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Didaktik : Jurnal Ilmiah PGSD STKIP Subang
ISSN : 2614722X     EISSN : 24775673     DOI : https://doi.org/10.36989/didaktik
Core Subject : Education,
Didaktik : Jurnal Ilmiah PGSD STKIP Subang adalah salah satu jurnal yang dterbitkan oleh STKIP Subang, jurnal ini mempunyai bidang cakupan yaitu Penelitian Pendidikan. Terbit pada bulan Juni dan Desember setiap tahunnya. Didaktik : Jurnal Ilmiah PGSD STKIP Subang melalui proses review oleh dua reviewer sesuai bidang keahlianya. Jurnal didaktik telah terindex oleh Google Sholar dan ROAD. Adapun P-ISSN dari Didaktik : Jurnal Ilmiah PGSD STKIP Subang yaitu 2477-5673, serta E-ISSN dari Didaktik : Jurnal Ilmiah PGSD STKIP Subang yaitu 2614-722X. Website jurnal yang digunakan yaitu https://jurnalstkipsubang.ac.id dengan versi OJS ke 2.0, kemudian dirubah domain dan hosting ke alamat https://journal.stkipsubang.ac.id dengan versi OJS 3.0, sehingga kebanyak histori dan jumlah kunjungan berada pada domain https://jurnalstkipsubang.ac.id, namun dikarenakan ada masalah integrasi dari yang lama ke yang baru, sehingga kami menggunakan versi OJS 3.0 di domain baru. Dan menggunakan quicksubmit di OJS yang baru.
Articles 7,112 Documents
Penerapan Program Ekstrakurikuler Calistung Dalam Mengatasi Kesulitan Belajar Membaca, Menulis, Dan Berhitung Pada Siswa Kelas I SD Negeri 01 Sidomukti Dania Ratna Kurniawati; I Made Ratih Rosanawati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.12034

Abstract

Reading, writing, and arithmetic skills (calistung) are basic competencies that must be mastered by elementary school students as a foundation for literacy and numeracy development. However, some first grade students still experience difficulties in mastering these skills. This study aims to describe the factors causing learning difficulties in reading, writing, and arithmetic, the implementation of the calistung extracurricular program, and the role of the program in assisting students who experience learning difficulties. This research used a qualitative descriptive approach. The subjects of this study consisted of a first-grade teacher, first-grade students, and parents at SD Negeri 01 Sidomukti. Data were collected through observation, interviews, and documentation. Data analysis used the interactive model consisting of data reduction, data presentation, and conclusion drawing. The results show that learning difficulties in reading, writing, and arithmetic are influenced by internal and external factors. The implementation of the calistung extracurricular program provides additional learning opportunities for students through supportive learning activities and learning media that help students practice reading, writing, and arithmetic.
UPAYA MENINGKATKAN MINAT BELAJAR PEMBELAJARAN IPS MELALUI COOPERATIVE LEARNING TIPE STAD PADA SISWA KELAS IV SDN SUDIMARA 5 KECAMATAN CILEDUG Azzahra, Salsabilla; Yustia Suntari; Waluyo Hadi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.12036

Abstract

This study aims to increase student interest in social studies through the application of the STAD (Student Teams Achievement Divisions) cooperative learning model to fourth-grade students at SDN Sudimara 5, Ciledug District. Initial observations indicated that the learning process was still conventional and teacher-centered, resulting in low student interest. This was demonstrated by a lack of student activity, enthusiasm, and involvement in learning. This study was a Classroom Action Research (CAR) conducted in two cycles, with stages including planning, implementation, observation, and reflection. The results showed an increase in student interest in each cycle. In cycle I, student interest reached 62%, but did not meet the established success indicators, so it was continued in cycle II. In cycle II, student interest increased to 86%, reaching the very high category. Based on the research results, it can be concluded that the application of the STAD cooperative learning model is effective in increasing student interest in social studies
PENGARUH MEDIA AUDIO VISUAL TERHADAP KEMAMPUAN TENDANGAN LURUS PADA KLUB PENCAK SILAT TAPAK SUCI BANDAR JAYA Nurul Fitria Husin; Joan Siswoyo; Muhammad Fajril Rifaldo; Lungit Wicaksono
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01 Maret 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.12038

