cover
Contact Name
ACEP RONI HAMDANI
Contact Email
acepronihamdani2@gmail.com
Phone
+6285223970654
Journal Mail Official
acepronihamdani2@gmail.com
Editorial Address
Jl. Marsinu No.5, Dangdeur, Kec. Subang, Kabupaten Subang, Jawa Barat 41211
Location
Kab. subang,
Jawa barat
INDONESIA
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
PEMANFAATAN MEDIA GAME EDUKASI WORDWALL UNTUK MENINGKATKAN MINAT BELAJAR SISWA PADA MATERI ORGAN PERNAPASAN MANUSIA DI KELAS V SDN 060912 MEDAN Yulia Angreni Siregar; Chairunnisa Amelia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 03 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i03.4055

Abstract

To be successful in learning, interest in learning is one of the things that needs to be instilled in students. Students in class V at SDN 060912 Medan continue to show high interest in learning. Classroom Action Research (CAR) is intended to create active, innovative and creative learning methods that can increase students' interest in mathematics using wordwall media. PTK is carried out in two cycles, with planning, action, observation and reflection activities included in it. The results of the research show that using the Wordwall educational game can increase students' interest in learning in class V at SDN 060912 Medan, as shown by the increase in the percentage of students fulfilling the learning interest indicators. The results of the analysis of students' interest in learning observation sheets showed an increase in students' interest in learning. In cycle I, the percentage was 78% in the good category and 83.6% in the very good category.
PENERAPAN MEDIA BOARD GAMES UNTUK KEMAMPUAN NUMERASI SISWA PADA OPERASI HITUNG PENJUMLAHAN DI SEKOLAH DASAR Viadana Yuli Prasisca; Dian Permatasari Kusuma Dayu; Rosniwaty; Himmatul Khoiroh; Siti Qomariyah
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.v10i3.4057

Abstract

Basic skills that students must have when they are in elementary school are reading, writing and arithmetic. In basic arithmetic skills, students must be able to master addition skills and number values. The purpose of this study was to improve students' numeracy skills in summative arithmetic operations. This research method uses PTK implemented at SDN Gading 5 Surabaya. The use of Board game media can improve students' addition and place value skills for grade II Elementary School students. This Classroom Action Research (PTK) was conducted at SD Negeri Gading V Surabaya in the odd semester of the 2024/2025 school year. The subjects in this study were grade II C students, consisting of 39 students, namely 17 male and 22 female students. The object of the study was board game media in Mathematics. The researcher carried out 5 learning cycles consisting of pre-cycles and 4 daily cycles. The implementation of Classroom Action Research was carried out in each cycle, including: planning, implementing actions, observation, and reflection. The instruments used in this study were initial test questions and final test questions. The results of the study in each cycle showed an increase in learning outcomes from the pre-cycle to the fourth cycle. Each group gave satisfactory final results. In the Pre-Cycle, the percentage of student learning completion reached 56%, in Cycle I it reached 69%, in Cycle II it reached 74%, in Cycle III it reached 79%, in Cycle IV it reached 92%. In conclusion, the application of board games media improved students' abilities, understanding and motivation in learning Mathematics, especially in the ability to add and determine the place value of numbers.
KEMAMPUAN BERNALAR SISWA SD DALAM MENYELESAIKAN MASALAH PENCERMINAN BERBASIS ETNOMATEMATIKA BENTENG PENDEM BERDASARKAN KEMAMPUAN AWAL Arinda Aprilia Pratiwi; Utami; Edy Suprapto
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.v10i3.4058

