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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 7,685 Documents
PENGARUH MODEL PEMBELAJARAN JIGSAW TERHADAP HASIL BELAJAR BIOLOGI SISWA KELAS X DI SEKOLAH Ananda Irvan; Alwen Bentri; Syafril; Rayendra
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7576

Abstract

The low student learning outcomes in Biology subjects due to the dominant use of the lecture method shows the need for a more effective learning model. This study aims to determine the effect of the application of the jigsaw type cooperative learning model on student learning outcomes in class X SMA Negeri 1 Batipuh. The method used was quantitative with a quasi-experimental design, involving two classes, namely the experimental class (X / Phase E8) which used the jigsaw model and the control class (X / Phase E7) which used the lecture method. Samples were selected using purposive sampling technique. Data were collected through learning outcome tests and analyzed using t-test after meeting the requirements of normality and homogeneity tests. The results showed that the average value of student learning outcomes in the experimental class was higher (77.03) compared to the control class (67.81). The t-test resulted in a tcount of 2.170 and a ttable of 1.996 at a significant level of 0.05, so the tcount> ttable and H1 is accepted. This finding proves that there is a significant effect of the application of the jigsaw type cooperative learning model on student learning outcomes. Thus, this learning model is worth applying as an alternative in improving students' Biology learning outcomes at the high school level.
PENGARUH INTEGRASI MODEL PROBLEM BASED LEARNING, TEAM GAMES TOURNAMENT, DAN EXAMPLE NON EXAMPLE TERHADAP HASIL BELAJAR MATEMATIKA, KETERAMPILAN MEMECAHKAN MASALAH SISWA, SERTA AKTIVITAS GURU Nurul Rizkia; Darmiyati Darmiyati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7578

Abstract

Penelitian ini bertujuan mengatasi rendahnya keaktifan, keterampilan pemecahan masalah, dan hasil belajar siswa dalam pembelajaran operasi pecahan dengan bilangan besar. Masalah ini disebabkan oleh kurangnya partisipasi siswa, lemahnya kemampuan memecahkan masalah, capaian KKTP hanya 38%, serta minimnya strategi dan variasi pembelajaran dari guru. Metode yang digunakan adalah Penelitian Tindakan Kelas (PTK) dengan pendekatan kualitatif dan kuantitatif. Instrumen penelitian meliputi lembar observasi, penilaian keterampilan pemecahan masalah, dan hasil belajar siswa. Data dianalisis secara deskriptif dan disajikan dalam tabel serta grafik. Hasil penelitian menunjukkan peningkatan signifikan dalam aktivitas guru (75% ke 94,44%), keaktifan siswa (41% ke 95%), keterampilan pemecahan masalah (36% ke 95%), dan hasil belajar siswa (36% ke 95%) selama empat siklus. Kesimpulannya, penerapan model Problem Based Learning, Team Games Tournament, dan Example Non Example secara efektif meningkatkan aktivitas, keterampilan, dan hasil belajar siswa.
NILAI-NILAI KREATIVITAS SISWA DALAM PEMBELAJARAN SENI RUPA MATERI DAUR ULANG MENGGUNAKAN MODEL PJBL SD 6 JEKULO Nailul Khoiris Sobah; Nur Fajrie; Ika Ari Pratiwi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7579

Abstract

It is very important for teachers to provide learning while simultaneously honing students' creativity. As in SD 6 Jekulo in the fine arts subject of recycling material. The class teacher encountered a problem that the majority of fourth-grade students were not optimal and had difficulty expressing their creativity. Due to this, the fourth-grade teacher provided learning with the Project Based Learning model to hone students' creativity. The purpose of this study was to analyze the creativity values of fourth-grade students in fine arts learning using the Project Based Learning learning model at SD 6 Jekulo. The research method was narrative qualitative. Data collection was in the form of observation, interviews, and documentation. The research subjects were fourth-grade students at SD 6 Jekulo. The research data collection techniques were data collection, data reduction, data presentation, and conclusions. The results showed that learning using the Problem Based Learning learning model made it easier for teachers to hone students' creativity. The values of student creativity that were seen based on student behavior when creating works were the values of student independence, student curiosity, and student imagination. These creative values encouraged students to express their imagination. The conclusion of the study with the Project Based Learning learning model used by teachers to teach made it easier for students to hone their creativity in creating works.
ANALISIS IMPLEMENTASI PROGRAM SEKOLAH SEHAT DALAM MEMBENTUK KARAKTER PEDULI LINGKUNGAN Natasya Della Indriyani; Wawan Syahiril Anwar; Mira Mirawati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Press
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7580

