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Journal articles on the topic 'Doraemon'

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1

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)
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Wibawa, I. Komang Wira Satria, I. Putu Satria Bhaskara Deva, I. Dewa Agung Bagus Kresna Dhana Amertha, Rifqi Nazih, and Ni Kadek Sugiartini. "UNSUR PEMBENTUK FILM PADA ANIMASI DORAEMON." Anima Rupa 1, no. 1 (2023): 31–44. http://dx.doi.org/10.59997/animarupa.v1i1.2860.

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Doraemon is one of Japan's proudest animations. Awards for Doraemon include the Japanese Cartoonists Association award in 1973, the first Shogakukan Manga award for children's manga in 1982, and the first Samu Tezuka Culture award in 1997. This research analyzes the film-forming elements contained in the Doraemon animation. The research method uses observation and text analysis of Doraemon animation. The result of the analysis shows that Doraemon animation applies film forming elements. The elements are narrative elements and cinematic elements. The narrative elements include story, story stru
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3

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 o
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Astuti, Eni Widi, Ni'mah Afifah, and Kana Safrina Rouzi. "Nilai–Nilai Pendidikan Karakter dalam Film Doraemon Serta Relevansinya dengan Psikologi Perkembangan Anak Usia Sekolah Dasar." Indonesian Journal of Elementary Education and Teaching Innovation 1, no. 1 (2022): 9. http://dx.doi.org/10.21927/ijeeti.2022.1(1).9-25.

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<p>Tujuan yang hendak dicapai dalam penelitian ini adalah untuk mengetahui nilai-nilai karakter dalam film kartun Doraemon dan untuk mengetahui relevansi nilai-nilai karakter dalam film kartun Doraemon terhadap psikologi perkembangan anak usia Sekolah Dasar.Jenis penelitian ini adalah termasuk jenis penelitian kualitatif. Pengumpulan data dalam dalam penelitian ini adalah dokumentasi meliputi data primer yakni isi film kartun Doraemon dan data sekunder yakni hasil tulisan yang membahas tentang film kartun Doraemon baik berupa buku maupun jurnal dan artikel. Analisis data dalam penelitian
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Adhani, Farica, and Ratna Dewi Kartikasari. "PERBANDINGAN TOKOH DAN PENOKOHAN DALAM FILM NINJA HATTORI-KUN DAN DORAEMON KARYA FUJIKO FUJIO." Matapena: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya 5, no. 1 (2022): 25–35. http://dx.doi.org/10.36815/matapena.v5i1.1605.

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This study aims to compare the characters and characterizations between the Ninja Hattori-Kun film and Fujiko Fujio's Doraemon. This research is a qualitative research, while the object of the research is the film Ninja Hattori-Kun with Doraemon by Fujiko Fujio. The data in this study were obtained from character descriptions and characterizations from the two films. Data analysis was carried out using a structuralism approach developed by Ferdinand de Saussure. From the results of the discussion, it can be concluded that the duration of the two Ninja Hattori-Kun films by Fujiko Fujio is 35 mi
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Shoib, Muhammad Munadhil, and Maulluddul Haq. "Analisis Makna Kandoushi Dalam Komik Doraemon Volume1." Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang 6, no. 1 (2023): 168–78. http://dx.doi.org/10.24036/omg.v6i1.644.

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This research discusses the types and meanings of kandoushi contained in the Doraemon comic volume 1, because it is motivated by the difficulty of understanding the meaning of kandoushi contained in a conversation so that it can cause misunderstanding in the interpretation of meaning. This research is a qualitative research with descriptive method. The data in this study are words or sentences containing kandoushi spoken by the characters in the Doraemon comic volume 1. The instrument in this research is the researcher himself. In this research, 34 kandoushi data were found. Of the 34 kandoush
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7

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 te
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8

Setyaningsih, Wahyu Handayani, and Lufi Wahidati. "Watching Doraemon: Dismantling hegemony in a Japanese popular series." Diksi 31, no. 2 (2023): 171–81. http://dx.doi.org/10.21831/diksi.v31i2.65749.

