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Contact Name
Marzuki Abubakar
Contact Email
jurnaldidaktika@ar-raniry.ac.id
Phone
081360161216
Journal Mail Official
jurnalilmiahdidaktika@gmail.com
Editorial Address
-
Location
Kota banda aceh,
Aceh
INDONESIA
Jurnal Ilmiah Didaktika : Media Ilmiah Pendidikan dan Pengajaran
ISSN : 1411612X     EISSN : 23556129     DOI : -
Core Subject : Education,
Jurnal Ilmiah Didaktika is a nationally and internationally peer reviewed general education journal open for teachers, educators and education researchers from the field of general education and related researches. We welcome all contributions that enhance and illuminate the discussion on education. Jurnal Ilmiah Didaktika has been published continuously since 2000. Starting in year 2011, the journal issues are published online regularly under Open Access Policy. Jurnal Ilmiah Didaktika is currently indexed/included in DOAJ, Google Scholar, Moraref, OAJI, Portal Garuda IPI, and DRJI
Arjuna Subject : -
Articles 300 Documents
THE EFFECTIVENESS OF DIGITAL MEDIA IN FACILITATING THE UNDERSTANDING OF ISLAM FOR THE Z-GENERATION IN THE ERA OF DISRUPTION Murniasih, Eri; Syafuri, B.; Wasehudin, Wasehudin
Jurnal Ilmiah Didaktika Vol 25 No 1 (2024): Jurnal Ilmiah Didaktika August 2024
Publisher : Center for Research and Publication Universitas Islam Negeri (UIN) of Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/jid.v25i1.24739

Abstract

The era of disruption is marked by rapid technological developments that change various aspects of life, including how to obtain information and knowledge. Generation Z, as a generation that grew up in a digital environment, has extensive access to various digital media that can be used to deepen their understanding of the Islamic religion. This article explores multiple digital platforms that provide educational content about Islam. Through literature studies and case analysis with a qualitative approach, this article highlights the benefits and challenges of using digital media in religious education. Data was collected from various literature sources and interviews with Generation Z, namely the Informatics Engineering Study Program students at Serang Raya University. The research results show that Generation Z prefers to use digital media to increase and improve their religious knowledge rather than conventional media because it is more effective, efficient, and accessible anytime, anywhere, according to Generation Z's preferences and learning styles. However, challenges such as the validity of the information and interference from irrelevant content are also identified. This article concludes that with the right strategy, good digital literacy, and continued guidance from teachers, educators, and religious leaders, digital media has great potential to become an effective tool in facilitating Generation Z's understanding and interest in Islamic teachings and can help them practice religious teachings better.
THE EMERGING FUTURE OF AI CHATBOTS IN HIGHER EDUCATION Sain, Zohaib Hassan; Vasudevan, Asokan; Lama, Alma Vorfi
Jurnal Ilmiah Didaktika Vol 25 No 1 (2024): Jurnal Ilmiah Didaktika August 2024
Publisher : Center for Research and Publication Universitas Islam Negeri (UIN) of Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/jid.v25i1.25583

Abstract

Incorporating Artificial Intelligence (AI) chatbots within Higher Education Institutions (HEIs) is revolutionizing the educational domain, presenting new avenues for improved student support and administrative effectiveness. This research delves into the prospective impacts of AI chatbots in HEIs, focusing on their influence on teaching, learning, and research activities. Adopting a Narrative Literature Review (NLR) approach, the study compiles and synthesizes existing research on the role of AI chatbots in higher education, drawing from a wide range of academic sources and scholarly literature. The results underscore the significant potential of AI chatbots to streamline administrative functions, enrich student learning experiences, and facilitate research endeavours. Nonetheless, challenges such as concerns over academic integrity, difficulties in accurately interpreting user inputs, and the need for appropriate resource allocation present substantial barriers to the successful adoption of AI chatbots in HEIs. The study emphasizes the critical need for proactive strategies to address ethical issues, ensure comprehensive training for all stakeholders, and formulate clear guidelines for the responsible deployment of AI chatbots in higher education. By overcoming these challenges and capitalizing on the advantages of AI technologies, HEIs can fully exploit the capabilities of AI chatbots, thereby fostering a more efficient, effective, inclusive, and forward-thinking educational environment.  
THE TED TALK APPROACH: EFL STUDENT PERCEPTIONS OF ITS IMPACT ON LISTENING COMPREHENSION Trisnawati, Ika Kana; Sarair, Sarair; Nafaisha, Adilla; Netta, Ayuna; Qamariah, Hijjatul
Jurnal Ilmiah Didaktika Vol 26 No 1 (2025): Jurnal Ilmiah Didaktika August 2025
Publisher : Center for Research and Publication Universitas Islam Negeri (UIN) of Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/jid.v26i1.29409

