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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
PENGARUH MEDIA PEMBELAJARAN WORDWALL TERHADAP HASIL BELAJAR IPS KELAS V SDN KEBON JERUK 04 Rani Mahareka; Mujazi Mujazi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 2 (2024): Volume 10 No. 02 Juni 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i2.3299

Abstract

Penerapan media pembelajaran sangat kurang dalam pembelajaran IPS yang menyebabkan siswa memperoleh hasil belajar rendah. Ditemukan pula dengan masalah seperti materi yang begitu banyak mengakibatkan siswa semakin malas membaca sehingga hasil belajar pada siswa di kelas VA menurun dan banyak yang jauh dari nilai Kriteria Ketuntasan Minimal (KKM). Pengenalan media pembelajaran Wordwall dalam mata pelajaran IPS diharapkan dapat mengembangkan hasil belajar siswa. Dengan pemberian materi metode pengajaran berupa permainan, siswa termotivasi untuk berpartisipasi aktif didalam prosedur metode pengajaran, yang diharapkan dapat membangkitkan semangat serta mendorong mereka untuk mencapai nilai yang lebih baik. Hal tersebut perlu diadakan perubahan agar hasil belajar siswa dapat meningkat dan siswa menjadi lebih berkembang dari sebelumnya. Penelitian ini bertujuan untuk mengetahui pengaruh penerapan media pembelajaran wordwall terhadap hasil belajar siswa pada mata pelajaran IPS kelas V SDN Kebon Jeruk 04. Jenis penelitian ini adalah kuantitatif dengan menggunakan metode survei dengan menggunakan kuesioner serta tes untuk pengumpulan data. Sampel didalam penelitian ini ditetapkan berlandaskan tujuan dengan mempergunakan purposive sampling. Maka ditetapkan sampel penelitian adalah kelas VA sebanyak 29 siswa. Hasil perhitungan diperoleh variabel media wordwall sebesar 0,386 > 0,005 dan variabel hasil belajar IPS pre-test 0,353 > 0,005 post-test 0,389 > 0,005. Dengan begitu dapat dikatakan bahwa Ho diterima yang artinya data berdistribusi normal Pengujian hipotesis diperoleh hasil nilai koefisien korelasi antara X terhadap Y sebesar 0,944 dan nilai signifikansi sebesar 0,000 < 0,05 artinya ada korelasi antara variabel independen (media wordwall) dan variabel dependen (hasil belajar).
STUDI FENOMENOLOGI IMPLIKASI KARAKTER GURU GENERASI Z TERHADAP INOVASI PENDIDIKAN BERBASIS TEKNOLOGI INFORMASI Nanda Hanii; Nurul Alfiyah; Munawir Munawir
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 2 (2024): Volume 10 No. 02 Juni 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i2.3300

Abstract

People in Generation Z are those who were born and raised in the digital era, where various types of information technology have developed more and more sophisticated. In this way, it is hoped that the distinctive character of Generation Z teachers who are fluent in technology can create information technology-based educational innovations that are reflected in the learning process. This research aims to discuss the implications of the character of Generation Z teachers for information technology-based educational innovation. This research is a type of qualitative research using a phenomenological study approach. The focus of this research is the learning experiences and innovations of Generation Z teachers in integrating learning using information technology. The subject of this research is a teacher from an Islamic elementary school in Surabaya who is a Generation Z teacher. The data collection technique used in this research is an in-depth interview with a semi-structured interview type. The research results show that Generation Z teachers have created several educational innovations by implementing information technology-based learning platforms or applications for students during the learning process, namely the first is the Google Educational Resources on Artificial Intelligence (AL) platform which consists of several features, namely Google AL Experiments. Google AIY, Tensorflow Playground, Teachable Machine, Google What If, GAN Play, and APP Inventor. Both AL-Powered Application: Language Learning platforms, such as Duolingo and Orai. Meanwhile, platforms for teachers include Github, Python, Teaching AL in Primary Classroom, Microsost Course, and Curriculum Code.
UPAYA MENINGKATKAN KEMAMPUAN BERHITUNG MENGGUNAKAN PERMAINAN SNAKE AND LADDERS MATHEMATICS PADA SISWA KELAS V SD NEGERI 1 BARONGAN Muinnaini Imroah; Henry Aditia Riganti
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 2 (2024): Volume 10 No. 02 Juni 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i2.3302

