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Contact Name
Anesa Surya
Contact Email
anesasurya@staff.uns.ac.id
Phone
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Journal Mail Official
anesasurya@staff.uns.ac.id
Editorial Address
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Location
Kota surakarta,
Jawa tengah
INDONESIA
Jurnal Didaktika Dwija Indria
ISSN : 23378786     EISSN : 27752917     DOI : -
Core Subject : Education,
Jurnal ini membahas tentang hal-hal yang terkait dengan bidang Ke SD an. Beberapa hal yang menjadi bahan kajian dalam jurnal ini yakni metode pembelajaran, model pembelajaran, Teknologi pembelajaran, media pembelajaran, majanemen sekolah, bahan ajar sekolah dasar.
Arjuna Subject : -
Articles 541 Documents
Profil produktivitas belajar peserta didik sekolah dasar dalam ekosistem pembelajaran kolaboratif Wiraman, Mahdum; Karsono, Karsono; Adi, Fadhil Purnama
Didaktika Dwija Indria Vol 11, No 5 (2023): Didaktika Dwija Indria
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ddi.v11i5.77302

Abstract

Collaboration is one of the 4C skills needed for the development of learning to respond to the interests of students' adaptation to the 21st-century environment. One aspect of collaboration that can be reviewed in learning using problem-based learning in groups is the aspect of working productively. This study describes the aspects of working productively in collaboration skills in class VI students of SD Negeri Setono using Greenstein's perspective, especially in problem-based learning. This research is a type of research with a descriptive qualitative approach. The subjects of this study were students and teachers of class VI at SD Negeri Setono Surakarta. Collection techniques in this study were observation, interviews, questionnaires, and documentation studies. The Data validity testing technique uses technique and source triangulation. The collected data were then analyzed using the interactive data analysis technique of the Miles and Huberman model. The results of this study indicate that students can work productively in problem-based learning designed in groups. This can be seen from the emergence of all aspects of indicators of working productively in learning activities. The productivity shown by students is supported by other aspects of collaboration skills.
Faktor-faktor yang memengaruhi literasi matematika: systematic literature review Rahmanuri, Anis; Winarni, Retno; Surya, Anesa
Didaktika Dwija Indria Vol 11, No 6 (2023): Didaktika Dwija Indria
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ddi.v11i6.78579

Abstract

Mathematical literacy is the ability to reason and use mathematical concepts to describe and interpret things in context. The study aims to systematically review the literature on factors related to mathematical literacy. The method used in this study is a systematic literature review with procedures including identifying, reviewing, evaluating, and interpreting research. A literature search was carried out via Google Scholar in the 2013–2023 period. The inclusion criteria were Indonesian-language articles that specifically discussed mathematical literacy and its influencing factors. Based on the reviewed articles, this study used four articles that met the requirements. The results of the review show that there are several factors related to mathematical literacy. These factors are classified into internal factors and external factors. The dominant factors that contribute to mathematical literacy are verbal ability as a cognitive aspect and mathematical disposition as a non-cognitive aspect. Thus, these two factors become predictors of mathematical literacy. These two factors can be studied further to determine the extent of their relationship with mathematical literacy. This research is a literature review for research related to factors in mathematical literacy.
Pengaruh model project based learning (PjBL) terhadap dimensi bernalar kritis P3 pada pembelajaran IPA di siswa Kelas IV sekolah dasar Ramadhani, Alifia Salsabila; Rintayati, Peduk; Chumdari, Chumdari
Didaktika Dwija Indria Vol 11, No 4 (2023): Didaktika Dwija Indria
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ddi.v11i4.77152

Abstract

Many schools have not successfully empowered students’ critical thinking skills in science subject learning due to inappropriate learning models. This article aims to describe the impact of the project-based learning (PjBL) model on the critical reasoning skill dimension of P3. This quantitative research method is using quasi-experimental with a Non-equivalent Control Group Design type using a pretest-posttest on the sample class. The selection of the sample class used a multistage random sampling technique. The sample used 73 students, and it consist of 26 experimental class students, 22 control class students, and 26 test class students. This study data were analyzed using paired sample t-test and independent sample ttest. The data had previously met the prerequisite test analysis. The findings indicated a significant positive impact on the benefit of PjBL models toward the critical thinking dimension (on Profil Pelajar Pancasila/ P3) of 4 th -grade elementary school students.
Pengaruh strategi know want learned berbantuan media kartu steam terhadap keterampilan membaca pemahaman peserta didik kelas 4 sekolah dasar Nazihah, Inas Hanan; Rukayah, Rukayah; Yulisetiani, Septi
Didaktika Dwija Indria Vol 12, No 3 (2024): Didaktika Dwija Indria
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ddi.v12i3.87884

