Andi Sebastian
Universitas Islam Negeri Syekh Wasil Kediri

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Media Sosial dan Game Online sebagai Transformasi dan Pencapaian Sosial: Perspektif Filsafat Etika Ardi Tri Yuwono; Andi Sebastian; Pieter-Jan Clumpers
Interaction: Jurnal Sosiologi Komunikasi Vol 2 No 1 (2026): Budaya Digital dan Politik Identitas: Kuasa, Wacana, dan Transformasi dalam Masya
Publisher : Danudirja Setyabudi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64271/y6tg6b22

Abstract

This study aims to critically analyze social media and online games as agents of social transformation and as spaces for achievement, using the ethical philosophy framework of Cal Newport, Byung-Chul Han, Ziauddin Sardar, and Carl Honoré, and to formulate ethical implications for a more meaningful digital life. The research method used is a qualitative approach with a conceptual analysis design rooted in philosophical thinking and cultural studies. The results of the study highlight that the social transformation triggered by social media and online games occurs in four dimensions: (1) Transformation of interactions that lose negativity; (2) Identity transformation that is algorithmically constructed with Western cultural biases; (3) The transformation of public space that shifts from deliberation to attention extraction, as well as; (4) The transformation of time that accelerates and erodes contemplation. Simultaneously, the meaning of achievement in the digital ecosystem is reduced to illusory virtual symbols, trapping individuals in self-exploitation, cultural homogenization, and loss of appreciation for process. The synthesis of the four perspectives gives birth to Digital Flourishing Ethics. This integral ethical framework combines the dimensions of focus, contemplation, epistemic-cultural, and temporal as normative alternatives in responding to the digital crisis. The implications of these findings provide insight into the need to redefine achievement, develop digital literacy, and implement regulations that protect cultural diversity and digital free spaces.
Development of Grade 11 Indonesian History Question Exercises on Japanese Occupation in Indonesia (1942-1945) using the Zep Quiz Media Ardi Tri Yuwono; Andi Sebastian; Gijsbert ter Braake
Paedagogos: Journal of Education and Learning Vol. 2 No. 1 (2026): Paedagogos Journal of Education and Learning
Publisher : Yayasan Mutiara Hati Moeslem

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64131/paedagogos.v2i1.88

Abstract

History learning at the high school level still faces challenges in the form of a lack of media variety and low motivation for students to learn complex material, such as the Japanese Occupation of Indonesia (1942-1945). This research aims to develop a history question exercise based on Zep Quiz that is valid, practical, and potentially effective in practicing historical thinking skills of grade 11 students. The method used is Research and Development (R&D) with a 4-D (Define, Design, Develop, and Disseminate) model. The product was developed in the form of 20-tiered multiple-choice questions from cognitive levels C1 to C5 which were integrated with Zep Quiz gamification features such as avatars, leaderboards, and explanatory feedback, and were equipped with a Student Worksheet as a reflection tool. The validation results of material experts reached 95% and media experts 95.6% with the category of very feasible. The test on 36 students in grade 11-K of Madrasah Aliyah Negeri 1 Kediri City showed that all students managed to access the quiz with an average score of 78.2. The student response questionnaire showed that 94.4% felt motivated and 97.2% were interested in using similar media in the future. The theoretical implication of this research is a synergy model between gamification and historical pedagogy, while the practical implication is the availability of a ready-to-use integrated Zep Quiz Media learning package for teachers.