Abstract

Kemampuan bernalar adalah kemampuan menyajikan pernyataan matematika melalui lisan maupun gambar, menentukan pola, menyusun argumen, dan menarik kesimpulan. Etnomatematika merupakan matematika yang mengabungkan dengan budaya setempat. Etnomatematika dalam penelitian ini adalah benteng pendem yang disajikan dalam soal tes kemampuan bernalar tentang pencerminan. Tujuan dari penelitian ini adalah mendeskripsikan kemampuan bernalar siswa SD dalam menyelesaikan masalah pencerminan berbasis etnomatematika benteng pendem berdasarkan kemampuan awal. Metode penelitian yang digunakan adalah deskriptif dengan pendekatan kualitatif. Subjek penelitian ini adalah kelas V SD Negeri Pitu 2. Dalam penelitian ini menggunakan instrumen lembar tes kemampuan bernalar matematis yaitu lembar soal pertama dan lembar soal kedua dan pedoman wawancara. Analisis data menggunakan triangulasi waktu. Adapun indikator bernalar yaitu (1) kemampuan menyajikan pernyataan matematika melalui lisan maupun gambar, (2) kemampuan menentukan pola, (3) kemampuan menyusun argumen, (4) kemampuan menarik kesimpulan. Kesimpulan hasil dari penelitian ini (1) siswa yang mempunyai kemampuan awal matematika tinggi memenuhi keempat indikator bernalar, (2) siswa yang mempunyai kemampuan awal matematika sedang memenuhi kedua indikator bernalar yakni kemampuan menyajikan pernyataan matematika melalui lisan maupun gambar dankemampuan menentukan pola, (3) siswa yang mempunyai kemampuan awal matematika rendah tidak memenuhi keempat indikator bernalar.
MENINGKATKAN HASIL BELAJAR MATEMATIKA PADA MATERI PENJUMLAHAN DAN PENGURANGAN BILANGAN DENGAN MENGGUNAKAN BENDA - BENDA KONKRET PADA KELAS 1 DI SD NEGERI 060857 MEDAN TEMBUNG Azis Sukma; Mandra Saragih; Siti Hadijah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 03 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i03.4062

Abstract

Mathematics is an important subject in the educational curriculum, and understanding basic mathematical concepts at an early level is the key to success in the next stage. The aim of this research is to improve students' learning abilities in operationalizing addition and subtraction of numbers with the help of concrete objects in grade 1 students at SD Negeri 060857 Medan Tembung. This research uses a type of classroom action research (PTK). Class action research is action research carried out in the classroom that concerns class problems. The data collection methods used are observation, tests for each cycle and documentation. This classroom action research was carried out in two cycles, each cycle consisting of planning, implementation, observation and reflection. The results of the research show that the use of concrete learning media can improve student learning outcomes as seen in cycle I of mathematics subjects from 24 students who completed 9, 15 students and incomplete, with a percentage of 38%, did not meet the minimum threshold for classical completion, then in cycle II, 17 students out of 24 students completed and 7 students who did not complete with a percentage of 70% met the minimum threshold for completion.
TELAAH FAKTOR KEPUTUSAN ORANG TUA DALAM PEMILIHAN SEKOLAH DASAR DI KOTA PURWAKARTA Rayi Siti Fitriani; Yudi Bachtiar; Ihsan Rizali; Hany Handayani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 8 No. 2 (2022): Volume 08 No 02, Desember 2022
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v8i2.4064

Abstract

Choosing a school is one of the efforts parents make to provide education for their children's lives. The choice of school is certainly based on motivations that become factors to consider in the decision-making process. The location and environment of the school; the school's vision and mission; the curriculum; the profile of the teachers; facilities; the school's achievements; costs, understanding of children, and parents' expectations are factors of both internal and external motivation that determine the choice of school. This research uses a survey method to examine the dominant factors that influence 156 parents, who are respondents in this study, in choosing schools located in the Purwakarta district.
PENERAPAN GAME BASED LEARNING EDUCAPLAY UNTUK MENINGKATKAN KEAKTIFAN BELAJAR PADA PEMBELAJARAN IPAS SEKOLAH DASAR Silvia Dwi Rahayu; Dian Permatasari Kusuma Dayu; Rosniwaty; Himmatul Khoiroh; Wiwik Moeljaningsih
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.v10i3.4069

Abstract

With the current teaching methods teachers use, it tends to make lessons boring because the atmosphere of the learning process is not interesting and students tend to find it difficult to focus on the learning process, as is the case at SDN Gading V Surabaya. Students tend to get bored and noisy during this lesson, so researchers are looking for alternatives to increase student activity in the learning process, namely with game-based learning education. This research aims to increase student activity at the elementary school level. The subjects of this research were class IV students at SDN Gading V Surabaya, totaling 15 boys and 16 girls. The method used is the Classroom Action Research (PTK) method using 2 learning cycles. Each cycle carries out planning, implementation, observation, and reflection activities. In-depth observation techniques using observation sheets regarding student activity, interviews, test questions in the form of descriptions, and field notes taken during learning. In this study, the results from cycle I was 48%, increasing to 31% in cycle II to 78%. Then the increase in learning activity in students was shown by the percentage increase in learning activity in the pre-cycle which was originally 32%, increasing in cycle I by 16% to 48% and increasing by 31% in cycle II to 79%. The average score for students' active learning results increased from cycle I, namely 76 to 87 in cycle II. Based on the research results, the application of Game-Based Learning Educaplay in science and science subjects can increase the learning activity of class IV students at SDN Gading V Surabaya.
PENINGKATAN PRESTASI BELAJAR SISWA KELAS III MELALUI PENERAPAN MODEL KOOPERATIF JIGSAW PADA MATA PELAJARAN MATEMATIKA TEMA 8 SD ANAK SHOLEH FULL DAY YULIA EKA YANTI Yanti
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 8 No. 2 (2022): Volume 08 No 02, Desember 2022
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v8i2.407

