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DEVELOPMENT OF INTERACTIVE MONOPOLY GAME LEARNING MEDIA BASED ON ZEP QUIZ TO INCREASE LEARNING MOTIVATION OF GRADE X SMK STUDENTS: Pengembangan Media Pembelajaran Game Interaktif Monopoli Berbasis Zep Quiz Untuk Meningkatkan Motivasi Belajar Siswa Kelas X SMK Ria Lailiyah; Aulia Fitriany; M. Khusni Mubarok
Santhet: (Jurnal Sejarah, Pendidikan Dan Humaniora) Vol 10 No 4 (2026): Santhet (Jurnal Sejarah Pendidikan Dan Humaniora)
Publisher : Proram studi pendidikan Sejarah Fakultas Keguruan Dan Ilmu Pendidikan Universaitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/santhet.v10i4.9000

Abstract

This study aimed to develop an interactive history learning medium based on Zep Quiz and to determine its effectiveness in enhancing student learning motivation. The study employed the DDR (Didactical Design Research) model, comprising the stages of analysis, Design, development, implementation, and evaluation. The research participants were students from class X TKJ 1. The average score on the learning motivation questionnaire was 80.86. Data analysis using the One-Sample Kolmogorov-Smirnov test on residual normality yielded an Asymp. Sig. (2-tailed) value of 0.200, which exceeds the significance level of 0.05. Additionally, the Monte Carlo Sig. value of 0.764 was also greater than 0.05. The Zep Quiz medium contributed 79.4% to student learning motivation. The calculated t-value (11.290) exceeded the t-table value (2.035), and the p-value (<0.001) was less than 0.05; consequently, the null hypothesis (H0) was rejected. Partial analysis indicated that the Zep Quiz learning medium influenced student learning motivation. Based on these findings, it is concluded that the use of the Zep Quiz-based learning medium is effective for enhancing student learning motivation and fostering a technology-based, interactive learning process, particularly in history lessons.
ANALISIS KRITIK SOSIAL TERHADAP PERAN PEREMPUAN DALAM NOVEL ‘BUMI MANUSIA’ KARYA PRAMOEDYA ANANTA TOE (1890-1910) Winda Adelia Putri; Aulia Fitriany; M. Khusni Mubarak
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomer 03, September 2026 Publication
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.63000

Abstract

This study aims to analyze the social critique of the role of indigenous women in Pramoedya Ananta Toer’s novel Bumi Manusia during the colonial period of 1890–1910, to identify forms of social critique directed at colonialism and patriarchy through the character of Nyai Ontosoroh, and to analyze the positive and negative impacts of her resistance. This study employs a descriptive-analytical qualitative method using a library research approach. Primary data consists of dialogue excerpts and narrative passages from the novel, supplemented by secondary sources from academic journals and history books. The analysis was conducted in three stages: data reduction, data presentation, and drawing conclusions, with validation through triangulation of sources and theory. The results of the study show that the novel Bumi Manusia serves as a powerful medium for social criticism of structural injustices during the colonial era. The character Nyai Ontosoroh represents an indigenous woman who possesses critical awareness and the capacity for resistance amid layered oppression resulting from the interplay of Javanese patriarchy and Dutch colonialism. Her resistance had a positive impact in the form of a shift in the perspectives of those around her, but it also had negative consequences, including an identity crisis and systemic failures that revealed the limits of individual resistance against totalitarian colonial power.
PENGEMBANGAN MEDIA DIGIGRAPH INTERAKTIF UNTUK MENINGKATKAN HASIL BELAJAR PADA PEMBELAJARAN SEJARAH DI SMA Windi Ayu Rusdiana; Aulia Fitriany; M. Khusni Mubarak
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.14668

Abstract

ABSTRACT History learning involving a sequence of events and relationships among facts requires a form of presentation that enables students to follow information in a more structured manner. This condition underlies the development of Digigraph Interaktif as a learning medium that integrates infographics with text, visuals, navigation, buttons, and animation. The study employed a Research and Development (R&D) approach using the Analyze, Design, Development, Implementation, and Evaluation (ADDIE) model, with the product implemented among 34 students of class XI-IS2 at SMA Persatuan Tulangan. Product feasibility was assessed through media and material expert validation, while changes in learning achievement were examined through pretest and posttest measurements. Expert assessments yielded feasibility percentages of 85.50% and 93.73%, respectively, both of which were categorized as highly feasible. During the implementation, the mean learning achievement increased from 35.74 to 81.18, with a significant difference identified through a Paired Sample T-Test (Sig. 2-tailed = 0.000). The N-Gain analysis produced a mean score of 67.99%, categorized as moderate. These findings position Digigraph Interaktif as a feasible medium for supporting history learning while indicating its potential to enhance students’ learning achievement. Its implementation in a single class represents a contextual limitation in interpreting the findings. ABSTRAK Pembelajaran sejarah pada materi yang memuat rangkaian peristiwa dan keterkaitan antarfakta membutuhkan penyajian yang memungkinkan siswa mengikuti informasi secara lebih terstruktur. Kondisi tersebut melandasi pengembangan Digigraph Interaktif sebagai media pembelajaran yang memadukan infografis dengan teks, visual, navigasi, tombol, dan animasi. Penelitian ini menggunakan pendekatan Research and Development (R&D) melalui model Analyze, Design, Development, Implementation, dan Evaluation (ADDIE), dengan penerapan produk pada 34 siswa kelas XI-IS2 SMA Persatuan Tulangan. Kelayakan produk ditelaah melalui validasi ahli media dan ahli materi, sedangkan perubahan capaian belajar diperoleh melalui pengukuran pretest dan posttest. Penilaian ahli menghasilkan tingkat kelayakan masing-masing sebesar 85,50% dan 93,73%, yang berada pada kategori sangat layak. Pada pengujian penggunaan, rata-rata capaian belajar meningkat dari 35,74 menjadi 81,18, dengan perbedaan yang signifikan melalui Paired Sample T-Test (Sig. 2-tailed = 0,000). Perhitungan N-Gain menghasilkan rata-rata 67,99% dengan kategori sedang. Temuan tersebut menempatkan Digigraph Interaktif sebagai media yang layak digunakan untuk mendukung pembelajaran sejarah, sekaligus memperlihatkan potensi penggunaannya dalam membantu peningkatan capaian belajar siswa. Penerapan pada satu kelas menjadi batas konteks dalam membaca temuan penelitian ini.