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This article examines hegemony spread through Japanese popular series, Doraemon. In 2008, the character Doraemon was made the Anime Ambassador and was sent around the world to campaign for Japanese popular culture. This appointment is part of the Japanese government's public diplomacy strategy. Doraemon is then synonymous with the perfect character figure, which has become one of the symbols of the progress of the Japanese state. Hegemony theory is used to dissect how ideology works through characters that have become state icons and are widely accepted with a very positive image. The results
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Sogen, Desylia Elisabet, Yohanes Lawotan, and Ermus Hero. "Pengaruh Penggunaan Media Pembelajaran Puzzle Terhadap Hasil Belajar Siswa Mata Pelajaran Matematika Materi Bangun Datar Kelas II SD Inpres Belang." Journal on Education 5, no. 3 (2023): 6492–599. http://dx.doi.org/10.31004/joe.v5i3.1436.

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This study aims to determine the positive effect of using doraemon pouch learning media in improving student learning outcomes in learning mathematics multiplication material for class III students of SDI Belang. This research is a quantitative research. The research method used was pre-experimental using a one-group pretest posttest design. The sample in this study were 20 people. Data collection techniques in this study used tests, observations, and documentation. The results of this research classically show that the average post-test score of students increases after using learning media f
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Lawotan, Yohanes Ehe, Maria Magdalena Lepang, and Hermus Hero. "Pengaruh Penggunaan Media Kantong Doraemon dalam Meningkatkan Hasil Belajar Matematika Materi Perkalian Kelas III SDI Belang." Journal on Education 5, no. 3 (2023): 6483–91. http://dx.doi.org/10.31004/joe.v5i3.1435.

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This study aims to determine the positive effect of using doraemon pouch learning media in improving student learning outcomes in learning mathematics multiplication material for class III students of SDI Belang. This research is a quantitative research. The research method used was pre-experimental using a one-group pretest posttest design. The sample in this study were 20 people. Data collection techniques in this study used tests, observations, and documentation. The results of this research classically show that the average post-test score of students increases after using learning media f
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Purwanti, Angel, and Agus Triyadi. "ANALISIS SEMIOTIKA KARAKTER DORAEMON PADA KEMASAN BOTOL AIR MINUM CLEO." Wacadesain 3, no. 1 (2022): 24–37. http://dx.doi.org/10.51977/wacadesain.v3i1.742.

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Dewasa ini merk air mineral kemasan yang bermunculan sehingga mau tak mau maka makin memunculkan persaingan Banyak pelaku usaha yang tidak begitu memperhatikan kemasan produknya, maka mereka akan tertinggal. Cleo sebagai salah satu merk air mineral kemasan yang berasal dari PT SARIGUNA PRIMA TIRTA TBK di pasuruan hadir memberikan inovasi baru dengan air mineral kemasan dengan bentuk botol Doraemon yang digemari anak-anak karena karakter produknya ialah karakter kartun yang tampil lebih menarik dan sesuai dengan segmentasi pasarnya. Penelitian ini bertujuan untuk menganalisa dan mendeskripsikan
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12

Surya, Winda, and Rita Arni. "Analisis Fungsi Shuujoshi Dalam Anime Doraemon Stand By Me 1." Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang 6, no. 1 (2023): 102–12. http://dx.doi.org/10.24036/omg.v6i1.548.

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Shuujoshi is a particle located at the end of a sentence that is used to show the speaker's feelings. The use of shuujoshi or sentence ending particles is very difficult to find in other languages in the world. Shuujoshi is often found in informal conversations, for example in anime. Shuujoshi have various functions and meanings. In one sentence shuujoshi there are several different functions. Researchers assess the importance of research that analyzes shuujoshi in anime, so that there is no misunderstanding of students. The purpose of this research is to find out what are the functions of shu
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13

Ramdhan, Nauval Ammar Triatama, and Fenny Febrianty. "MORAL MESSAGE IN THE FILM STAND BY ME DORAEMON 2." Proceeding of International Conference on Business, Economics, Social Sciences, and Humanities 7 (June 26, 2024): 259–67. http://dx.doi.org/10.34010/icobest.v7i.535.

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In a film, there is a moral message contained in it. Knowing the moral message contained in the film, the audience must analyze the film. Therefore, this research aims to represent the moral message of the film Stand By Me Doraemon 2. This research aims to discover what moral messages are contained in the film Stand By Me Doraemon 2. The method used in this research is qualitative analysis. The results of this research show that there are five forms of moral messages in the film Stand By Me Doraemon 2, such as not being confident, helping others, caring, loving, and keeping promises. It is hop
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14

Wu, Zhouyan, and Zhaoxun Song. "Masculinities in Doraemon: A Critical Discourse Analysis." Journalism and Media 6, no. 1 (2025): 17. https://doi.org/10.3390/journalmedia6010017.

