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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 3,055 Documents
PERAN MAHASISWA DI SEKOLAH SMA NEGERI 8 BRANDAN DALAM MEMBERIKAN EDUKASI TENTANG TIDAK MENORMALISASIKAN BULLYING Eka Syahputri, Putri Aulia Medy, Alya Mahyani, Fitri Br Surbaktii
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 1 (2024): Volume 10 No. 01 Maret 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i1.2755

Abstract

Bullying adalah tindakan yang merugikan, merendahkan, atau mengintimidasi individu lain, dengan dampak serius pada kesejahteraan mental dan emosional korban. Mahasiswa di SMA Negeri 8 Brandan memiliki peran kunci dalam memberikan edukasi tentang tidak menormalisasi bullying di kalangan siswa. Penelitian ini menggunakan pendekatan kualitatif dengan tipe studi kasus untuk mendalam tentang peran mahasiswa dalam mengatasi masalah bullying dan menciptakan lingkungan sekolah yang aman. Hasilnya menunjukkan bahwa mahasiswa dapat menjadi teladan dalam perilaku positif, mengorganisir kampanye anti-bullying, mengedukasi teman-teman mereka, memberikan dukungan kepada korban, dan melaporkan insiden bullying. Kolaborasi antara mahasiswa, guru, staf sekolah, dan orang tua sangat penting dalam menciptakan lingkungan yang mendukung perkembangan positif dan kesejahteraan semua individu di sekolah. Selain itu, peran mahasiswa dalam menggagas program konseling, mengikuti pelatihan anti-bullying, dan melakukan evaluasi terus-menerus merupakan langkah penting dalam menciptakan sekolah yang aman dan bebas dari bullying. Melalui kesadaran, pendidikan, dan tindakan nyata, mahasiswa dapat membantu memutus siklus bullying dan menciptakan lingkungan yang lebih positif bagi semua anggota komunitas sekolah.
PEMBENTUKAN KARAKTER BAGI ANAK USIA 4-6 TAHUN MELALUI METODE BERCERITA DENGAN AUDIO VISUAL Lina Kamalia Zahra; Arri Handayani; Dini Rakhmawati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 1 (2024): Volume 10 No. 01 Maret 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i1.2756

Abstract

Early childhood is a child who has just been born until the age of 6 years. Early age is a very crucial age for the formation of a child's character and personality. Children's character formation should be done from the golden age. Where at that age children can think and judge the things they see or hear. As time goes by, children spend more and more of their free time playing with gadgets, so interaction with friends or people around them decreases. Children tend to have negative characters, become closed individuals, like to be alone, and have violent behavior. Facing this problem, educators and parents should look for ways so that children can always grow and develop into children with good personalities, through various methods. One of the methods used is inserting a moral message through storytelling. The storytelling method using audio-visuals is interesting for children and can increase children's interest in listening to stories. Parents or educators can tell stories of characters with good character. Good character formation can be done by emulating their idol characters through the audiovisuals they see. It is hoped that children will be motivated and imitate the characters in the story. It is hoped that the audio-visual storytelling method can be used to build character at an early age.
IMPLEMENTASI METODE MIND MAPPING BERBANTUAN MEDIA INTERAKTIF ASSEMBLR EDU PADA MATERI SUMBER DAYA ALAM KELAS V Farah Fauzia Zahra; Panca Dewi Purwati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 1 (2024): Volume 10 No. 01 Maret 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i1.2757

Abstract

Salah satu metode pembelajaran yang menarik dan menyenangkan bagi peserta didik adalah metode mind mapping. Assemblr Edu merupakan salah satu platform dan media pembelajaran berbasis internet yang memadukan antara online class dan animasi 3D. Pemahaman tentang sumber daya alam sangat penting bagi peserta didik kelas V karena membekali peserta didik dengan pengetahuan yang esensial seperti menumbuhkan kesadaran lingkungan. Penelitian ini bertujuan untuk mendeskripsikan implementasi metode mind mapping berbantuan media interaktif Assemblr edu pada materi sumber daya alam Indonesia kelas V. Penelitian ini menggunakan metode deskriptif kualitatif. Pengambilan data pada dilakukan dengan dengan teknik wawancara, observasi langsung, tes, dan dokumentasi. penerapan metode mind mapping berbantuan media interaktif Assemblr Edu pada materi sumber daya alam kelas V di SD N Karanganyar 01 berlangsung dengan baik sesuai dengan tahapan-tahapannya. Hal tersebut menjadi pengalaman pembelajaran yang interaktif, kolaboratif, menyenangkan, serta membantu peserta didik mengembangkan keterampilan pemikiran visual dan organisasi informasi yang penting. Meskipun memiliki banyak manfaat, kendala dalam pelaksanaan pembelajaran dialami baik dari guru maupun peserta didik berupa keterbatasan waktu.
PENGEMBANGAN BAHAN AJAR DIGITAL MENGGUNAKAN CANVA PADA SUBTEMA LINGKUNGAN TEMPAT TINGGALKU Yulia Fauziah; Griet Helena Laihad; Mira Mirawati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 1 (2024): Volume 10 No. 01 Maret 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i1.2758

