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KOMPETENSI SOFT SKILL GURU DI ERA PENDIDIKAN DIGITAL Ismira; Firsty Sofila; Anita Ulpa; Roza Naulia Rosdianti; Nia Ikhtanova; Adellar Prasetya; Rahmatul Husna
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2025): Volume 12 No. 01 Maret 2026
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.10994

Abstract

The rapid development of digital technology has significantly transformed the educational landscape and reshaped the roles and competencies required of teachers. Beyond pedagogical and technological skills, teachers are increasingly demanded to possess strong soft skills to effectively manage learning processes in digital environments. This study aims to analyze and synthesize research findings related to teachers’ soft skill competencies in the era of digital education. The research employed a literature review method by examining relevant national and international journal articles, books, and conference proceedings published within the last decade. Data were collected through systematic searches in academic databases and analyzed using thematic analysis. The results indicate that essential soft skills for teachers in digital education include communication skills, adaptability, collaboration, creativity, emotional intelligence, digital ethics, and lifelong learning attitudes. These competencies play a crucial role in fostering meaningful interactions, managing virtual classrooms, and supporting students’ academic and socio-emotional development. The study concludes that strengthening teachers’ soft skills is a strategic necessity to enhance the quality of digital learning and recommends continuous professional development programs that integrate soft skill training with digital pedagogy.
PENGARUH MODEL PEMBELAJARAN DISCOVERY LEARNING BERBANTUAN MEDIA PAPAN PINTAR PENCERNAAN TERHADAP HASIL BELAJAR IPAS PESERTA DIDIK KELAS V SDN 02 GUNUNG SARIK Ayu Junia Sari; Trinda Farhan Satria; Ismira
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12587

Abstract

This research is motivated by the science learning results of students, many of whom are still below the KKTP. The aim of this research is to determine the significant influence of the application of the Discovery Learning learning model assisted by Digestion Smart Board media on the learning outcomes of class V science and science students at SDN 02 GunungSarik. The type of research is Quasi-experimental design, using the Nonequivalent Posttest-Only Control Group Design research design. The research population was all class V students at SDN 02 GunungSarik. The samples used were class VB (Experiment) and class VA (Control). The sampling technique uses saturated sampling. The data collection technique is to use tests, with the research instrument used in the form of objective test questions in the form of multiple choices. Hypothesis testing uses the t test statistic which is preceded by normality and homogeneity tests at a significance level of 0.05. The posttest results showed that the average score for the experimental class (83.75) was higher than the control class (77.29). The results of the hypothesis test show tcount = 2,697 and ttable = 1,679 so tcount > ttable, then H0 is rejected and H₁ is accepted. The conclusion of this research is that there is a significant influence of the application of the Discovery Learning learning model assisted by Digestion Smart Board Media on the Learning Outcomes of Class V Students at SDN 02 GunungSarik.
DEVELOPMENT OF INTERACTIVE TEAMS GAMES TOURNAMENT-BASED E-MODULES TO IMPROVE ELEMENTARY STUDENTS’ SOCIAL STUDIES UNDERSTANDING Risa Tantri; Ismira; Hafiz Hidayat
Jurnal Cakrawala Pendas Vol. 11 No. 4 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i4.15700

Abstract

This study aims to develop an Interactive E-Module based on the Teams Games Tournament (TGT) learning model and to test its validity, practicality, and effectiveness in improving elementary students’ understanding of social studies concepts. The study is motivated by the limited use of interactive learning media in social studies, which causes students to memorize facts rather than comprehend concepts deeply, leading to low motivation, limited engagement, and weak critical thinking skills. The research employs the Research and Development (R&D) approach using the ADDIE model, encompassing the stages of Analysis, Design, Development, Implementation, and Evaluation. The subjects involved fifth-grade students of SDN 02 Percontohan and SDN 04 Garegeh, social studies teachers, and expert validators in material, media, and language. Data were collected through observations, questionnaires, interviews, tests, and documentation, and analyzed both qualitatively and quantitatively. The results indicate that the Interactive E-Module achieved a very valid category with an average expert validation score of 4.56. The practicality assessment showed very positive responses from teachers (90.5%) and students (90.8%). Moreover, its effectiveness was evidenced by a significant improvement in conceptual understanding, with an average N-Gain score of 0.87 (high category). The TGT-based Interactive E-Module offers a novel contribution by integrating cooperative competition into digital learning media, enhancing student motivation and interaction beyond conventional e-modules. Practically, this module can be adapted for other subjects or educational levels as an innovative tool to promote active, engaging, and concept-oriented learning in elementary education.