easy impression profound, also easy to have identification (8) the young children 's classification on identification mainly to divide into the value ,the speaking,the model,the movement approval.
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Su, Wei-Lan, and 蘇偉嵐. "A Critical Discourse Analysis on Peer Relationship In Doraemon Cartoon – A Case Study of “Bottle Cap Collectors” and “Ignoring Wroms”." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/wqbk59.

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碩士
國立臺北教育大學
教育事業創新經營碩士學位在職進修專班
102
A Critical Discourse Analysis on Peer Relationship in Doraemon Cartoon - A Case Study of “Bottle Cap Collectors” and “Ignoring Worms” Abstract This study was a critical discourse analysis on peer relationship in Doraemon Cartoon, and the research text was published by Chingwin Publishing Group. 473 stories containing peer relationship were selected to explore the connotation, interactive mode and implicit ideology of peer relationship among Nobita, PunkHoo, Kobu and Shizuka in the content. Then a case study of “Bottle Cap Collectors” and “Ignoring Worms” was adopted to analyze the contents, pictures and dialogues of the stories; next, the process of how the peer relationship produce, allocate and consume among readers was discussed. Lastly, the effects of relevant discussion on readers’ living situation would be explored. Comprehensive research results have drawn the following three conclusions: 1. In the content of Doraemon Cartoon, the connotation of peer relationship included the functions of peer interaction, peer subculture and peer relationship, and the author stated the peer relationship through conflict theory and social exchange theory. Many pictures and dialogues in this cartoon showed negative emotions, aggressivity and concepts of instigation and money first, what’s more, the plots emphasized only strength can master all the symbols of power. 2. Elementary-middle-grade students could understand the peer relationship among Nobita, PunkHoo, Kobu and Shizuka, however a high proportion of the peer relationship were negative; although the misconduct of negative peer interaction would be criticized, some students with bad self-control might affected by the inappropriate peer relationship in Doraemon Cartoon. 3. The reason elementary-middle-grade students accepted Doraemon was because there was few local cartoonists compiling the same kinds of cartoons, which was close to students’ daily life, easy to understand and accept, in addition, students could release themselves through reading Doraemon Cartoon. According to the research results mentioned above, suggestions would be put forward to teachers, publishing houses and government agencies. Keywords: Critical Discourse Analysis, Peer Relationship, Doraemon, cartoon
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Huang, Ching-Yu, and 黃靖育. "A Study on Consumption Preference of the Authorized Fanciful Characters Design– An Example of Accessory Products of “Doraemon” in 7-11." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/53479191158655136738.

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碩士
雲林科技大學
視覺傳達設計系碩士班
99
The consumer market blew one to be the authorized Fanciful Character the popular unrest which sold for the enterprise in recent years, for example: Hello Kitty, Snoopy, Doraemon…and so on.But this kind of authorized Fanciful Character mostly has lovably, asks for the happy semblance modelling, behind also usually has belongs to “him” the unique story. Spreads in the market pattern, nothing else but is cartoon, movie animation or television cartoon and so on. Therefore, this research choice by one kind of the authorized Fanciful Character - “Doraeman”, carries on the research discussion. By literature review, historical research mothod, comparison study and questionnaire survey procedure, understand the design characteristic, the group’s category and distinct from consumption preference of the product of “Doraeman”the authorized Fanciful Character. The main conclusions in this research were as follows: 1.The design characteristic of the product of “Doraeman” the authorized Fanciful Character is takes the design concept because of the characters and story extending, from the food, the clothes, live, the line, to nurture, the happy various aspects, so as to close the real life distance. 2.The main group’s category of the product of “Doraeman” the authorized Fanciful Character is “13-18 year-old young people, studied in high school''s feminine students”. 3.The product of “Doraeman” the authorized Fanciful Characters is separated by Age regarding the difference which feels of consumption preference froms are most, second for Education and Sexy, the last for Society status.
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5

NAO, MAEGAWA, and 前川奈央. "Analysis of the mimetic words between Japanese and Chinese translation. With the example of Japanese comic book “DORAEMON” “The Three-Eyed One” “Tsubasa: Those with Wings”." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/h2ps37.

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Abstract:
碩士
國立高雄師範大學
華語文教學研究所
107
Abstract   Onomatopoeia is one of the most important elements in Japanese. It can make the article more lifelike and can describe the sound or state of the thing very concretely. The onomatopoeia and mimetic words in Japanese are particularly abundant and are one of the unique features of Japanese. Japanese-speaking people can learn this usage without special education and use it in their own way, which is more difficult for non-native Japanese speakers. Each mimetic word has its own unique meaning, and although there are onomatopoeia in Chinese (such as "汪汪", "喵喵", "咚咚"). However, there are very few mimetic words describing the state of an action or object, and there is no vocabulary corresponding to a Japanese mimetic word. Therefore, for Japanese-speaking learners, it is difficult to express subtle feelings when speaking Chinese. In the daily communication of Japanese people, mimetic words are very common, and they are also indispensable part of speech usage. So if you do not use those words to communicate, you will feel a little helpless.   Therefore, it is very important for Japanese-speaking Chinese learners that how to convert Japanese mimetic words into Chinese. Because it involves how to accurately express one's own meaning, the main purpose of this study is to explore the expression of Japanese mimetic words in Chinese from the perspective of grammar. This study will focus on word-class conversion, and then analyze which word-class is appropriate for Chinese when the Japanese mimetic word is translated into Chinese. The source of the corpus is the following three comic books with very abundant mimetic words; Fujiko F. Fujio “DORAEMON” , Osamu Tezuka “The Three-Eyed One” , Natsuki Takaya “Tsubasa: Those with Wings”, and prepare three versions comics of the Chinese and Japanese, a total of eighteen comics. The Japanese original and the comic book translated into Chinese are used for comparative analysis, and select the mimetic words for the corpus. In addition, it will find a systematic translation method to help Japanese learners who learn Chinese to express the mimetic words, and also help Chinese learners who learn Japanese to learn Japanese mimetic words. Key words:Mimetic words,Translation,Teaching of Chinese as a Second language
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Books on the topic "Doraemon"

1

Doraemon. Shōgakkan, 1991.

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Doraemon. Shōgakkan, 1992.

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Doraemon. Shōgakkan, 2009.

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Doraemon. Shōgakkan, 2009.

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Doraemon. Shōgakkan, 2000.

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Doraemon. Shōgakkan, 1989.

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Doraemon. Shōgakkan, 2009.

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Doraemon +. Shōgakkan, 2006.

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Doraemon +. Shōgakkan, 2006.

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Doraemon. Shōgakkan, 1990.

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Book chapters on the topic "Doraemon"

1

Shiraishi, Saya S. "7. Japan's Soft Power: Doraemon Goes Overseas." In Network Power, edited by Peter J. Katzenstein and Takashi Shiraishi. Cornell University Press, 2019. http://dx.doi.org/10.7591/9781501731457-010.

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Sen, Hia. "Doraemon to Dance Lessons: Children, Leisure and Cultural Heritage." In 'Time-Out' in the Land of Apu. Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-02223-5_7.

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3

HENG, Yee Kuang. "From Slobodan Milosevic to Doraemon." In Governing Asia. WORLD SCIENTIFIC, 2014. http://dx.doi.org/10.1142/9789814635394_0010.

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