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This study conducts a Critical Discourse Analysis of the masculinities of male characters in Doraemon, a famous Japanese manga series. It explores the masculinities in Doraemon from three perspectives by utilising the following Critical Discourse Analysis framework: text, process and society. Five male characters in Doraemon were selected as the main research objects. Firstly, the text analysis of the male characters in terms of their appearances, characteristics, behaviours and values reveals major masculine traits such as the maintenance of patriarchy, the pursuit and yearning for fame and f
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15

Oktaviani, Siska Aprilia. "GAMING MEETS ACCOUNTING: AN INSIGHTFUL JOURNEY THROUGH DORAEMON STORY OF SEASON." Jurnal Pendidikan Akuntansi Indonesia 22, no. 1 (2024): 62–82. http://dx.doi.org/10.21831/jpai.v22i1.72139.

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This research explores the educational potential of Doraemon Story of Seasons, a game that blends the charm of the Doraemon series with engaging farming simulation mechanics. The study adopts an ethnographic approach, focusing on participant observation to analyze how the game implicitly teaches fundamental accounting principles. The purpose of this research is to investigate the game’s capacity to transform traditional gameplay into an interactive learning environment. Through managing resources, making financial decisions, and engaging in-game economic activities, players interact with core
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Pramandhani, Vamelia Aurina. "MAKNA RAGAM BAHASA JEPANG DANSEIGO DALAM KOMIK DORAEMON VOLUME 3." Jurnal CULTURE (Culture, Language, and Literature Review) 8, no. 2 (2021): 132–41. http://dx.doi.org/10.53873/culture.v8i2.269.

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Japanese has a different form of conversational skills from other languages ​​in the world, namely the Danseigo language variety and the Joseigo language variety. Danseigo is a language variety that is often used by men in Japan when communicating. Danseigo is a male language that tends to be rude and informal. Danseigo is rarely found during formal events. Usually men use standard Japanese or use keigo if the other person is a respectable person. The formulation of the problem in this study is what is the meaning and function of shuujoshi in danseigo found in the Doraemon comic volume 3? The
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Rahayu, Ajeng Agustina, and Retno Utari. "Deiksis Ruang dan Waktu pada Film Stand by Me Doraemon 2 Karya Takashi Yamazaki." Silampari Bisa: Jurnal Penelitian Pendidikan Bahasa Indonesia, Daerah, dan Asing 5, no. 2 (2022): 226–38. http://dx.doi.org/10.31540/silamparibisa.v5i2.1736.

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Dalam berkomunikasi, kata tunjuk sering digunakan saat berbicara dengan lawan tutur terutama dalam film Jepang. Oleh sebab itu, tujuan penelitian ini yaitu untuk mengidentifikasi jenis deiksis ruang dan waktu yang terdapat dalam film Stand by Me Doraemon 2 karya Takashi Yamazaki dan mengetahui jenis acuan yang terdapat dalam film Stand by Me Doraemon 2 karya Takashi Yamazaki. Metodologi penelitian kualitatif ini adalah analisis deskriptif yang menganalisis percakapan antar tokoh yang terdiri dari kata-kata deiksis ruang dan waktu dalam film Jepang berjudul Stand by Me Doraemon 2. Data dikumpul
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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 pembel
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Muninggar, Hindun Diah. "Peningkatan Kemampuan Mengenal Lambang Bilangan melalui Benda Konkrit “Boneka Doraemon” pada Siswa Tunagrahita Sedang Kelas 1 SLB Karya Asih Surabaya Semester 2 Tahun Pelajaran 2017-2018." Jurnal Pembelajaran dan Ilmu Pendidikan 2, no. 3 (2022): 397–405. http://dx.doi.org/10.28926/jpip.v2i3.494.