Abstract

The purpose of this study is to determine the application of the Jigsaw learning model in improving learning achievement in thematic subjects of third grade mathematics at SD Anak Sholeh FULL DAY. The type of research used is Classroom Action Research with quantitative and qualitative approaches. The PTK model used is the Kemmis and Mc Taggart model, the researchers carried out research through two cycles, namely cycle I and cycle II. With the following steps: 1) Planning, 2) Implementation, 3) Observation, 4) Reflection. The data collection instruments used include the Student Monkey Sheet (LKS), end-of-cycle test questions, observation sheets for the application of the model, and field notes. The results showed that through the application of the Jigsaw Cooperative Learning model it was proven to be able to improve student achievement. In the first cycle, the percentage increase in learning achievement was 62.50% and in the second cycle it was 84.37%. The results of the N-Gain Score get an average of 2.90 or high category. In the sense of increasing learning achievement in the second cycle increased. It was concluded that learning using the jigsaw cooperative learning model could improve student achievement.
PENERAPAN MEDIA PEMBELAJARAN PAPAN SAKU JURANG UNTUK MENINGKATKAN HASIL BELAJAR MATERI OPERASI HITUNGAN BILANGAN CACAH Sindy Damayanti; Budiyono; Khoirul Fansuri; Agus Sumarliani; Dewi Astutik Eka Nurcahyo Sardji Wahyuliarti
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.v10i04.4070

Abstract

This research was to determining the application of the abyss pocket board learning media in improving learning outcomes in whole number counting operation material in class IV at SDN Gading VII Surabaya. The research method used is Classroom Action Research (CAR) with two cycles, where each cycle consists of planning, action, observation and reflection. There are 28 students in class IV-A with a focus on improving understanding of addition and subtraction of whole numbers. Data is collected through observation, tests and documentation. The results of data showed a significant increase in student learning outcomes after implementing the gap pocket board media. In the pre-cycle, only 39% of students achieved a minimum completion score (KKM) of 75, while in cycle I it increased to 68% and in cycle II to 89%. This research reveals that the use of pocket board media is effective in improving mathematics learning outcomes by creating a more interactive and enjoyable learning atmosphere. Therefore, this media can be recommended as an aid in learning mathematics, especially for adding and subtracting whole numbers.
PENINGKATAN KEMAMPUAN MENGERJAKAN OPERASI HITUNG PENJUMLAHAN DAN PENGURANGAN MENGGUNAKAN METODE DEMONSTRASI DAN KODOK MELOMPAT PADA SISWA KELAS 1 SD NEGERI 060912 TAHUN 2024/2025 Nevi Melani Siregar; Marah Doly Nasution; Dermawan Nasution
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 03 (2024): Volume 10 No. 03 September 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i03.4071

Abstract

The purpose of this study was to improve the ability to do addition arithmetic operations using the demonstration method and the Jumping Frog media for students in grade 1 semester 1 of SDN 060912 Medan in the 2024/2025 academic year. The study was conducted using the stages in Classroom Action Research (CAR), namely planning, implementation, observation, and reflection. The study was conducted in two cycles. Based on the description of the implementation of the action, research results, and discussion, data was obtained on an increase in the ability to do calculations in each cycle. In cycle I, students' ability to do addition arithmetic operations in the pre-cycle was 40.88%, increasing by 21% to 61.88% and increasing in cycle II by 23.8%, reaching 85.68%. The conclusion is that through the demonstration method and the jumping frog media, the ability to do addition calculations in mathematics learning in grade I of SDN 060912 Medan in semester 1 of the 2024/2024 academic year can be improved.
PENGEMBANGAN MEDIA PAPAN HURUF MENGGUNAKAN METODE SCRAMBLE UNTUK MENINGKATKAN KETERAMPILAN MEMBACA SISWA KELAS II SDN 105320 KUTA JURUNG Epriyani Br Perangin-Angin; Sujarwo Sujarwo
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.v10i3.4072