Abstract

This study examined the effectiveness of TED Talks as a learning tool to enhance listening comprehension among senior English Education majors in Indonesia. The objective was to identify whether TED Talks videos helped enhance the listening proficiency of this particular student group. A mixed-methods research study was employed in order to accomplish the aforementioned objective. Students of the English Education departments in semesters six and eight constituted the target population. A voluntary sample of 30 students was selected for participation. Data were gathered through interviews and questionnaires. Quantitative data from the questionnaire were calculated using IBM SPSS 25, and interview data were examined using thematic analysis. Quantitative data showed mean scores ranging from 2.34 to 3.67, categorized as ‘moderate.’ This indicated the general agreement among respondents that TED Talks videos contributed towards an improvement in listening skills. This represented a favorable perspective on the usefulness of the application; however, the ‘moderate’ categorization signaled a need for a deeper investigation into the practical application and optimization of TED Talks. Further, qualitative interview data provided a richer context, complementing the quantitative findings.
THE IMPACT OF THE APPLICATION OF KAHOOT DIGITAL TECHNOLOGY ON LEARNING OUTCOMES OF STUDENTS AT SDN 49/III KOTO BARU S. AGUNG hazwa, Wal
Jurnal Ilmiah Didaktika Vol 26 No 1 (2025): Jurnal Ilmiah Didaktika August 2025
Publisher : Center for Research and Publication Universitas Islam Negeri (UIN) of Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/jid.v26i1.29563

Abstract

This study investigates the effect of implementing Kahoot digital technology on the cognitive learning outcomes of students at SDN 49/III Koto Baru S. Agung. As technology rapidly advances, game-based platforms such as Kahoot are increasingly recognized for enhancing material comprehension through more interactive pedagogical approaches. This research employs a quantitative approach with a quasi-experimental design, comparing an experimental group that utilizes Kahoot as a learning medium with a control group that uses traditional instructional methods. Results demonstrated that Kahoot yielded statistically significant improvements (p < 0.01) with a substantial practical impact. Effect size analysis (Cohen's d) reached 2.89, indicating a considerable effect, while the Normalized Gain (N-Gain) achieved 0.57, categorized as moderate effectiveness. Kahoot's effectiveness stems from its capacity to trigger intrinsic motivation and foster active engagement, thereby confirming gamification as a superior and adaptive strategy for enhancing cognitive achievement among digital native students at the elementary school level.
DEVELOPING 'KIBAFLO' FLIPBOOK AS CANVA & BOOK CREATOR-BASED INTERACTIVE LEARNING MEDIA FOR 3RD GRADERS ON THE BATTLE OF BADR Fitri, Alfia Nur; Rahmawati, Revy Trisely; Mariska, Nova; Nur Aeni, Ani
Jurnal Ilmiah Didaktika Vol 26 No 1 (2025): Jurnal Ilmiah Didaktika August 2025
Publisher : Center for Research and Publication Universitas Islam Negeri (UIN) of Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/jid.v26i1.30080