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Mengenal lambang bilangan merupakan salah satu aspek yang dikembangkan dalam pembelajaran matematika pada anak tunagrahita sedang. Salah satu hasil belajar yang ingin dicapai adalah anak mampu memasangkan lambang bilangan dengan kumpulan benda 1-5. Pengenalan lambang bilangan secara abstrak akan mudah dipahami oleh anak di sekolah umum. Namun akan berbeda jika pengenalan lambang bilangan diajarkan pada anak tunagrahita, mereka mengalami kesulitan untuk memahami dan mengerti secara abstrak. Dari berbagai paparan di atas, dapat dirumuskan masalah yang menjadi fokus dalam penelitian tindakan kela
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Winta Utami, Fadilla Diah, Asri Susetyo Rukmi, and Catur Agustina Candra Dewi. "IMPROVING THE SECOND-GRADE ELEMENTARY STUDENTS’ LEARNING OUTCOMES ON THE SUBJECT MATTER OF MULTIPLICATION USING DORAEMON POCKET MEDIA." JURNAL PAJAR (Pendidikan dan Pengajaran) 7, no. 4 (2023): 743. http://dx.doi.org/10.33578/pjr.v7i4.9512.

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This paper discusses the improvement of the second-grade students’ learning outcomes at SDN Lakarsantri I/472 Surabaya in Mathematics learning subject on multiplication and division using Doraemon Pocket media. The research method used was classroom action research (CAR) in the form of cycles, which consist of action plans, implementation of actions, observation, and reflection. Data were collected by using instruments in the form of test sheets to measure students’ achievement. The analysis results indicate that there is increasing activity and learning achievement in mathematics about multip
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Arianti, Theresia, and Neni Nurkhamidah. "FILIAL PIETY CONTAINED IN FACE THREATENING ACTS IN DORAEMON AND KOBO CHAN: A MANGA ANALYSIS." JETAL: Journal of English Teaching & Applied Linguistic 5, no. 1 (2023): 77–93. http://dx.doi.org/10.36655/jetal.v5i1.1275.

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Filial Piety is a value rooted form Confucianism. This value demands one to respect parents. As this value spreads widely in East Asia, this study aims to investigate what filial piety values contained in Doraemon and Kobo Chan, and to examine which same filial piety values shared in both comic books. Doraemon and Kobo Chan are chosen since these two comic books are originated from Japan whose society adopts filial piety. These two comic books are important to be studied since the two were highly popular in Indonesia in the late 1990’s and early 2000’s and were enjoyed by many Indonesian child
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Robingun Suyud El Syam, Ali Imron, and Alfan Nurngain. "Makna Kehidupan dalam Film Kartun Doraemon." Mutiara : Jurnal Penelitian dan Karya Ilmiah 1, no. 4 (2023): 154–66. http://dx.doi.org/10.59059/mutiara.v1i4.594.

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This research seeks to investigate the meaning of life in the cartoon film Doraemon. The research is qualitative with a descriptive design, through descriptive analysis, it can be concluded that there is a meaning to life which can be a lesson for film lovers for those who see it with positive glasses where nothing is immediate in real life, everything requires a process of effort to make something happen. This study has theoretical implications, namely dissecting the plot of the film in detail, then analyzing life lessons where positive things are used as lessons to be emulated, and the negat
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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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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
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Rahmalia, Shabrina. "SIMBOL MARAH DALAM MANGA DORAEMON VOLUME 7 KARYA FUJIKO F. FUJIO." Makna: Jurnal Kajian Komunikasi, Bahasa, dan Budaya 6, no. 1 (2020): 60–73. http://dx.doi.org/10.33558/makna.v6i1.2009.

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Penelitian ini menggunakan kajian semiotika untuk mengidentifikasi simbol marah dalam manga Doraemon volume 7 karya Fujiko F. Fujio. Tujuan dari penelitian ini adalah untuk mengidentifikasi berbagai penanda simbol marah yang terdapat dalam manga Doraemon dan menemukan makna dari tanda-tanda tersebut yang didukung oleh tanda nonverbal berlandaskan pada teori trikotomis Peirce dan Danesi. Penulis menggunakan metode deskriptif analisis dalam penyusunan makalah ini. Data yang terkumpul dari sumber data berjumlah 22 buah dan data yang digunakan untuk keperluan analisis berjumlah 3 buah data yang me
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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 as
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Wang, Tian, Rosdeen Suboh, and Farideh Alizadeh. "An Encounter of the Chinese Monkey and the Japanese Robot: The Product Tenet in Cultural Transduction." Malaysian Journal of Social Sciences and Humanities (MJSSH) 9, no. 5 (2024): e002825. http://dx.doi.org/10.47405/mjssh.v9i5.2825.