Abstract

This research aims to determine the effect of using the KWL (Know, Want, Learned) strategy through STEAM card media on reading comprehension skills in grade 4 students in elementary schools. The research method used is a quantitative design with Nonequivalent Control Group Design. This research was conducted to assess whether the application of the KWL strategy through STEAM card media had a significant influence on students' reading comprehension skills. Apart from that, this research also aims to compare the average reading comprehension skills of students who use the KWL strategy via STEAM card media with those who do not. It is hoped that the results of this research will provide a better understanding of the KWL strategy in improving reading comprehension skills among grade 4 elementary school students. This research can also provide input for educators regarding the use of STEAM card media in the reading learning process. Thus, this research has important implications in the development of more effective learning methods in the field of reading comprehension skills at the basic education level.
Pengaruh game based learning terhadap kemampuan problem solving pada operasi hitung campuran peserta didik kelas IV sekolah dasar A'yun, Aisyah Qurrota; Karsono, Karsono
Didaktika Dwija Indria Vol 14, No 4 (2026): Didaktika Dwija Indria
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ddi.v13i5.103336

Abstract

The purpose of this study is to ascertain how game-based learning affects fourth-grade students' problem-solving skills in mixed arithmetic operations. Pre-experimental design with a single group pretest-posttest form is the research approach employed; that is, a design in which observations are made twice: once before treatment (pre-test) and once after treatment (post-test). Prerequisite and hypothesis tests are two types of data analysis approaches. The Nusukan State Elementary School served as the site of the study. The study's sample consisted of 21 pupils from class IV, and it was conducted during the odd semester of the 2024/2025 academic year. Descriptive data were derived from the pretest results, which had an average score of 38.05, and the post-test findings, which had an average score of 82.67. H0 was rejected while Ha was approved based on the Wilcoxon signed rank test results, which showed a significance of 0.000 <0.05. The researcher can therefore draw the conclusion that game-based learning has a major impact on fourth-grade students at Nusukan State Elementary School's capacity for problem-solving.
Pembelajaran Berbasis Proyek melalui Pembuatan Alat Peraga Sistem Pernapasan untuk Meningkatkan Antusiasme Belajar Siswa SD Inganah, Siti; Magfirah, Magfirah
Didaktika Dwija Indria Vol 13, No 3 (2025): Didaktika Dwija Indria
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ddi.v13i3.103322

Abstract

This article is a best practice in implementing project-based learning (PjBL), on the human respiratory system material in the fifth grade at SD Inpres Pannujuang. This activity was carried out through a project to create a respiratory system teaching aid using simple materials. This practice aims to increase students' enthusiasm for learning through their involvement in the direct learning process. Students showed increased interest, active engagement, and high curiosity towards the material during the implementation. They collaborated in groups, communicated, and were very creative in making teaching aids. This activity shows that project-based learning not only enhances students' understanding of concepts but also boosts their enthusiasm for learning. This method can be used as an alternative for enjoyable, meaningful, and contextual IPAS learning.
Implementasi Pembelajaran Bahasa Jawa Berbasis Media Audiovisual pada Materi Tembang Dolanan Siswa Sekolah Dasar Dewandhani, Lutfia Putri; Riyadi, Riyadi
Didaktika Dwija Indria Vol 14, No 3 (2026): Didaktika Dwija Indria
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ddi.v14i3.116141

Abstract

Pembelajaran Bahasa Jawa memiliki peran penting dalam melestarikan budaya lokal sekaligus membentuk karakter siswa sekolah dasar. Namun, pembelajaran tembang dolanan masih menghadapi tantangan berupa rendahnya keterlibatan siswa dalam proses pembelajaran. Penelitian ini bertujuan untuk mendeskripsikan implementasi pembelajaran Bahasa Jawa berbasis media audiovisual pada materi tembang dolanan. Penelitian menggunakan pendekatan kualitatif deskriptif dengan teknik pengumpulan data melalui observasi, wawancara, dan dokumentasi. Analisis data menggunakan model Miles dan Huberman yang meliputi reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa implementasi pembelajaran dilakukan melalui tahap perencanaan, pelaksanaan, dan evaluasi. Penggunaan media audiovisual mampu meningkatkan motivasi belajar dan pemahaman siswa terhadap materi tembang dolanan. Faktor pendukung meliputi ketersediaan sarana dan respon positif siswa, sedangkan faktor penghambat meliputi keterbatasan waktu dan kendala teknis. Implikasi penelitian menunjukkan bahwa media audiovisual dapat menjadi alternatif strategi pembelajaran yang efektif dalam meningkatkan kualitas pembelajaran Bahasa Jawa.
Tingkat kompetensi literasi digital ditinjau dari gaya belajar peserta didik sekolah dasar muatan globalisasi Wijaya, Said Agil Rengga; Mahfud, Hasan; Surya, Anesa
Didaktika Dwija Indria Vol 12, No 6 (2024): Didaktika Dwija Indria
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ddi.v12i6.91094