Abstract

This study aims to develop digital teaching materials using Canva on the subtheme of my living environment in class IV SD Negeri Ciapus 02. The method in this study uses the Research and Development method with the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). This research involved one media and language expert lecturer each, and one material expert teacher. The population and sample of this study were fourth grade students at SD Negeri Ciapus 02 Bogor Regency in the academic year 2022/2023 with a total of 28 students. The instruments used in this study consisted of expert validation sheets and student questionnaire sheets. Based on the average results carried out by validators, the average media expert is 96%, the average language expert is 97.3%, and the material expert is 98.6%. And based on the trial conducted on students obtained a result of 89.9% in the "Very Good" category. So it can be concluded that digital teaching materials using Canva on the subtheme of my living environment are feasible and effective for use in learning in elementary schools.
PENGARUH ICE BREAKING TERHADAP MOTIVASI BELAJAR SISWA PADA MATA PELAJARAN BAHASA INDONESIA KELAS V SDN 182 PEKANBARU Sabaria Romaito; Febrina Dafit
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 1 (2024): Volume 10 No. 01 Maret 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i1.2759

Abstract

This research aims to determine the effect of ice breaking on the motivation to learn Indonesian for class V students at SDN 182 Pekanbaru. Ice Breaking is a straightforward, light and compact game or action that can change the atmosphere of being frozen, tense, tired or lethargic in educational and learning activities. Because this is one of the factors that can influence student learning motivation. The type of research used in this research is one group pretest-posttest design with the number of samples in this research being class V C students, totaling 32 students. The data collection technique uses a questionnaire with 18 questions. The results obtained in this research were pretest with an average of 4.7188 and posttest with an average of 7.5625. pretest and posttst experienced an increase of 2,843. The research results also show that the significance obtained is 0.000 < 0.05, so that Ha is accepted and Ho is rejected, this shows that there is an influence of ice breaking on the motivation to learn Indonesian for class V students at SDN 182 Pekanbaru.
PENERAPAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING BERBANTUAN MEDIA QUIZIZZ UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA KELAS V SEKOLAH DASAR Syifa Alyadani; Dedi Sofyan; Epon Nurlaela
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 1 (2024): Volume 10 No. 01 Maret 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i1.2760

Abstract

This research aimed to enhance the critical thinking skills of fifth-grade students at Julang Public Elementary School in the second semester of the 2023/2024 academic year through the implementation of the Problem Based Learning (PBL) model using Quizizz as a media tool. The research employed a classroom action research design with two cycles, consisting of planning, implementation, observation, and reflection stages. The research subjects were 24 students from class V B at Julang Public Elementary School in the second semester of the 2023/2024 academic year. The research data consisted of formative assessment results conducted using Quizizz as the supporting media. The data were then analyzed descriptively. The success criteria for the research were achieved if the average learning outcomes reached at least 75, and the classical mastery percentage was at least 85%. The results of the study in the first cycle indicated a classical mastery percentage of 54.16%, while in the second cycle, the average learning outcome score for Social and Natural Science (SNS) was 82 with a classical mastery percentage of 87.5%. Thus, the success criteria of this research were achieved in the second cycle. The students' critical thinking skills showed improvement from the first cycle to the second cycle. The results of the study revealed that the implementation of the PBL model using Quizizz as a supporting media tool could enhance the critical thinking abilities of fifth-grade students.
PENERAPAN MANAJEMEN MUTU TERPADU (TQM) DAMPAK DAN SOLUSINYA Tri Winarti; Noor Miyono
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 1 (2024): Volume 10 No. 01 Maret 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i1.2761

Abstract

The quality achievement of an educational institution can be determined in various ways, one of which is based on an integrated quality management approach/Total Quality Management (TQM). This research aims to describe the implementation of integrated quality management at SDI Al Azhar xx. The research uses a qualitative approach with descriptive methods. The data collection techniques used were observation, interviews and documentation studies. The research subjects were school principals, teachers and students. The results of the research show: (1) The implementation of integrated quality management really helps schools in efforts to improve quality, (2) In implementing integrated quality management, the school principal involves all school personnel, (3) In efforts to improve quality it is seen from the aspects of service, human resources , the environment, learning process, and products (graduates) of SDI Al Azhar xx are good, (4) The impact that arises from the implementation of integrated quality management is the high educational costs that must be paid by parents of students so that schools must be very clever in setting strategies in PPDB, (5) the solution is to expand the PPDB publication and schedule the PPDB time earlier.
PENGEMBANGAN MEDIA TRAVEL GAME UNTUK PEMBELAJARAN MATEMATIKA DI SEKOLAH DASAR Zulfatul Lutfiyah; Soegeng; Qoriati Mushafah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 1 (2024): Volume 10 No. 01 Maret 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i1.2762