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When more than one source material is used for an adaptation, how do these texts work together coherently in the new production? This article applies the product tenet in the cultural transduction framework to multi-sourced film adaptations to analyze the coexistence of the classical Chinese novel Journey to the West and the iconic Japanese anime Doraemon in the Japanese animated film Doraemon: The Record of Nobita’s Parallel Visit to the West (1988). We find that to integrate these two works that take the lead in their respective cultural contexts, Japanese adapters enhance the cultural share
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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
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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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Machawan, Arsyl Elensyah Rhema, and Dwi Siwi Rumpakaning Rukmi. "Analisis Ungkapan dalam Anime Doraemon Episode Dorakaguya, Tsuki Ni Kaeru dan Ookami Otoko Kuriimu Kesantunan Berbahasa pada Tindak Tutur Direktif." Journal of Japanese Language Education and Linguistics 7, no. 1 (2023): 50–62. http://dx.doi.org/10.18196/jjlel.v7i1.18358.

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Penelitian ini bermaksud untuk mengetahui kesantunan berbahasa pada anime Doraemon episode Dorakaguya, Tsuki ni Kaeru dan Ookami Otoko Kuriimu. Metode yang digunakan adalah deskriptif kualitatif dengan teknik simak dan catat. Hasil analisis data, ditemukan keseluruhan 26 data tindak tutur direktif, dengan rincian 15 data tindak tutur direktif perintah, lima data tindak tutur direktif ajakan, dua data tindak tutur direktif pemohonan, dua data tindak tutur larangan, dua data tindak tutur direktif saran dan nol data tindak tutur direktif izin. Kemudian, berdasarkan maksim dan skala kesantunannya
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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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Hakimi, Iffatu Masrura Al. "Kesantunan dalam Tindak Tutur Melalui Kotowaza: Kajian Pragmatik." Jurnal Sakura : Sastra, Bahasa, Kebudayaan dan Pranata Jepang 6, no. 2 (2024): 140. http://dx.doi.org/10.24843/js.2024.v06.i02.p04.

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This research focuses on politeness in speech acts through kotowaza (Japanese proverbs). The principle of politeness is needed for daily activities, especially in interacting with other people. Kotowaza is a tool used to convey sarcasm, warnings, warnings, notifications, advice, and even parables consisting of a series of beautiful words. Kotowaza is conveyed implicitly. This study used a descriptive qualitative method. Researchers limit kotowaza to animal elements in Doraemon no Kotowaza Jiten. The data collection technique was carried out using note-taking techniques. Meanwhile, the analysis
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Cahyaningtyas, Dwi Retnani, Singgih Adhi Prasetyo, and Henry Januar Saputra. "ANALISIS DAYA TANGKAP ANAK TERHADAP NILAI KARAKTER DALAM FILM ANIMASI DORAEMON NOBITA DAN LEGENDA RAJA MATAHARI." Elementary School: Jurnal Pendidikan dan Pembelajaran ke-SD-an 8, no. 2 (2021): 366–73. http://dx.doi.org/10.31316/esjurnal.v8i2.1608.

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Penelitian ini dilatar belakangi tontonan film yang kurang mendidik pada anak usia sekolah dasar yang menyebabkan turunnya moral anak sehingga perlu adanya pendidikan karakter. Pendidikan karakter diperlukan untuk membekali mereka dalam menghadapi kehidupan bermasyarakat agar menjadi manusia yang berakhlak. Pendidikan karakter dapat diajarkan pada anak sekolah dasar melalui film, namun tetap dalam pengawasan orang tua dan guru dalam menonton tayangan televisi. Penelitian ini difokuskan untuk mengkaji Nilai Karakter dari delapan belas nilai karakter menurut Kemendiknas 2010 seperti Religius, Ju
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Sunarto, Sunarto. "KEKERASAN SEKSUAL TELEVISI TERHADAP WANITA." JURNAL ILMU SOSIAL 8, no. 1 (2016): 48–56. http://dx.doi.org/10.14710/jis.8.1.2009.48-56.

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The women’s violence issues is found in adult mass media. What kinds of women violence are found in a children’s televisin program in Indonesia. Gender structuration theory guided this research. It used critical discourse analysis. Doraemon, Crayon Shinchan and P-Man were the object’s research. The result showed personal violence on women that done psychologically, sexually, and functionally.
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Cahya, Denisa Puspa, and Irwan Efendi. "Moral value of Nobita in subtitle of Stand By Me Doraemon 2." LADU: Journal of Languages and Education 2, no. 2 (2022): 77–87. http://dx.doi.org/10.56724/ladu.v2i2.114.