Abstract

Studi pustaka mengenai upaya meningkatkan kemampuan berhitung melalui permainan Snake and Ladders Mathematics pada siswa kelas V sekolah dasar menyoroti beberapa aspek penting. Permainan dalam konteks pendidikan sering kali ditemukan dapat meningkatkan minat siswa terhadap matematika dengan cara yang lebih interaktif dan menyenangkan. Penggunaan permainan Snake and Ladders Mathematics khususnya diketahui dapat memotivasi siswa untuk aktif belajar, karena mereka terlibat dalam sebuah permainan yang menantang dan kompetitif. Metode penelitian kualitatif deskriptif dalam konteks penggunaan permainan Snake and Ladders Mathematics untuk meningkatkan kemampuan berhitung siswa kelas V sekolah dasar dapat dipahami melalui studi pustaka yang mendalam. Teori belajar konstruktivis mendukung penggunaan permainan dalam pembelajaran matematika, karena permainan dapat membantu siswa memperkuat pemahaman konsep-konsep matematika melalui pengalaman visual dan manipulatif yang diberikan. Permainan juga dapat mengembangkan keterampilan kognitif seperti pemecahan masalah, penalaran, dan strategi, yang penting untuk pengembangan kemampuan berhitung siswa kelas V SD Negeri 1 Barongan. Secara keseluruhan, permainan Snake and Ladders Mathematics tidak hanya menawarkan pendekatan yang menarik dan menyenangkan dalam pembelajaran matematika, tetapi juga memiliki potensi besar untuk meningkatkan prestasi akademik siswa dalam mata pelajaran tersebut. Dengan memberikan pengalaman belajar yang berbeda dan menarik, permainan ini dapat menjadi alat yang efektif dalam memotivasi siswa dan meningkatkan kemampuan berhitung mereka di tingkat sekolah dasar.
IMPLEMENTASI METODE DELPHI TERHADAP TUGAS AKHIR MATAKULIAH TEFL Rima Ulfa; Eva Nurul Candra; Henny Suharyati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 3 (2024): Volume 10 No. 3 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i3.3303

Abstract

In the era of globalization and rapid technological development. To prepare students to face social changes, the world of work and rapid technological advances, student competencies must be improved and prepared to face the demands of the times. and these optimal and relevant skills must be considered in the Teaching English as a Foreign Language (TEFL) course. Microteaching in TEFL courses must be adapted to the demands of the times. Therefore, the Delphi Method can be used to form guidelines and predict trends. The five main uses of Delphi in higher education, include: cost effectiveness, cost-benefit analysis, curriculum and campus planning, university education goals and objectives, generalized futuristic education goals and objectives. This research uses a descriptive qualitative method with a literature study approach. Keywords in qualitative research, namely, the process of understanding, and humans. both natural phenomena and man-made phenomena. These phenomena can be activities, and the difference between one phenomenon and another. This is indicated by the results of the standard deviation which has reached the optimal level. Based on the results of the priority sequence reference, it can be determined that students are required to record microteaching practices. themselves, and upload it to YouTube and then report it to the lecturer. YouTube's selection policy is based on this platform not limiting the length of the video, so students can be as creative as possible in class.
PENGARUH PENGGUNAAN MEDIA GAMBAR PAPAN FLANEL TERHADAP KEMAMPUAN MEMBACA ANAK DISLEKSIA (ABK) PADA PEMBELAJARAN TEMATIK Siti Widiati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 2 (2024): Volume 10 No. 02 Juni 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i2.3307

Abstract

The problem in this research is whether using flannel board drawing media can influence the reading ability of dyslexic children in class III of SD Negeri 18 Sembawa in thematic learning. The aim of this research is to improve the reading ability of dyslexic children in thematic learning. This research is experimental research. The method used is pre-experimental design. The design of this research is one group pre-test and post-test design. This research sample uses purposive sampling. From the results of the hypothesis test or t test, the calculated t is obtained, namely with a significance value < 0.05, with a sig value of 0.000 < 0.05, the results of the homogeneity test carried out are 0.580 > 0.05, so it can be concluded that the data is homogeneous. So it can be concluded that "There is an influence on the use of flannel board drawing media on the reading ability of dyslexic children in temetic learning"
PENERAPAN MODEL PROJECT BASED LEARNING BERBANTUAN MEDIA PLOTAGON STORY DALAM PEMBELAJARAN MENGKREASI CERPEN PADA SISWA KELAS XI SMAN 22 BANDUNG Amanta Fidella Mauliana; Dheni Harmaen; Adi Rustandi; Adi Rustandi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 2 (2024): Volume 10 No. 2 Juni 2024 in Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i2.3312