Abstract

This study aims to determine the effect of Audio Visual media on straight kick ability at the Tapak Suci Bandarjaya pencak silat club. The study used a quasi-experimental method with a pretest-posttest control group design. The sample consisted of 30 students, divided into two groups: the Audio Visual group given Audio Visual Media treatment and the control group without Audio Visual treatment. The measurement instrument used was a pencak silat straight kick ability test. The results showed that there was a significant increase in 1) the Audio Visual group with a Tcount = 15.401> Ttable = 2.145 and p Ttable = 2.048, which means that audio visual media has a more real influence in improving straight kick ability. Based on the results of this study, it can be concluded that audio-visual media is effective and recommended as a training method to stimulate the development of students' psychomotor and cognitive abilities.
BALIGRAFI DIGUNAKAN UNTUK MENINGKATKAN KETERAMPILAN MENULIS AKSARA BALI Ni Wayan Sugiani; Putu Purnami , Ida Ayu; Sukma Wirani, Ida Ayu
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01 Maret 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.12039

Abstract

This research was conducted with the aim to (1) explain how the learning process carried out by the teacher in Baligrafi is used to improve the Balinese script writing skills of 10th grade students of SMA Negeri 1 Baturiti. (2) find out how creating Baligrafi can improve the Balinese script writing skills of 10th grade students of SMA Negeri 1 Baturiti. (3) understand students' opinions regarding learning by implementing Baligrafi as a project. The subjects in this study were the 10th grade students of SMA Negeri 1 Baturiti, and the object was Baligrafi as a project in learning. The methods used to collect and analyze data were qualitative descriptive techniques, quantitative descriptive techniques, and questionnaires, with the research results as follows: (1) there was an increase in students' understanding of the Balinese script learning material. (2) through Baligrafi, there was an improvement in students' skills in writing Balinese script. (3) there is an increase in student responses and student enthusiasm to learn Balinese script using Baligrafi. The implication of this research is that teachers can develop models related to creativity that are preferred or liked by students.
PENERAPAN MODEL PROJECT BASED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATA PELAJARAN MATEMATIKA Asri Hartati Laila Sari; Rinto; Guru Pamong SDN 3 Cigadung
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 2 (2023): Volume 09 No 02, Juni 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i2.1204

Abstract

The problem that occurred in the classroom action research conducted was regarding mathematics, where mathematics is considered a subject that is quite difficult to understand and understand. So that the value obtained from the learning outcomes of students has not reached the minimum completeness criteria (KKM) or has not met the complete category. The research conducted aims to improve student learning outcomes in mathematics through the application of project based learning learning models. The type of research used is in the form of classroom action research and the approach used in this classroom action research is a combination of qualitative and quantitative approaches, while the data collection technique uses test and non-test techniques. The results and discussion regarding classroom action research through the application of problem-based learning models in mathematics subjects can improve student learning outcomes. So that the learning outcomes of the students were shown by the presentation of the mastery of the learning outcomes of the students which increased from cycle I to cycle II, where the percentage in cycle one was 63.7% while in cycle II it was 92.4%.
ANALISIS AKTIVITAS FISIK DAN KESEIMBANGAN PADA SISWA SMP MELALUI PERMAINAN EGRANG SEBAGAI AKTIVITAS KEOLAHRAGAAN BERBASIS BUDAYA LOKAL Mohammad Fatra Tomagola; La Robi; Fadly Kelubas; Lutfi Hulihulis; Fatma Wati Rumakey
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.12040

Abstract

Traditional games are a form of physical activity based on local culture that has great potential to be developed in physical education learning. One traditional game that is still widely known and played in various regions of Indonesia is the egrang (stilt-walking) game, which requires physical activity and body balance skills. This study aims to analyze physical activity and balance in the egrang game as a local culture-based physical activity among eighth-grade junior high school students. This study used a quantitative approach with a descriptive-analytic method and a cross-sectional design. The research subjects consisted of 37 eighth-grade junior high school students selected using a total sampling technique. Physical activity was measured through heart rate before and after playing the egrang game, while balance was measured using static and dynamic balance tests. Data analysis was conducted using descriptive statistics, including mean, standard deviation, minimum, and maximum values. The results showed an increase in heart rate after playing the egrang game, indicating engagement in physical activity with light to moderate intensity. In addition, the balance measurements indicated that students had good static and dynamic balance abilities, with a dominance in dynamic balance. These findings suggest that the egrang game not only holds cultural value but also has potential as an effective physical activity to improve students’ physical activity levels and balance. Therefore, the egrang game is suitable to be utilized as an alternative in physical education learning that is contextual, meaningful, and based on local culture.
ANALISIS KESIAPAN GURU DALAM PENDEKATAN DEEP LEARNING DI SD BABUSSALAM PEKANBARU Ilhami Zahra Shofa; Zetra Hainul Putra; Intan Kartika Sari
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.12041