Abstract

Digital technology is rapidly advancing, making communication and information access more convenient. This progress is also impacting teaching and learning, making education more efficient and accessible from anywhere. Learning becomes more effective with the appropriate use of learning media. Digital technology helps make learning media more accessible. This study aims to create an interactive digital flipbook titled "KIBAFLO" (Badar Story Flipbook Online). "KIBAFLO" is applied to grade 3 elementary school students. It is created using Canva and Book Creator applications. The flipbook presents Badar War material from the Islamic Religious Education subject effectively and enjoyably. The research method used is descriptive qualitative with a case study approach. The study uses the Design and Development (D&D) approach with the ADDIE model stages. Which includes needs analysis, design, development, implementation, and evaluation. These stages are developed into one integrated whole to produce structured research results.Validation by material and media experts rated the flipbook as 'Very Good'. It is declared feasible and appropriate as a learning medium. The flipbook is expected to increase students' interest, motivation, and understanding. This media also supports better integration of digital technology in education.
PENGARUH MEDIA AUDIO VISUAL TERHADAP MOTIVASI DAN HASIL BELAJAR PESERTA DIDIK KELAS V DI MIN 15 PIDIE JAYA Rambe, Maimunah; Dhiauddin, Dhiauddin; Ismail, Nazaruddin; Fahrurrazi, Fahrurrazi
Jurnal Ilmiah Didaktika Vol 26 No 1 (2025): Jurnal Ilmiah Didaktika August 2025
Publisher : Center for Research and Publication Universitas Islam Negeri (UIN) of Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/jid.v26i1.30172

Abstract

Penelitian ini berfokus pada masalah rendahnya motivasi dan hasil belajar peserta didik kelas V dalam mata pelajaran Sejarah Kebudayaan Islam di MIN 15 Pidie Jaya. Oleh karena itu, penelitian ini bertujuan untuk memberikan bukti empiris mengenai efektivitas media audio visual dalam meningkatkan motivasi dan hasil belajar, sehingga dapat menjadi referensi bagi guru dalam merancang strategi pembelajaran yang lebih efektif. Penelitian ini menggunakan desain penelitian eksperimen (kuantitatif). Sumber data yang digunakan dalam penelitian ini adalah siswa kelas V di MIN 15 Pidie Jaya. Metode pengumpulan data dilakukan melalui angket, tes, dan dokumentasi. Instrumen penelitian yang digunakan adalah tes dan angket yang telah diuji validitas dan reliabilitasnya. Teknik analisis data yang digunakan adalah Uji Validitas, Uji Reliabilitas, Uji Normalitas, Uji Homogenitas, Uji T, dan Uji Manova. Hasil penelitian menunjukkan bahwa penggunaan media audio visual secara signifikan meningkatkan motivasi dan hasil belajar siswa. Rata-rata nilai post-test untuk kelompok eksperimen mencapai 86,71, sedangkan kelompok kontrol hanya 80,00. Oleh karena itu, disarankan agar guru lebih sering mengintegrasikan media audio visual dalam proses pembelajaran dan melakukan pelatihan untuk memaksimalkan penggunaannya dalam pengajaran. Kata Kunci : Media audio visual, motivasi belajar, hasil belajar.
APPLICATION OF ADVENTURE QUEST TO UNDERSTANDING SUBJECT-PREDICATE-OBJECT-DESCRIPTION (S-P-O-K) STRUCTURE IN INDONESIAN LEARNING FOR GRADE 3 ELEMENTARY SCHOOL STUDENTS Wahyuningsih, Ika; Nugraheni, Aninditya Sri
Jurnal Ilmiah Didaktika Vol 26 No 1 (2025): Jurnal Ilmiah Didaktika August 2025
Publisher : Center for Research and Publication Universitas Islam Negeri (UIN) of Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/jid.v26i1.30185

Abstract

Many lower-grade students, particularly in grade 3 of SD/MI, face difficulties in understanding and applying the Subject, Predicate, Object, and Adverbial (S-P-O-K) structure accurately. This study explores the use of the Adventure Quest strategy, adapted from online role-playing games, as an innovative learning model to enhance students’ comprehension of SPOK through engaging, story-based missions. Using a descriptive qualitative design, the research analyzes classroom interactions and students’ responses during implementation. The findings reveal that the Adventure Quest approach increases students’ motivation, participation, and confidence in constructing structured sentences. Students reported high satisfaction and improved understanding of SPOK concepts. This study contributes a novel pedagogical adaptation by integrating game-based adventure elements into Indonesian language learning, demonstrating its potential to create an active and contextual learning environment.
DEVELOPMENT OF A DIGITAL COMIC FOR FRACTION LEARNING IN JUNIOR HIGH SCHOOL STUDENTS Muliawan, Nadia Fitri; Syamsuddin, Nuralam; Apriliani, Vina
Jurnal Ilmiah Didaktika Vol 26 No 1 (2025): Jurnal Ilmiah Didaktika August 2025
Publisher : Center for Research and Publication Universitas Islam Negeri (UIN) of Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/jid.v26i1.30600

