M. Khusni Mubarok
Universitas PGRI Delta Sidoarjo

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ANALYSIS OF KOMPAS NEWPAPER’S PERSPECTIVE ON INDONESIAN POLITICAL DYNAMICS IN 1998 : Analisis Perspektif Surat Kabar Kompas terhadap Dinamika Politik Indonesia Pada Tahun 1998 Angelica Jolie Melvin; Aulia Fitriany; M. Khusni Mubarok
Santhet: (Jurnal Sejarah, Pendidikan Dan Humaniora) Vol 10 No 2 (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.v10i2.6073

Abstract

The purpose of this research is to see how Kompas Newspaper viewed Indonesia’s political devolepment in 1998, especially in the context of transition after the fall of New Order regime. This research focuses on three main aspects: 1) Results the research shows that Kompas Newspaper was first established on June 28 1965 by P.K. Ojong and Jakob Oetama. Kompas was created because the Indonesian Catholic Community needed an independent and reliable communication medium. It has journalism principle that must be cautious, neutral, and focused on the public interest. 2) After the New Order regime collapsed in May 1998, Indonesia entered a period of political transition towards open democracy. Kompas functioned as a strategic media that bridged the public interest with the dynamics that occurred among the political elite.  In 1999, Kompas discussed many important issues such as democratic elections after the New Order and the strengthening of democratic institutions such as the DPR and the Supreme Court through news, editorials, and opinion sections. 3) Kompas' perspective on political change since 1998 can be categorized as constructive, although critical.  This media shows the decline of the New Order as an important momentum to rebuild a fair and democratic political order. Kompas actively criticized various government policies, including addressing corruption, human rights violations, and political instability. This study uses a descriptive qualitative method with the approach of content analysis of news archives, editorials, and opinions published in Kompas newspaper during 1998-1999. The study shows that Kompas has a strong history as a media that maintains independence and prudence in handling political issues. During the New Order era, Kompas was an important media that carried out transformation, enabling discussions on democratization, information disclosure, and reformation.
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.
PENGEMBANGAN MEDIA ULAR TANGGA DIGITAL UNTUK MENINGKATKAN HASIL BELAJAR SISWA DALAM PEMBELAJARAN SEJARAH Nor Fadilah; M. Khusni Mubarok; J. Priyanto Widodo
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i4.14346

Abstract

ABSTRACT History learning at SMA Persatuan Tulangan still faces limitations in the use of instructional media, resulting in the learning process tending to rely on material delivery through textbooks and simple presentations. This condition became the basis for developing a digital snakes and ladders learning medium that combines a physical game with digital content to provide an alternative, more active learning experience. This study aimed to develop a digital snakes and ladders learning medium and determine its effectiveness in improving the learning outcomes of Grade XI-IA2 students at SMA Persatuan Tulangan. The study employed Research and Development using the ADDIE model, which comprises Analyze, Design, Development, Implementation, and Evaluation. The development stages included analyzing learning conditions and student characteristics, designing the product, developing and validating the medium, implementing it with 30 students, and evaluating the product and learning outcomes. Data were collected through media and material expert validation and pre-test and post-test assessments. Feasibility was analyzed using a Likert-scale percentage, while the test instrument was examined for validity and reliability before learning improvement was calculated using N-gain. Media validation reached 87.5% and material validation 85%, both categorized as highly feasible. All 20 test items were valid, with a Cronbach's Alpha of 0.920. The mean score increased from 56.33 to 83.33, with an N-gain of 0.63 or 62.60%, categorized as moderate and sufficiently effective. The developed medium is feasible and sufficiently effective in supporting improvements in history learning outcomes. ABSTRAK Pembelajaran sejarah di SMA Persatuan Tulangan masih menghadapi keterbatasan penggunaan media sehingga proses belajar cenderung bergantung pada penyampaian materi melalui buku dan presentasi sederhana. Kondisi tersebut menjadi dasar pengembangan media ular tangga digital yang memadukan permainan fisik dengan konten digital untuk memberikan alternatif pengalaman belajar yang lebih aktif. Penelitian ini bertujuan mengembangkan media ular tangga digital serta mengetahui efektivitasnya dalam meningkatkan hasil belajar siswa kelas XI-IA2 SMA Persatuan Tulangan. Penelitian menggunakan Research and Development dengan model ADDIE yang mencakup Analyze, Design, Development, Implementation, dan Evaluation. Tahap pengembangan meliputi analisis kondisi pembelajaran dan karakteristik siswa, perancangan produk, pembuatan serta validasi media, penerapan pada 30 siswa, dan evaluasi produk serta hasil belajar. Data diperoleh melalui validasi ahli media dan materi serta tes pre-test dan post-test. Kelayakan dianalisis menggunakan persentase skala Likert, sedangkan instrumen tes diuji validitas dan reliabilitasnya sebelum peningkatan hasil belajar dihitung menggunakan N-gain. Validasi media mencapai 87,5% dan validasi materi 85%, keduanya berkategori sangat layak. Seluruh 20 butir soal valid dengan Cronbach's Alpha 0,920. Rata-rata nilai meningkat dari 56,33 menjadi 83,33 dengan N-gain 0,63 atau 62,60%, yang termasuk kategori sedang dan cukup efektif. Media yang dikembangkan layak digunakan dan cukup efektif dalam mendukung peningkatan hasil belajar sejarah.