Abstract

This study was motivated by the low ability of students in writing short stories. This is due to the lack of awareness of educators in choosing the right model and learning media. The use of good learning models and media can improve the learning outcomes of learners. One of the learning models that can be used is Project Based Learning (PjBL) and Plotagon Story media in learning to create short stories in class XI students of SMAN 22 Bandung. The research method used is quasi experiment with Nonequivalent Control Group Desain. Subjects used were two classes XI SMAN 22 Bandung with each class consisting of 30 people. Data analysis techniques used are normality test, homogeneity test, and non-parametric test because the data is not normally distributed. Data testing is done using the help of SPSS 23 application to facilitates data processing. The results of the research are the average pretest experimental class of 61.33 and the value of the control class pretest of 57.66; the average value of experimental class posttest of 79.83 and the average value of the control class posttest of 67.16. The results of non-parametric statistical calculations in form of Wilcoxon signed ranks test and mann whitney-u test with Asymptotic results. Sig. (2-tailed) of 0.000 IE <0.05. So, based on these facts, it can be concluded that learning to create short stories using the model of Project Based Learning (PjBL) media-assisted Plotagon Story application on grade XI students of SMAN 22 Bandung, has been implemented and successfully.
PENGARUH KEPUASAN KOMPENSASI TERHADAP KINERJA GURU DI SMP NEGERI 2 SOE Sarce A.R. Nesimnasi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 2 (2024): Volume 10 No. 02 Juni 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i2.3317

Abstract

This research aims to determine the effect of compensation satisfaction on teacher performance at SMP Negeri 2 Soe. This research uses a quantitative approach with survey methods. The sample from this research was 52 teachers at SMP Negeri 2 Soe. The data collection technique is through a questionnaire distributed to all teachers at SMP Negeri 2 Soe. Data were analyzed using simple linear regression analysis. The results of the analysis show that compensation satisfaction has a significant effect on teacher performance at SMP N 2 Soe. This conclusion is drawn based on a significance level of 0.000 < 0.05, which means Ha is accepted. The regression equation formed is Y = 72.420 + 0.652X. The coefficient of determination (R Square) is 60.7%, which means that the influence of compensation satisfaction is 60.7% on teacher performance at SMP Negeri 2 Soe, while the remaining 39.3% is influenced by other factors not examined in this research. Compensation satisfaction including salary, allowances and incentives has been proven to improve teacher performance. These findings emphasize the importance of effective compensation policies to improve educational quality.
ANALISIS PROSES PEMEROLEHAN BAHASA PERTAMA TERHADAP ANAK USIA 1- 5 TAHUN Ilham Bayu Priambodho, Nurfadilla Yanti, Sundawati Tisnasari; Ilham Bayu Priambodho, Nurfadilla Yanti, Sundawati Tisnasari
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 2 (2024): Volume 10 No. 02 Juni 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i2.3320

Abstract

Penelitian ini bertujuan untuk menganalisis proses pemerolehan bahasa pertama pada anak usia 1-5 tahun dengan menggunakan metode penelitian deskriptif kualitatif. Penelitian ini fokus pada analisis tuturan anak usia 1-5 tahun yang melibatkan tiga informan: Muhammad Azriel (2 tahun), Muhammad Reza Refanda (2,7 tahun), dan Akmar (3 tahun). Data penelitian terdiri dari 15 pernyataan masing-masing informan yang diambil dari interaksi sehari-hari. Hasil analisis menunjukkan bahwa pemerolehan bahasa pertama terjadi pada awal kehidupan seorang anak dan melibatkan proses di otak ketika anak mempelajari bahasa ibu, yang sangat dipengaruhi oleh lingkungan keluarga. Pada usia 1-5 tahun, anak sudah mampu menghasilkan kata kosa secara lisan dengan baik, walaupun belum sempurna, hal ini wajar mengingat alat bicaranya masih berkembang hingga sekitar usia 10 tahun. Oleh karena itu, stimulus positif dan dukungan dari lingkungan baik keluarga, sosial, maupun sekolah sangat penting untuk memaksimalkan kemampuan berbahasa anak pada tahap perkembangan ini. Kata Kunci: Pemerolehan bahasa pertama, Anak Usia Dini 1-5 Tahun
PENERAPAN MODEL PROBLEM BASED LEARNING PEMBELAJARAN MENULIS TEKS RESENSI BERORIENTASI ISI SISWA KELAS XI SMA PASUNDAN 7 BANDUNG Endah Nur Sayidah; R. Panca Pertiwi Hidayati; Adi Rustandi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 2 (2024): Volume 10 No. 2 Juni 2024 in Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i2.3321