Abstract

Abstract. This research aims to describe the level of competence of digital literacy of students from the learning style on the globalization content of students in grade VI SD Djama'atul Ichwan Surakarta. This research uses a qualitative research approach with case study methods. The data source in this study came from students in grade VI of SD Djama'atul Ichwan Surakarta with a sample of 9 students with the provision of 3 learning styles of students, each numbering 3 subjects of students. Sampling technique is done by purposive sampling. Data collection techniques in this research include observation, interview and documentation studies. The data validity techniques used by triangulation techniques are triangulation techniques and time triangulation. The data was analyzed using the Creswell analysis model. The results of this research show that students with a visual learning style have the highest level of digital literacy competence then followed by students with an auditory learning style and students with a kinesthetic learning style. The theoretical implication of this research is that it can be an additional information and basic material for the development of research that will be carried out next, especially regarding the level of digital literacy competence of students who are reviewed from the learning style. In addition, the practical implication of this research is that it can be an exercise as well as knowing what the level of digital literacy competence is owned by students at the current elementary school level.Keywords: digital literacy, learning styles, visual, auditory, kinesthetic, elementary school
Pengaruh Model Problem Based Learning Terhadap Kemampuan Komunikasi Matematis Peserta Didik Kelas V SD Khasanah, Ismul Nurul; Efendi, Ujang; Putra, Agung Dian; Destini, Frida
Didaktika Dwija Indria Vol 13, No 5 (2025): Didaktika Dwija Indria
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ddi.v14i3.108085

Abstract

Masalah dalam penelitian ini adalah rendahnya kemampuan komunikasi matematis dalam pembelajaran matematika siswa kelas V SD Negeri 2 Hargomulyo. Penelitian ini bertujuan untuk mengetahui (1) pengaruh model pembelajaran berbasis masalah terhadap kemampuan komunikasi matematis siswa kelas V SD Negeri 2 Hargomulyo dan (2) perbedaan kemampuan komunikasi matematis siswa pada kelas eksperimen dan kelas kontrol. Metode yang digunakan dalam penelitian ini adalah quasi eksperimen dengan desain non-equivalent control group design. Penelitian ini menggunakan teknik non-probability sampling dengan jenis sampel jenuh dengan sampel penelitian sebanyak 38 siswa. Instrumen pengumpulan data berupa teknik tes dan teknik non tes. Hasil penelitian pada uji hipotesis pertama menggunakan regresi linier sederhana dan diperoleh nilai Fhitung = 60,495 > nilai Ftabel = 4,413 dengan α = 0,05 sehingga dapat disimpulkan bahwa terdapat pengaruh model pembelajaran berbasis masalah terhadap kemampuan komunikasi matematis siswa kelas V SD Negeri 2 Hargomulyo. Hasil penelitian pada uji hipotesis kedua menggunakan uji-t dengan hasil thitung = 2,187 > ttabel 2,028 dengan taraf signifikansi 0,05 sehingga terdapat perbedaan kemampuan komunikasi matematis siswa kelas eksperimen dan kelas kontrol.
Pengembangan Media Qinema Berbasis Video Animasi dan Quizziz Interaktif Untuk Numerasi Siswa Sekolah Dasar Indrawati, Dwi Fatma Della; Yustitia, Via
Didaktika Dwija Indria Vol 14, No 3 (2026): Didaktika Dwija Indria
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ddi.v14i3.118428

Abstract

Rendahnya kemampuan numerasi siswa sekolah dasar menunjukkan perlunya inovasi media pembelajaran yang tidak hanya menyajikan materi secara konkret, tetapi juga mengintegrasikan evaluasi dalam satu kesatuan pembelajaran. Pembelajaran matematika yang masih bersifat abstrak serta pemanfaatan media yang terpisah antara komunikasi materi dan evaluasi menyebabkan keterlibatan siswa kurang optimal: (1) Penelitian ini bertujuan untuk mengembangkan media QINEMA (Quizizz Interaktif Numerasi Media Animasi) berbasis video animasi yang terintegrasi dengan kuis interaktif serta menguji tingkat kreativitasnya sebagai media pembelajaran numerasi; (2) Penelitian ini menggunakan metode Research and Development (R&D) dengan model 4D yang meliputi tahap Define, Design, dan Develop. Data diperoleh melalui validasi oleh ahli materi, ahli bahasa, dan ahli media, kemudian dianalisis menggunakan teknik kualitatif dan kuantitatif; (3) Hasil penelitian menunjukkan bahwa media QINEMA memiliki kebaruan pada integrasi kuis interaktif berbasis Quizizz ke dalam video animasi sehingga proses pembelajaran dan evaluasi berlangsung secara simultan; (4) Media yang dikembangkan dinyatakan sangat layak dengan persentase kelayakan sebesar 92,31% dari ahli materi, 97,06% dari ahli bahasa, dan 96,43% dari ahli media. Implikasi penelitian ini menunjukkan bahwa integrasi media animasi dan kuis interaktif mampu meningkatkan keterlibatan siswa serta mendukung penguatan numerasi secara kontekstual, interaktif, dan terpusat pada peserta didik.

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