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Background: Film acts as a new tool used to spread entertainment that has become a habit in the past and presents stories, events, music, drama, comedy and other technical offerings to the general public. Subtitling is a translation of film dialogue written at the bottom of a film. In other words, subtitles are in the form of text. And the purpose of translating the film or subtitle is to help viewers enjoy the storyline of the film they are watching. Purpose: This study aims to determine the moral values ​​of Nobita's character in the film Stand By Me Doraemon 2 through film subtitles. Design
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Irianti, Rindiani Putri, Anis Alfian Fitriani, and Syams Kusumaningrum. "Pengaruh Media Pakapindo (Papan Kantong Pintar Doraemon) terhadap Hasil Belajar Tematik Kelas III SD YPK Inamo Kabupaten Sorong." Jurnal Papeda: Jurnal Publikasi Pendidikan Dasar 6, no. 1 (2024): 38–45. http://dx.doi.org/10.36232/jurnalpendidikandasar.v6i1.5620.

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Penelitian ini bertujuan untuk mengetahui Pengaruh Media PAKAPINDO Terhadap Hasil Belajar Tematik kelas III SD YPK Inamo Kabupaten Sorong. Penelitian ini merupakan Pre-Exprerimental Design. Variabel bebas dalam penelitian ini adalah pengaruh penggunaan media papan kantong pintar doraemon sedangkan variabel terikatnya adalah hasil belajar peserta didik. Sampel dalam penelitian ini berjumlah 14 peserta didik. Teknik pengumpulan data yang digunakan adalah tes performance, lembar observasi dan dokumentasi kegiatan proses pembelajaran. Teknik analisis data terdiri dari tahap uji validitas, uji reli
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Ristiana, Risma, Rengki Andika, Prima Lukita Marlangen, et al. "Analisis Kuantitatif Kekerasan dan Perlawanan Karakter dalam Serial Doraemon Menggunakan Metode Analisis Isi." Jurnal Ilmu Sosial Humaniora Indonesia 5, no. 1 (2025): 39–59. https://doi.org/10.52436/1.jishi.229.

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Bullying merupakan salah satu fenomena kekerasan yang melibatkan ketidakseimbangan antara pelaku kekerasan dan korban. Serial kartun Doraemon, meskipun dikenal sebagai tayangan hiburan untuk anak-anak, namun mengandung elemen kekerasan yang kerap ditampilkan melalui dinamika antara karakter. Penelitian ini bertujuan untuk menganalisis representasi kekerasan dan perlawanan pada karakter dalam serial Doraemon dengan menyoroti dampaknya terhadap perilaku anak-anak. Penelitian ini menggunakan pendekatan kuantitatif dengan metode analisis isi. Analisis isi kuantitatif, memungkinkan pengukuran objek
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Aierbe-Barandiaran, Ana, and Eider Oregui-González. "Values and emotions in children’s audiovisual fictional narratives." Comunicar 24, no. 47 (2016): 69–77. http://dx.doi.org/10.3916/c47-2016-07.

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The aim of this study is to identify which values and emotions are transmitted in the favorite fictional TV programs of children aged between 8 and 12, according to their particular type of structure. Based on the analysis of media consumption reported by participants and their parents, as well as the ratings of children's fictional programs, two fictional programs were selected for this age group (Doraemon and Code Lyoko, with a narrative and non-narrative structure, respectively), and a content analysis of 86 episodes was conducted and validated by inter-rater agreement. The results show tha
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Idrus, Idrus. "PELANGGARAN PRINSIP-PRINSIP KERJA SAMA PADA IKLAN TOYOTA VERSI DORAEMON-NOBITA BBQ." JURNAL ARBITRER 2, no. 2 (2017): 170. http://dx.doi.org/10.25077/ar.2.2.170-183.2015.

