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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
RANCANG BANGUN APLIKASI KASIR BERBASIS WEB PADA TOKO GOPRAN STORE PAYUPUTAT Jimmie; Repian, Agung
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4602

Abstract

The rapid development of information technology, especially in the field of software and computer-based information systems, has had a significant impact on various sectors of life, including the business world. The use of information technology such as websites and web-based applications increasingly dominates daily activities, including business processes and transactions. However, at the Gopran Store, the transaction recording system which still uses paper media causes various problems, such as errors in recording, damage or loss of documents, as well as inefficiency in the time required for the transaction process. To overcome this problem, this research aims to design and build a web-based cashier application that can simplify the transaction process, increase calculation accuracy, and minimize errors in recording payment receipts. With this application, it is hoped that Gopran Store can increase operational efficiency, speed up the transaction process, and reduce the risk of losses caused by manual recording errors. It is hoped that this research can contribute to advancing information technology systems in the field of small retail businesses.
NILAI MORAL TRADISI BUKA LUWUR SEBAGAI MEDIA PENANAMAN PENDIDIKAN KARAKTER ANAK Ghina Salsabila; Rondli, Wawan Shokib; -, Rani Setiawaty
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4606

Abstract

This research aims to describe the process of implementing the Buka Luwur Syekh Abdul Ghofur tradition in Bae Village, Bae District, Kudus Regency and identify the moral values ​​contained in it. This research uses the Qualitative Narrative Inquiry Method. Data collection techniques included observation, in-depth interviews, note-taking, and taking pictures, with data analysis using a qualitative narrative approach as the objects were the 5th grade children of SD Bae and local residents. The benefits of research are helping children to understand and appreciate the moral values ​​contained in the buka luwur tradition and can be an effective means for cultivating educational character. Research findings show that there are four moral values ​​in the Buka Luwur Tradition: caring for the environment through cleaning activities, religious values ​​through reciting the Koran and praying together, social care through salvation and providing assistance to orphans, as well as cooperation in installing luwur and other activities.
AN ANALYSIS OF THE EFFECT TEACHING STRATEGIES USING FILM OR VIDEO FOR SPEAKING AND LISTENING Rustandi, Tria Adinda; Syafrizal
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4610

Abstract

This article is aim to analysis some part of theories and previous study about the analysis of the effect teaching strategies using film or video to improve student motivation in studying English in speaking and listening. In the last decade, learning English is important part of for we to communicate and collaborate in many aspect including politic, economic, social, and education with others people around the world. However, Indonesian Student that has young learner they often lack of Interest to learning this language. The main reason to the lack of students motivation are the teaching method that tend to be boring and teachers centered. Therefore, one of the alternative solutions to answer this problem are implementing of watching film or video in classroom. One of the simplest way to using film and videos are watching music and watching music video with groups of students. The teacher will show some films and videos and see how they would enthusiasm using this method. This also will enrich the student speaking and listening along film or videos was played on. Hence, this paper will describe theory of the affect using film or videos, with using quantitative descriptive as a methods for this research and see the advantage of using film or videos and how to imply that film or videos using in English classroom
TANTANTANGAN SISWA SMAN 1 PETIR DALAM MENGHADAPI KURIKULUM MERDEKA DI ERA DIGITALTANGAN SISWA SMAN 1 PETIR DALAM MENGHADAPI KURIKULUM MERDEKA DI ERA DIGITAL Novita Ramaddini; Siti Kurniasih; Siti Hanina Nur Syahidah; Tatu Hilaliyah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4611

Abstract

Pendidikan merupakan proses yang sistematis dalam membimbing anak untuk tumbuh dan berkembang menjadi manusia yang seutuhnya. Di tengah pesatnya perkembangan teknologi digital, penerapan Kurikulum Merdeka menjadi salah satu upaya untuk menyesuaikan sistem pendidikan dengan kebutuhan zaman. Namun, di SMAN 1 PETIR, penerapan kurikulum ini menghadirkan tantangan tersendiri, terutama terkait dengan kesenjangan literasi digital dan keterbatasan akses teknologi. Tantangan lain juga mencakup adaptasi terhadap metode pembelajaran mandiri yang diusung oleh kurikulum tersebut. Artikel ini mengidentifikasi berbagai kendala yang dihadapi siswa dalam mengimplementasikan Kurikulum Merdeka di era digital, serta mencari solusi untuk mengatasi tantangan tersebut, agar proses pembelajaran dapat berjalan secara inklusif dan efektif. Kata Kunci: Pendidikan, Kurikulum Merdeka, Tantangan Pembelajaran
PENGEMBANGAN E–MODUL PEMBELAJARAN PENDIDIKAN PANCASILA MENGGUNAKAN CANVA MATERI SIKAP BANGGA SEBAGAI BANGSA INDONESIA DI KELAS IV SD Okta Susilawati, Wiwik; Antik Estika Hader; Aulia Tifani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4614

