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ANALISIS PENERAPAN MEDIA GAMBAR TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN IPAS DI SEKOLAH DASAR Annisa Nurul Ilmi; Asep Sahrul Gunawan
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.v12i02.14680

Abstract

This research is motivated by the low learning outcomes of students in the IPAS subject at elementary schools, caused by the less optimal use of interesting and contextual learning media. Learning that is still teacher-centered makes students less active, easily bored, and experience difficulties in understanding the material. Picture media is considered an effective alternative because it can present information visually, helping students understand concepts more concretely and meaningfully. This study aims to analyze the implementation of picture media and its influence on students’ learning outcomes in the IPAS subject at elementary schools. The method used is a literature review by examining various scientific sources in the form of 12 journal articles indexed in SINTA, GARUDA, and Google Scholar, as well as 3 relevant reference books. The results of the study indicate that the implementation of picture media consistently has a positive impact on improving students’ learning outcomes. Picture media is able to increase students’ attention, motivation, and understanding of IPAS material. Therefore, picture media is effective for use in elementary school learning.
EFEKTIVITAS MEDIA VIDEO PEMBELAJARAN TERHADAP HASIL BELAJAR SISWA SD Fahri Anwari; Asep Sahrul Gunawan
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.14951

Abstract

This study aims to analyze the effectiveness of using educational video media on elementary school students’ learning outcomes, map the variations of its impact across different subjects, and identify the supporting and inhibiting factors in its implementation. The research method employed in this study is a literature review. Data collection was conducted through documentation techniques by searching national scientific journal articles in the Google Scholar database using strict inclusion criteria. The collected data were analyzed descriptively and qualitatively through the stages of data reduction, data presentation, and conclusion drawing. The results of the study indicate that the use of educational video media consistently and significantly improves elementary school students’ learning outcomes. Indicators of success are demonstrated by increased post-test scores, high effect size values, and improved learning mastery. Educational video media has also been proven to increase students’ learning motivation, attract students’ attention, and help students understand abstract concepts more concretely. The effectiveness of video media becomes more optimal when integrated with innovative student-centered learning models, such as cooperative learning. Therefore, educational video media can serve as an effective instructional tool to improve the quality of elementary school students’ learning outcomes. Keywords: Effectiveness, Educational Video, Learning Outcomes, Elementary School Students, Literature Review.
RENDAHNYA PEMBELAJARAN DIGITAL DI ERA TEKNOLOGI ARTIFICIAL INTELLIGENCE (AI) Siti Maryamah; Asep Sahrul Gunawan
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.v12i02.15134

Abstract

The development of Artificial Intelligence (AI) technology has had a significant impact on the world of education, especially in the digital learning process (Karimah et al., 2024; Sadrina et al., 2024). However, the implementation of digital learning in Indonesia still faces various challenges that cause low effectiveness of learning in the AI era. This study aims to analyze the factors causing low digital learning in the era of AI technology and provide strategic solutions to improve the quality of digital-based learning. This study uses a qualitative research method with a descriptive approach. Data collection techniques were carried out through observation, interviews, and literature studies. The results showed that low digital learning was influenced by a lack of digital literacy (Izhari et al., 2025; Perdana et al., 2025), limited technological infrastructure, low teacher competence in the use of AI (Hanis & Wahyudin, 2024), and low student motivation in online learning (Fahmi et al., 2025). In addition, the lack of educational policy support and unequal internet access are also major inhibiting factors. This study concludes that increasing the digital competence of educators, providing adequate technological facilities, and developing an AI-based curriculum (Niemi et al., 2023; Nursyahidin, 2023) are important solutions to improve the quality of digital learning in Indonesia.
ANALISIS DAMPAK PENGGUNAAN GADGET TERHADAP PERILAKU SOSIAL ANAK Susi Damayanti; Asep Sahrul Gunawan
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.v12i02.15239

Abstract

The rapid development of technology has led to an increase in the number of gadget use among children. The use of gadgets has both positive and negative impacts. This study aims to analyze the impact of gadget use on children's social behavior. The research method used is a Literature Study by reviewing 12 national journals indexed by SINTA and 2 relevant reference books. The results of the study show that the wise use of gadgets can have a positive impact, such as increasing knowledge, creativity, and digital communication skills. On the other hand, excessive use of gadgets will have a negative impact on children's social behavior, such as reduced direct interaction, low empathy, and a tendency to be alone. Therefore, the role of parents and teachers is crucial in supervising, limiting screen time, and providing appropriate guidance to maximize the benefits and minimize the negative impacts of gadget use on children’s social development.
PEMANFAATAN APLIKASI PEMBELAJARAN DIGITAL UNTUK MENINGKATKAN HASIL BELAJAR Vika Wiguna Pratama; Asep Sahrul Gunawan
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.v12i02.15325