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Kepatuhan pada prinsip-prinsip kerja sama Grice dalam berkomunikasi akan menyebabkan komunikasi berjalan efisien. Iklan merupakan salah satu bentuk mengkomunikasikan produk atau jasa. Bahasa Iklan dapat menciptakan efek persuasi yang kuat dengan melakukan pelanggaran terhadap maksim-maksim pada prinsip-prinsip kerja sama Grice. Pada makalah ini dipaparkan prinsip-prinsip kerja sama pada iklan Toyota versi Doraemon-Nobita BBQ dan tujuan pembuat iklan melakukan pelanggaran maksim-maksim tersebut.
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Prameswari, Anggita, and Yuliani Rahmah. "Ecocriticism of Poaching in Doraemon: Nobita no Kyouryuu Anime Movie." E3S Web of Conferences 359 (2022): 03023. http://dx.doi.org/10.1051/e3sconf/202235903023.

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This study will examine the forms of environmental criticism in the Japanese animated movie Doraemon: Nobita no Kyouryuu by using an ecocriticism approach. This study was conducted because several parts of the story in the animated movie show the practice of poaching and cruel behavior towards animals. The research method used is the sociology of literature which using the literature study method to collect the data, and the results of data analysis will be presented with a qualitative descriptive method. The results of this study indicate that there are three forms of violations of the wildli
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Kusuma, Afrisa Ardianty, Widya Kusumaningsih, and Nora Widyastuti. "Impementasi Media Pembelajaran Kantong Doraemon untuk Meningkatkan Kemampuan Numerasi Matematika Peserta Didik di Kelas I SDN Gemah." ISLAMIKA 6, no. 4 (2024): 1599–609. http://dx.doi.org/10.36088/islamika.v6i4.5257.

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Numeracy is a measuring skill in mathematics that involves reasoning skills so that it is necessary for daily life. To remind numeracy skills, you can use a method, namely by applying learning media. This research aims to improve the mathematical numeracy skills of grade 1 students of SDN Gemah Semarang City. This type of research uses quantitative research with a one-group pretest-posttest design. The operation of this study is all IA classes of SDN Gemah with a sampling technique using a nonprobability sampling technique with incidental sampling. The data used for evaluation is in the form o
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Octavita, Astri Indriana. "THE REPRESENTATION OF NOBITA WEAKNESS, IN DORAEMON STAND BY ME FILM." Wanastra: Jurnal Bahasa dan Sastra 12, no. 1 (2020): 97–104. http://dx.doi.org/10.31294/w.v12i1.7518.

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Putri, Haryati Utami, Hidayati Hidayati, and Irwandi Irwandi. "Translating Analysis of Subtitle and Dubbing Japan Song into Indonesian Version at a Car-toon Movie “Doraemon”." International Social Sciences and Humanities 2, no. 1 (2022): 77–83. http://dx.doi.org/10.32528/issh.v2i1.125.

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One of the well-known films containing singing characters in it is a film entitled “Doraemon” released by Educational Broadcasting System from Toyama, Japan. Firstly dubbed from Japanese into English and by the demand of viewers then dubbed into Indonesian and known as Indonesian version. According to its content, it is a children movie. It tells the way children react toward each others in daily life. In order to accomplish this, the objective of this study was to analyze the translating of subtitle and dubbing of song lyrics as a media based on their accuracy and acceptability from the Engli
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Sahi, Dr Navreet. "Perpetuating Gender Bias in Children’s Cartoons: Portrayal of Female Characters in Shin Chan and Doraemon." International Journal of English Literature and Social Sciences 7, no. 1 (2022): 010–14. http://dx.doi.org/10.22161/ijels.71.3.

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This paper will study the portrayal of female characters in cartoons with special reference to Shin Chan and Doraemon. Through a feminist critique, the paper would discuss how gender bias is perpetuated through the gender roles assigned to the characters in these shows. Gender discrimination is perpetuated by such external factors and consolidated by the children’s communication with their friends and classmates. This paper endeavours to examine how different stereotypes of gender are pushed through the veil of “child entertainment” via the cartoons and how these issues can be addressed.
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Priatama, Habib, and Damai Yani. "Analisis Deiksis Ruang Dalam Manga Doraemon Vol 1 (Chapter 1-3) Karya Fujiko F.Fujio." Omiyage : Jurnal Bahasa dan Pembelajaran Bahasa Jepang 6, no. 2 (2023): 266–82. http://dx.doi.org/10.24036/omg.v6i2.745.