Abstract

This study is motivated by problems in the implementation of the Pancasila Education learning process in class IV, namely the low interest in learning of students and the low learning outcomes of students. Efforts to overcome these problems are to develop learning e-modules that can improve student learning outcomes with complete videos, quizzes and attractive images. This type of research uses the type of research and development R & D (Research and Development). The development model used is the 4D development model, namely: Define, Design, Development and Disseminate. Define stage, at this stage curriculum analysis, needs analysis, analysis of learner characteristics, and technology analysis are carried out. Stage Design, the design stage is carried out the design of teaching modules, the design of the e-module framework for learning Pancasila Education grade IV, and the design of research instruments. Development stage, which is carried out validation test, practicality test, and effectiveness test. The Disseminate stage, at this stage, is the distribution of Pancasila Education learning e-module products which are limited to SDN 04 Koto Baru. The results of this research and development have produced teaching materials for e-modules for learning Pancasila Education using Canva material on proud attitudes as an Indonesian nation in class IV SDN 03 Koto Baru obtained from 8 validators, the validity of e-modules obtained from 5 validation experts gets an average percentage of 87.5% with a very valid category, the practicality of e-modules obtained from educators and small group students with an average percentage of 96.32% in the very practical category, the results of the effectiveness carried out by 27 students who took part in learning using the developed learning e-modules with an average of 92.59% so that the teaching materials for learning e-modules are very effective.
PENGARUH MEDIA PEMBELAJARAN GAME EDUKASI TERHADAP KEMAMPUAN SISWA SEKOLAH DASAR DALAM BERHITUNG Marlianda, Rendi; Aprimadedi; Titus Nugroho
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4615

Abstract

In light of the evolving times, a variety of new types of games have emerged, especially with the rapid advancement of technology, which has significantly influenced the development of new game genres. Besides being created for enjoyment, games can also be designed for educational purposes with specific objectives as educational tools. Educational games have proven to increase students' interest in learning, making them a revolutionary step in enjoyable learning for students. This research is a quantitative study with an experimental approach using a two-group pretest-posttest design. Quantitative research deals with data and numbers, starting from data collection, interpretation of the data, and presenting the final results in numerical form. Quantitative research is also a process that generates numerical data and analyzes it using statistics. This research design aims to ensure that the research process is directed and follows the proper procedures.Based on the t-test result of 7.622, which is greater than the t-table value of 2.728 (7.622 > 2.728), it means that the alternative hypothesis (Ha) is accepted and the null hypothesis (Ho) is rejected. The acceptance of Ha indicates that there is a difference in the average scores of multiple-choice questions between the posttest and the pretest. The positive t-test value shows that the average posttest results are higher than the average pretest results. Therefore, the Math Educational Game has an impact on the counting ability of third-grade students. Similarly, for the experimental class, the t-test result of 9.354 is greater than the t-table value of 2.728 (9.354 > 2.728), which means that Ha is accepted and Ho is rejected. The acceptance of Ha indicates that there is a difference in the average scores of multiple-choice questions between the posttest and the pretest. The positive t-test value shows that the average posttest results are higher than the average pretest results. Thus, the Math Educational Game affects the counting ability of third-grade students.
PENGEMBANGAN MEDIA POP – UP BOOK BERBASIS APLIKASI POWERPOINT MATERI BANGUN DATAR PADA PEMBELAJARAN MATEMATIKA SISWA KELAS IV SD Marlianda, Rendi; Riza Fadli; Wilidia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4616