Abstract

Understanding fractions remains challenging for many junior high school students, especially in distinguishing numerators and denominators, identifying equivalent fractions, and converting contextual problems into mathematical models. Conventional learning media often lack interactive and engaging features, causing students to struggle with conceptual understanding. This study introduces a digital comic as an innovative and interactive learning medium designed to make fraction learning more contextual and appealing. The research employed a Research and Development (R&D) approach using the 4D model (Define, Design, Develop, and Disseminate). The product, a digital comic in PDF format accessible online, was tested on seventh-grade students at SMP Negeri 9 Banda Aceh. Validation results showed high validity from media (85.90%), content (84.97%), and language experts (100%). Practicality assessments from teachers (93.75%) and students (93.43%) also indicated that the comic is highly practical. These findings highlight the novelty and effectiveness of integrating digital comics into mathematics learning, demonstrating that such media can enhance students’ motivation and conceptual understanding of fractions.
PROJECT-BASED LEARNING AND RALLY TABLE: EFFECTS ON ELECTRICITY LEARNING OUTCOMES IN HIGH SCHOOL Naura, Aqilah; Syahfirra, Gaurin Rani Masyitha; Rohmiati, Dyah Palupi; Ramadhan, Firdausi
Jurnal Ilmiah Didaktika Vol 26 No 1 (2025): Jurnal Ilmiah Didaktika August 2025
Publisher : Center for Research and Publication Universitas Islam Negeri (UIN) of Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/jid.v26i1.32122

Abstract

The implementation of Project-Based Learning (PjBL) in physics instruction is aligned with topics that have direct applications in daily life, such as electricity. One of the projects that students can undertake is constructing a simple household electrical installation. However, PjBL has a limitation in which students only focus on the final product of the project rather than the underlying concepts required to complete it. This condition leads to decreased student engagement during the learning process, which in turn may increase the probability of a decline in learning outcomes. This weakness can be addressed by integrating the Rally Table learning strategy. Therefore, this study aims to measure the effectiveness of PjBL combined with Rally Table in improving the learning outcomes of 12th-grade students on the topic of electricity. The study employed a one-group pretest–posttest design with a sample of 72 students. The findings indicate an improvement in learning outcomes by 37%. In addition, classroom observations revealed that proper time allocation between regular learning activities and project work is essential to foster active student engagement throughout the learning process.
Gamifikasi dalam Pemrograman CNC: Pengaruh terhadap Perolehan Keterampilan dan Motivasi dalam Lingkungan Pembelajaran Berbasis Simulator Julianto Wahyudi, Dian; Wayan Dika, Johan; Efendi, Adhan
Jurnal Ilmiah Didaktika Vol 26 No 1 (2025): Jurnal Ilmiah Didaktika August 2025
Publisher : Center for Research and Publication Universitas Islam Negeri (UIN) of Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/jid.v26i1.32142

Abstract

This study evaluates the effectiveness of integrating gamification into CNC programming instruction using the CAMotics simulator. Twenty-eight Mechanical Engineering students participated in a four-week gamified intervention combining leveling, points, badges, instant feedback, and leaderboards. Data were collected through pre/post-tests, motivation questionnaires, and simulator log metrics (time-on-task, error rate, and revisions). Results show significant improvements in post-test scores (p < 0.001) and substantial reductions in completion time and syntax errors (Cohen’s d > 2.8). Motivation scores also increased, with intrinsic motivation positively correlating with technical performance. Theoretically, this study extends technology-enhanced learning by positioning simulator log data as a performance-based evaluation framework for vocational gamification design. Although the study was conducted without a control group, the findings provide preliminary evidence of the effectiveness of gamified simulator learning in vocational engineering contexts. Practically, it offers an evidence-driven model for integrating digital gamified learning into mechanical engineering education.

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