Abstract

The research was motivated by the difficulty of student in writing text reviewer. It is characterized by the difficulty of students in developing written language, ideas and ideas in writing the contents of the reviewer’s text. The existence of a connection with the background described, that this study aims to determine the presence or absence of significant differences between students in learning by using the modelof problem based learning and discovery learning model of writing text reviews. This study uses a quatitative approach with quasi-experimental methods (quasi exsperimental). The design of this study is nonequivalent control group. Variables in this study are the independent variables in the form of problem based learning model and the dependent variable is the ability to write text reviewer. The population of this study were students of class XI in SMA Pasundan 7 Bandung. Based on the results of consideration, it was determined that class XI IPA-1 as an experimental class and class XI IPS-3 as a control class. Data collection techniques are tests and nontes (trials, observations, documentation and literature review). The results of the homogeneity test have been carried out data posttest both experimental and control classes declared equal or homogeneous distribution. Futher data were analyzed using non-parametric tests with Wilcoxon test and Mann-whitney U test. The results of the calculation of the test statistic of the Wilcoxon test in experimental and control classes both obtain Asymp. Sig. (2-tailed) 0.000 <0.05, it is concluded that there are differences in student learning outcomes writing text reviewer. In the mann-whitney U test results in the experimental class and the control class refers to the value of posttest obtained value of Asymp. Sig. (2-tailed) of 0.000 <0.05. It can be concluded that there is effectiveness on student learning outcomes in writing text skills experimental class reviewer using problem based learning model.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PERTUMBUHAN DAN PERKEMBANGAN MANUSIA BERBASIS GAMIFIKASI DI KELAS V SDN 4 ANGGREK KABUPATEN GORONTALO UTARA Wuwungan, Abdul Holik Kurniawan; Panai, Abdul Haris; Arifin, Irvin Novita; Abdullah, Gamar; Arif, Rifda Mardian
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 2 (2024): Volume 10 No. 02 Juni 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i2.3334

Abstract

Abdul Holik Kurniawan Wuwungan, 2024. Development of Interactive Learning Media on Human Growth and Development Based on Gamification in Grade V at SDN 4 Anggrek, Gorontalo Utara Regency. The Principal Supervisor is Prof. Dr. Abdul Haris Panai, M.Pd., MCE., and The Co-Supervisor is Dr. Irvin Novita Arifin, S.Pd., M.Pd. This study aimed to (1) develop Interactive Learning Media on Human Growth and Development Based on Gamification in Grade V at SDN 4 Anggrek, Gorontalo Utara Regency, and (2) assess the feasibility and practicality of the Interactive Learning Media on Human Growth and Development Based on Gamification in Grade V at SDN 4 Anggrek, Gorontal Utara Regency. This study was conducted at SDN 4 Anggrek, Gorontalo Utara Regency, using the 4D model development approach. Data collection techniques included interviews, observations, and questionnaires. Moreover, the data were then analyzed using a Likert scale. The study resulted in a product in the form of interactive learning media based on gamification for human growth and development in grade V at SDN 4 Anggrek, Gorontalo Utara Regency. Feasibility tests conducted by experts yielded an average score of 90.7%, categorized as "Highly Feasible" However, the practicality tests yielded an average score of 92.4%, categorized as "Highly Practical." Thus, the Interactive Learning Media on Human Growth and Development Based on Gamification in Grade V at SDN 4 Anggrek, Gorontalo Utara Regency, developed by the researcher, is deemed feasible and practical for implementation.

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