Abstract

There are problems in mathematics learning, namely low student learning outcomes in mathematics subjects involving flat shapes including squares, rectangles, triangles, parallelograms, trapezoids, kites, rhombuses.This research is a type of research and development using the ADDIE model which was developed by the learning technology center at the University of Florida for the United States military service. These models are: 1) analysis, aimed at collecting data that characterizes the media being developed, 2) Design, designing a pop-up book media that will be used by researchers, 3) development, aimed at developing valid pop-up book media, practical and effective, 4) implementation, aims to document learning media procedures and, 5) evaluation, aims to determine students' knowledge after studying flat shape material using pop-up book media. The results of this research state that the pop-up book media on flat material is as follows: 1) the pop-up book media on flat building material is in very valid criteria because it is in accordance with the characteristics of class IV students, so it is suitable for use, 2) pop-up media flat shape material book for grade IV elementary school students is in very practical criteria, with the characteristics of being easy to understand, interesting, and can be applied by teachers and students, 3) the pop-up media book for flat shape material for class IV elementary school students is effective for learning outcomes about flat shapes, namely squares, rectangles, triangles, parallelograms, trapezoids, rhombuses and kites.
MAKNA KONOTATIF CERPEN “TEMAN KENCAN” DALAM BUKU CORAT- CORET DI TOILET KARYA EKA KURNIAWAN Siti Hanina Nur Syahidah; Dimas Abdul Rasyid; Dodi Firmansyah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4622

Abstract

Penelitian ini menganalisis makna konotatif dalam cerpenyang berjudul “Teman Kencan” karya Eka Kurniawan, yang terdapat dalam kumpulan cerpen Corat-Coret di Toilet. Cerpen ini mengisahkan seorang pemuda idealis yang merasakan kehancuran hidup dan kesepian setelah menggulingkan pemerintahan yang korup. Penelitian ini bertujuan untuk menggali makna konotatif yang tersembunyi dalam cerita, dengan fokus pada berbagai jenis konotasi yang menggambarkan konflik batin, emosi, serta pengalaman tokoh utama. Melalui pendekatan semantik, penelitian ini mengidentifikasi enam jenis konotasi dalam cerpen ini: konotasi tinggi, konotasi ramah, konotasi berbahaya, konotasi tidak pantas, konotasi tidak enak, dan konotasi keras. Hasil analisis menunjukkan bahwa penggunaan kata-kata dengan konotasi tertentu berperan penting dalam menggambarkan kedalaman karakter dan perasaan tokoh utama. Penelitian ini diharapkan dapat memperkaya pemahaman pembaca tentang pentingnya makna konotatif dalam karya sastra dan memberikan kontribusi bagi kajian semantik dalam sastra Indonesia. Kata Kunci: Semantik, Makna Konotatif, Cerpen Teman Kencan.
PENGARUH MOTIVASI KERJA DAN KONFLIK KERJA TERHADAP KINERJA GURU DI SEKOLAH DASAR NEGERI 001 KECAMATAN UKUI Sari, Fikria; Ramadan, Zaka Hadikusuma
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4624

Abstract

This research aims to analyze the influence of work motivation and work conflict on teacher performance at State Elementary School 001, Ukui District. This research uses the variables Work Motivation and Work Conflict as independent variables and Teacher Performance as the dependent variable with a descriptive quantitative research method and a sample of 39 people and using a saturated sampling method. The data analysis method used in this research is multiple linear regression technique. The results of this analysis show that work motivation and work conflict influence teacher performance at State Elementary School 001, Ukui District. From the hypothesis test obtained, the research hypothesis Hypothesis 1, Hypothesis 2 and Hypothesis 3 are accepted.
PENGARUH PENGGUNAAN MEDIA VIDEO ANIMASI TERHADAP KEMAMPUAN SISWA DALAM PEMBELAJARAN PROSES FOTOSINTESIS Rendi Marlianda; Muhammad Subhan; Yoli Angela Rosanti
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 04 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i04.4625

Abstract

The problem of this research is the low ability of students in science content, especially in the photosynthesis process material, this is proven based on the results of daily questions. The purpose of this research is to find out whether there is an influence of the use of video animation media on students’ abilities in learning the photosynthesis process. This type of research was the experimental method. The design of this research was quasi-experimental. The place of this research was SDN 10 Koto Baru and SDN 04 Koto Baru. This research was used at the second semester of the 2024/2025 academic year. The samples for this research were 40 students. From the results of the dependent sample t-test, the significance obtained was 0,001 < 0,005. So it can be concluded that there is an influence from the use of animated video media on students’ abilities in learning the photosynthesis process based on the pretest and posttest results in this research that the use of animated video media has a good influence. Towards students’ abilities. Animasi video media can be used by educators as a supporting medium in the learning process and can increase students’ concentration in participating in teaching and learning activities.

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