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The purpose of this is to describe spatial deixis in the manga Doraemon vol 1 (chapters 1-3) by Fujiko F. Fujio. The type of research used in this research is a qualitative approach. The results of this research show that there are 35 data containing types of spatial deixis and their uses, namely 26 pointing deixis, 3 situation deixis, 4 place deixis and 2 direction deixis. Meanwhile, for the type of spatial deixis, there are 18 data which are included in ninshou-gata and 17 data which contain enkin-gata.
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Jessika, Maria Magdalena, and Titien Wahyu Andarwati. "PERBANDINGAN NILAI KARAKTER NOBITA FILM STAND BY ME DENGAN KARAKTER JUDY FILM ZOOTOPIA." AKIRA: Jurnal Bahasa, Budaya, dan Sastra Jepang 1, no. 1 (2023): 37–50. http://dx.doi.org/10.25139/akira.v1i1.5920.

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Pendidikan merupakan paling utama untuk diajarkan dan diterima setiap anak, karena pendidikan tidak hanya mengajarkan tentang mengembangkan kemampuan dan mencerdaskan kehidupan bangsa melainkan juga membentuk karakter. Karakter merupakan ciri khas seseorang yang terbentuk pada lingkungannya. Pendidikan karakter bertujuan untuk menanamkan nilai-nilai karakter kepada setiap anak. Berdasarkan uraian diatas maka peneliti merumuskan sebagai berikut: 1) bagaimana nilai karakter Nobita dalam film Stand by Me?, 2) bagaimana nilai karakter Judy dalam film Zootopia?, 3) bagaimana persamaan dan perbedaan
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(CJ) Lin, Zhiwei, IpKin Anthony Wong, Xiner (Christine) Zhen, and Suk Ha Grace Chan. "Doraemon and snow white dreams come true: understanding cartoon pilgrimage travel motivations." Journal of Travel & Tourism Marketing 38, no. 2 (2021): 167–78. http://dx.doi.org/10.1080/10548408.2021.1887056.

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Nadya, Frieska Sekar. "Penggunaan Jodoushi dan Keiyoushi dalam Kalimat pada Komik Doraemon Seri 25-35." Lingua Cultura 3, no. 2 (2009): 175. http://dx.doi.org/10.21512/lc.v3i2.344.

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Every language in many countries has its own uniqueness to express wish. In Indonesian, the word “ingin” means want to, or wish to. But in Japanese, there are two classes of word, both have meaning of want or wish. They are jodoushi「~たい」and keiyoushi「ほしい」. These two classes of word usually people find when learning Japanese, especially when reading Japanese comics for children. Therefore, in order to be able to differ the use of those two classes of word and the use of their sentences pattern, as well as the analysis, this research uses Doraemon vol.25-35. As for analyzing all the data, the us
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Fitri, Amelia, and Rahmi Wiza. "Nilai-nilai Pendidikan Akhlak bagi Anak dalam Film Doraemon yang Berjudul Stand by Me." MASALIQ 4, no. 3 (2024): 693–706. http://dx.doi.org/10.58578/masaliq.v4i3.3034.

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Life in this era has witnessed an increase in immoral behavior among the younger generation, given the many moral deviations that occur. Facing this challenge, efforts to cultivate character and morals in the world of education are becoming increasingly urgent. The issue of morality in the context of education continues to be a growing issue, especially when discussing the problem of immorality. Moral education, as the main foundation in developing one's ethics and morals, has a crucial role. In an increasingly developing era, the cultivation of moral education can be done through a variety of
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Khairunnisa, Rizka, Noor Cahaya, and Ahsani Taqwiem. "KETERAMPILAN MENULIS CERITA FANTASI BERDASARKAN KOMIK “DORAEMON” PESERTA DIDIK KELAS VII-I MTSN 2 KOTA BANJARMASIN." LOCANA 3, no. 1 (2020): 61–71. http://dx.doi.org/10.20527/jtam.v3i1.38.

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Penelitian ini bertujuan untuk mendeskripsikan keterampilan menulis cerita fantasi berdasarkan komik “Doraemon” peserta didik kelas VII-I MTsN 2 Kota Banjarmasin berdasarkan unsur pembangun dan ciri kebahasaan cerita fantasi. Unsur pembangun cerita fantasi tersebut yaitu tema, tokoh, latar, alur, sudut pandang, dan amanat. Pada penelitian ini menggunakan metode deskriptif dengan pendekatan kualitatif. Berdasarkan seluruh aspek yang telah diteliti, seluruh peserta didik tergolong terampil pada aspek tokoh, alur, dan sudut pandang. Peserta didik kelas VII-I MTsN 2 Kota Banjarmasin yang tergolong
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