Abstract

This research is a type of research and development with reference to the 4D model which is an extension of Define, Design, Development and Dissemination. The instrument used to collect data was a questionnaire. The data analysis technique is descriptive qualitative. This research produced a product in the form of a letter board to improve reading skills which was declared suitable for use in class II elementary school. This can be seen based on the results of validation by material experts, media experts and teacher responses. The results of material validation show that the overall assessment of material experts regarding media obtained a percentage of 92%. This percentage includes very valid criteria (very feasible) to be used as a medium to improve the reading skills of second grade elementary school students. The media validation results showed that the overall assessment average was 94%. This percentage includes very valid criteria (very feasible) for improving the reading skills of second grade elementary school students. The practicality and effectiveness of learning media is proven by the accuracy of pronunciation, intonation, fluency, clarity of voice, and complete reading of students when reading the tale of the deer and the badung lizard in front of the class. Validation of reading skills can be seen from the teacher's assessment of getting a score of 96% from 5 statements.

Filter by Year

2015 2026


Filter By Issues
All Issue Vol. 12 No. 02 (2026): Volume 12 No. 02, Juni 2026 Produce Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published Vol. 12 No. 02 (2026): Volume 12 No. 01 Maret 2026 Produce Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Release Vol. 12 No. 01 (2026): Volume 12 No. 01, Maret 2026 Published Vol. 12 No. 01 (2026): Volume 12 No. 01 Maret 2026 Publish Vol. 12 No. 01 (2026): Volume 12 No. 01 Maret 2026 Public Vol. 11 No. 04 (2026): Volume 11 No. 04 Desember 2025 In Build Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish Vol. 12 No. 01 (2025): Volume 12 No. 01 Maret 2026 Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Process Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 Published Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025. Vol. 11 No. 04 (2025): Volume 10 No. 04 Desember 2025 In Progress Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Press Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Order Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build Vol. 11 No. 03 (2025): Volume 10 No. 03 September 2025 Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Press Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Build Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Order Vol. 11 No. 01 (2025): Volume 11 No. 01 Maret 2025 Vol. 11 No. 01 (2025): Volume 11 No. 01 Maret 2025 In Proccess Vol. 11 No. 01 (2025): Volume 11 No. 01 Maret 2025 In Press Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024 Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024 In Press Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024 In Progress. Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024 In Progress Vol. 10 No. 04 (2024): Volume 10 No. 04 Desember 2024 In Build Vol. 10 No. 04 (2024): Volume 10 No. 03 September 2024 Vol. 10 No. 03 (2024): Volume 10 No. 03 September 2024 Vol. 10 No. 3 (2024): Volume 10 No. 03 September 2024 In Press Vol. 10 No. 2 (2024): Volume 10 No. 02 Juni 2024 Vol. 10 No. 1 (2024): Volume 10 No. 01 Maret 2024 Vol. 10 No. 3 (2024): Volume 10 No. 3 September 2024 Vol. 10 No. 2 (2024): Volume 10 No. 2 Juni 2024 in Press Vol. 9 No. 04 (2023): Volume 09 No. 04 September 2023 Vol. 9 No. 5 (2023): Volume 09 No. 05 Desember 2023 Vol. 9 No. 3 (2023): Volume 09 No. 03 Juli 2023 Vol. 9 No. 2 (2023): Volume 09 No 02, Juni 2023 Vol. 9 No. 1 (2023): Volume 09 No 01, Maret 2023 Vol. 8 No. 2 (2022): Volume 08 No 02, Desember 2022 Vol. 8 No. 1 (2022): Volume 8 Nomor 01, Juni 2022 Vol. 7 No. 02 (2021): Volume 07, Nomor 02, Desember 2021 Vol. 7 No. 01 (2021): Volume 07, Nomor 01, Juni 2021 Vol. 6 No. 2 (2020): Volume 6, Nomor 2, Desember 2020 Vol. 6 No. 1 (2020): Volume 6, Nomor 1, Juni 2020 Vol. 5 No. 2 (2019): Vol. 5 No. 2 Desember 2019 Vol. 5 No. 1 (2019): Vol. 5 No. 1 Juni 2019 Vol. 4 No. 2 (2018): Vol. 4, No. 2 Desember 2018 Vol. 4 No. 1 (2018): Vol. 4, No. 1, Juni 2018 Vol. 3 No. 1 (2017): Vol. 3, No. 1 Desember 2017 Vol. 2 No. 2 (2017): Vol. 2 No. 2 Juni 2017 Vol. 2 No. 1 (2016): Vol 2, No. 1, Desember 2016 Vol. 1 No. 2 (2016): Vol. 1 No. 2, Juni 2016 Vol. 1 No. 1 (2015): Vol. 1, No. 1, Desember 2015 More Issue