Abstract

The development of digital technology has brought major changes in the field of education, particularly through the utilization of digital learning applications. The use of applications such as Google Classroom, interactive multimedia, mobile learning, and web-based learning platforms has proven effective in improving students’ motivation, engagement, and learning outcomes. This article aims to analyze the utilization of digital learning applications in improving student learning outcomes by examining examples from online news articles and journals. The method used in this study is a literature review by collecting data from scientific articles and online educational news sources. The analysis results indicate that the use of digital learning applications has a positive impact on students’ understanding of learning materials, participation, and the effectiveness of the learning process. In addition, several spelling and writing errors were found in the analyzed news sources and articles, including incorrect capitalization, nonstandard words, and improper punctuation. Therefore, the use of digital technology should be balanced with good language literacy skills so that educational information can be conveyed effectively and correctly.
ANALISIS HASIL BELAJAR OPERASI BILANGAN BULAT DENGAN MEDIA KARTU DOMINO PADA SISWA SEKOLAH DASAR Yunda Ayunningtias; Asep Sahrul Gunawan
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.v12i02.16250

Abstract

The low achievement of elementary school students in mathematics, particularly in integer operations, remains a common problem in the learning process. Students often experience difficulties in understanding abstract mathematical concepts, resulting in low learning motivation, limited classroom participation, and unsatisfactory learning outcomes. Therefore, an appropriate learning medium is needed to help students understand integer operations in a more concrete and engaging way. This study aims to analyze the use of domino card media in improving learning outcomes on integer operations among elementary school students based on previously published studies. The research employed a Systematic Literature Review (SLR) method. Data were collected through a review of relevant articles published in accredited national journals and scientific proceedings. The selected articles were analyzed and synthesized to obtain comprehensive information regarding the effectiveness of domino card media in mathematics learning. The findings indicate that domino card media is effective in teaching integer operations at the elementary school level. The use of this learning medium increases students' learning motivation, classroom participation, conceptual understanding, and computational skills. In addition, the learning process becomes more interactive and enjoyable, enabling students to better understand mathematical concepts. Based on the synthesis of the reviewed studies, domino card media has significant potential to improve mathematics learning outcomes, particularly in integer operations among elementary school students.
PERAN GURU DALAM PEMBENTUKAN KARAKTER DAN PENCEGAHAN BULLYING DI SEKOLAH DASAR: PENDEKATAN KUALITATIF DESKRIPTIF MELALUI WAWANCARA DAN EDUKASI Restiana; Neng Sri Mirnawati; Siska Febrianti; Arti Agustin; Paridah; Rijal; Dede Irwan Darmawan; Asep Sahrul Gunawan
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 03, September 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17006

Abstract

2. Classroom Action Research (CAR) focuses on solving classroom problems directly, while traditional research focuses on developing general educational theories. CAR is practical, flexible, and conducted by teachers through planning, action, observation, and reflection. Traditional research is more formal and uses larger samples. CAR is suitable for classroom problems because teachers can immediately apply and improve teaching strategies. 3. Reflection after Cycle I is done by evaluating the results of the action, including student participation and learning outcomes. The teacher identifies weaknesses and improves the strategy for Cycle II. For example, if students are still shy to speak English, the teacher can add vocabulary practice or group activities in Cycle II. 4. Observation helps teachers collect information about student learning. Reflection helps evaluate teaching effectiveness, while collaboration allows teachers to share ideas and feedback. These elements help improve teaching quality and student achievement. 5. One classroom problem that can be researched through CAR is students’ low confidence in speaking English. The teacher can use role play or group discussions to increase participation. CAR helps improve student learning outcomes and also develops the teacher’s professional skills.
Game-Based Learning Innovations in Physical Education: A Literature Review Asep Sahrul Gunawan; Teguh Priyanto; Airil Fitra Alhakiki; Ari Jayadi Putra
JURNAL ILMIAH PENELITIAN MAHASISWA Vol 4 No 5 (2026): Oktober
Publisher : Kampus Akademik Publiser

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jipm.v4i5.2974

Abstract

Game-Based Learning (GBL) is an increasingly developing learning innovation in physical education; however, research on its implementation remains scattered across various contexts, research designs, and forms of innovation, thus not yet providing a comprehensive overview of the field's development. This study aims to analyze the development of Game-Based Learning innovations in physical education through a literature review of research published between 2022 and 2026. The study utilized the Narrative Literature Review method by analyzing 25 scientific articles selected based on inclusion and exclusion criteria. Data were analyzed using thematic analysis to identify research characteristics, main themes, and the direction of research development. The review results indicate that GBL innovations have evolved from conventional games toward gamification, Teaching Games for Understanding (TGfU), exergames, digital games, and technology-based learning. Research themes are dominated by learning motivation, student engagement, learning outcomes, motor skills, physical fitness, and social interaction. This study concludes that GBL has strong potential to support more innovative and student-centered physical education learning and provides an overview of research trends and developmental opportunities that can serve as a reference for future research and learning practices.