Abstract

Within the Merdeka Curriculum, there is an emphasis on the deep learning approach. Elementary school teachers must be prepared for deep learning because it enables them to select and apply educational applications that are not only entertaining but also support deep conceptual understanding rather than mere memorization. This study aims to describe the readiness of elementary school teachers toward the deep learning approach at SD Babussalam Pekanbaru. The study employs a qualitative approach with a descriptive qualitative method. Data collection techniques include observation, interviews, and documentation. The results indicate that the readiness of teachers at SD Babussalam regarding the concept of deep learning is still at an early and limited stage. Although the teachers demonstrate strong self-confidence and a positive attitude toward the potential of deep learning to improve the quality of instruction, they require structured formal training to gain a better understanding of deep learning.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBANTUAN BAAMBOOZLE PADA PEMBELAJARAN PENDIDIKAN PANCASILA MATERI PANCASILA DALAM KEHIDUPANKU DI KELAS V SDN 101776 SAMPALI T.A 2025/2026 Cantika Sianipar, Naomi; Apiek Gandamana
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.12043

Abstract

This research was carried out with the aim of knowing the level of feasibility, practicality, and effectiveness of Learning Media assisted by Baamboozle. This type of research is R&D with the ADDIE development model. The subjects of this study were 20 students consisting of 9 male students and 11 female students. Data collection techniques in this research consisted of interviews, questionnaires, and tests. The instruments used in this research include interview instruments, expert instruments (questionnaire, material, and media), practicality instruments (teacher response questionnaire), and student learning outcomes tests. Data analysis techniques are qualitative data and quantitative data. The results showed that the feasibility of the product got a percentage of 80%. The results of product practicality get a percentage of 80%. The results of product effectiveness obtained a result of 0.44. It can be concluded that the learning media assisted by Baamboozle is declared feasible, practical, and effective in improving the learning outcomes of fifth grade students in Pancasila Education subjects. It can be concluded that Baamboozle-assisted Learning Media is declared feasible, practical, and effective to use in learning.
Meningkatkan Hasil Belajar Materi Pecahan Dengan Menggunakan Permainan Puzzle Pada Peserta Didik Kelas III UPTD SDN 1 Tanjung Inten Anisah; Binti Khoiriyah; Pixyoriza
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.12044

Abstract

This research is motivated by the low learning outcomes of students in fractions, as indicated by the fact that most students have not yet achieved the Learning Objective Completion Criteria (KKTP). The purpose of this research is to improve students' learning outcomes in fractions through the use of puzzle games. The type of research used is Classroom Action Research (CAR) which is carried out in two cycles. Each cycle consists of planning, action implementation, observation, and reflection. The research subjects were 12 third-grade students. Data collection techniques included learning outcome tests, student observation, and documentation. Data were analyzed descriptively quantitatively and qualitatively. The results of the study indicate that the use of puzzle games can improve students' learning outcomes. This is indicated by an increase in the percentage of learning completion from pre-action by 35%, increasing to 50% in cycle I, and reaching 85% in cycle II. Thus, it can be concluded that the use of puzzle game can improve mathematics learning outcomes in fractions for third-grade students at UPTD SDN 1 Tanjung Inten.
PENGEMBANGAN MEDIA VIDEO ANIMASI “SEJARAH KOTA BINJAI” PADA PEMBELAJARAN IPAS KELAS IV DI SD NEGERI 16 BINJAI Lija Salsabilla; Sukirno; Rapita Aprilia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01 Maret 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.12045

Abstract

This research is motivated by the less than optimal use of learning media, which made it difficult for students to understand the material. This study aimed to determine the development, validity, practicality, and effectiveness of the animated video learning media “History of Binjai City” in the IPAS subject for fourth grade students at SD Negeri 16 Binjai. The subjects of this study were 13 fourth grade students. This research is a type of research and development (R&D) using the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The results of the study show that the animated video learning media obtained a validation score of 100% for the material and questions aspect, categorized as “Very Valid,” 88% for the media aspect, categorized as “Very Valid,” and 90% for the language aspect, categorized as “Very Valid.” In terms of practicality, it received a score of 97% from teachers, categorized as “Very Practical,” and 95% from students, categorized as “Very Practical”. The effectiveness results show that the Paired Sample T-test obtained a significant value of 0.001 < 0.05, which means that there is a significant difference between the pretest and posttest scores. The average pretest score of 46.92 increased to 85.38 in the posttest. In addition, the average N-gain value of 0.74 is in the high category. These results indicate that animated video learning media is feasible, practical, and effective for use as learning media in teaching IPAS “History of Binjai City” in grade IV at SD Negeri 16 Binjai. Therefore, it is recommended that teachers be more creative and utilize this media as an alternative in the learning process.

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