Abstract

Penelitian ini dilatar belakangi berdasarkan hasil wawancara dan observasi yang dilakukan di SD Negeri Rejosari 03 ditemukan masih banyak peserta didik yang kurang menyukai pembelajaran matematika, peserta didik menganggap pembelajaran matematika yang sulit. Terbatasnya penggunaan media pembelajaran. peneliti memberikan solusi pemecahan masalah berupa pengembangan media travel game . Tujuan penelitian ini untuk mengetahui kelayakan dan keperaktisan dari media travel game untuk pembelajaran matematika di Sekolah Dasar. Penelitian ini menggunakan model pengembangan ADDIE. Hasil uji kelayakan ahli materi dan ahli media diperoleh persentase sebesar 94% dan 98,6% dengan kriteria sangat layak digunakan. Hasil uji keperaktisan media diperoleh persentase sebesar 98% dan 95,6% dengan kriteria sangat praktis.
PENGARUH PENERAPAN MODEL PROBLEM BASED LEARNING BERBANTU MEDIA VIDEO ANIMASI TERHADAP HASIL BELAJAR SUBTEMA PEMANFAATAN KEKAYAAN ALAM DI INDONESIA Maurida Fairuz Dwi Tamara Puteri; Tustiyana Windiyani; Santa
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 1 (2024): Volume 10 No. 01 Maret 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i1.2763

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh hasil belajar subtema Pemanfaatan Kekayaan Alam di Indonesia pada kelas IV melalui penerapan model Problem Based Learning Berbantu Media Video Animasi di kelas eksperimen dan penerapan model pembelajaran konvensional di kelas kontrol. Subjek penelitian ini adalah kelas IV-A dan IV-B SDN Pengadilan 2 Kota Bogor yang terdiri dari 48 peserta didik. Pelaksanaan penelitian ini dilakukan pada semester genap tahun pelajaran 2021/2021. Teknik analisis yang digunakan yaitu uji prasyarat analisis data yang meliputi uji normalitas, uji homogenitas, kemudian uji hipotesis dengan menggunakan uji t. Hasil penelitian menunjukkan bahwa terdapat perbedaan yang signifikan pada nilai rata-rata N-Gain dan ketuntasan hasil belajar kelas eksperimen dan kelas kontrol. Nilai rata-rata N-Gain pada kelompok kelas eksperimen sebesar 74 dengan ketuntasan hasil belajar 83%, sedangkan nilai rata-rata N-Gain pada kelompok kelas kontrol yaitu sebesar 62 dengan ketuntasan hasil belajar 66,7%. Hasil uji hipotesis menyatakan ????0 ditolak dan ???????? (hipotesis alternatif) diterima karena nilai thitung (7,0257) > ttabel (2,01290) dengan dk 46 dan taraf signifikansi 0,05 (5%). Berdasarkan hasil penelitian tersebut, dapat disimpulkan bahwa terdapat pengaruh penerapan model Problem Based Learning Berbantu Media Video Animasi terhadap hasil belajar subtema Pemanfaatan Kekayaan Alam di Indonesia pada kelas IV SDN Pengadilan 2 Kota Bogor Semester Genap Tahun Pelajaran 2021/2022.
PENGEMBANGAN MODUL BERBASIS ETNOSAINS PADA PEMBELAJARAN IPA MATERI GAYA DAN GERAK Retno Zulya Rahmi; I Nyoman Karma; Nurwahidah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 1 (2024): Volume 10 No. 01 Maret 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i1.2764

Abstract

This research aims to This research aims to produce products in the form of ethnoscience-based modules in science learning, force and motion materials for class IV SDN 2 Beleka that are valid and practical. The type of research used is development research (R & D) with the ADDIE research model (Analysis, Design, Development, Implementation, Evaluation). The research was conducted at SDN 2 Beleka, Gerung sub-district, West Lombok district, West Nusa Tenggara. The subjects of the study were all 51 grade IV students. The data collection instruments used were material and media validation questionnaires as well as student and teacher response questionnaires. The results of this study showed that ethnoscience-based modules obtained a percentage value of 86.36% by material experts and obtained a percentage value of 88.23% by media experts with very valid categories. In the practicality test by students obtained a percentage value of 92.5% and the practicality test by the teacher obtained a percentage value of 96.9% with very practical categories. Therefore, it can be concluded that based on the results of research, this ethnoscience-based module is very valid and practical to be used in the science learning process of force and motion material in grade IV SDN 2 Beleka.

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