Abstract

Natasya Della Indriyani 037121135. Analysis of the Implementation of the Healthy School Program in Shaping Environmental Awareness Character.This study aims to determine how the implementation of the Healthy School Program contributes to shaping the environmental awareness character of fourth-grade students at SD Negeri Polisi 1 Kota Bogor. This research uses a qualitative method with a Descriptive Study Approach. Data collection techniques include observation, interviews, and documentation. The results show that the implementation of the Healthy School Program in shaping students' environmental awareness character has been carried out quite well, through various activities such as promoting clean and healthy living behavior (PHBS), proper sanitation, greening, and fostering environmentally friendly habits. In addition, teachers play an active role as role models in establishing positive habits, supported by adequate school facilities. Although there are still some challenges, such as a lack of understanding of waste management and limited facilities, overall the program is effective in shaping students’ character and environmentally conscious habits
PENGUATAN PEMBELAJARAN PENDIDIKAN AGAMA ISLAM MELALUI MEDIA BUKU CERITA ISLAMI DI SEKOLAH DASAR ISLAM DALAM DISIPLIN ILMU Aryani Nova Rossydah , Anisah Nur Azizah , Putri Amalia; Rahmahtiawati Marfiyannur Rahmandita , Budi Johan
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7581

Abstract

This study aims to examine the application of learning media in the form of Islamic story books in Islamic Religious Education (PAI) learning in Elementary Schools through a literature study approach. Islamic story books are one of the media that combine Islamic values with an interesting story approach that is easy for students to understand. In the context of PAI learning, fairy tales can be an effective means of conveying moral messages and religious values in a contextual, enjoyable, and memorable way for students. The results of the study show that the use of Islamic story books provides various benefits, including increasing students' understanding of religious material, fostering interest in learning, and forming character and noble morals from an early age. However, there are also several obstacles faced in its implementation, such as limited availability of appropriate books, lack of teacher skills in storytelling, and limited learning time. To overcome these obstacles, support is needed from the school in providing learning resources, teacher training in Islamic storytelling techniques, and integrating fairy tale media into planned learning strategies. With the right approach, Islamic story books can be an alternative effective and enjoyable learning media in improving the quality of religious education at the elementary level.
PENGEMBANGAN MEDIA PEMBELAJARAN PUZZLE PADA MATA PELAJARAN MATEMATIKA MATERI BANGUN DATAR TERHADAP MINAT BELAJAR SISWA KELAS III Antik Estika Hader; Ana Novitasari; Sindy Novri Septia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7583

Abstract

This research is motivated by the lack of student focus on learning, students tend to be silent listening to teacher explanations, and rarely use learning media. Monotonous learning makes students bored and unenthusiastic so that students' interest in learning mathematics is still low. Therefore, it is necessary to develop a learning media that can increase students' interest in learning, one of which is by using Puzzle learning media. This study aims to determine the validity, practicality and effectiveness of puzzle learning media. This study uses the Research and Development (R&D) method with the 4D development model (Define, Design, Develop and Disseminate). The subjects in this study were third-grade students of SDN 13 Koto Baru. The results of the puzzle learning media assessment on the validation test by three validators produced an average value of 87% categorized as valid. The practicality test by teachers and students produced an average value of 95.12% categorized as practical in terms of use. The effectiveness test is based on the results of the student learning questionnaire with an average of 87.8% was categorized as effective.
PENGARUH PEMANFAATAN MEDIA AUDIO VISUAL TERHADAP MOTIVASI DAN HASIL BELAJAR PKN SISWA KELAS IV SDN BONTORAMBA Ashari; Abdul Azis; Musdalifah Syahrir
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Press
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7584

Abstract

This study aims to determine the effect of the use of audio-visual media on the motivation and learning outcomes of civic education of grade IV students of SDN Bontoramba. This study uses a quantitative research type with an experimental approach with a quasi-experimental design or pseudo-experiment. The design used in this study is a quasi-experimental type of Nonequivalent Control Group Design. The research instruments used for data collection are observation, questionnaire sheets, learning outcome tests including pre-test and post-test and documentation. The data analysis techniques used include the first stage, namely data processing consisting of data classification, editing, coding, scoring and tabulation. The second stage is data analysis consisting of Normality Test, Homogeneity Test, Hypothesis Test, T-test and the third Manova Test. The results of the study showed that the use of audio-visual media significantly increased students' learning motivation. The average learning motivation of students in the experimental class was 86.64 while in the control class it was 78.09. In addition, student learning outcomes also increased. The average post-test learning outcomes in the experimental class were 86.29, while in the control class it was 75.80. The results of the study showed that the use of audio-visual media significantly increased students' motivation and learning outcomes compared to conventional methods. The learning motivation of students involved in this interactive learning process has a direct positive impact on their learning outcomes. Thus, audio-visual media is effectively applied in Civic Education learning to improve learning outcomes. The results of hypothesis testing using the Independent Sample Test showed a t-test of 0.034, meaning that the value is smaller than the significance level of 0.05 or 0.034 <0.05. Therefore, Ho is rejected and H1 is accepted, which means that the use of audio-visual media has a significant effect on students' motivation and learning outcomes compared to conventional learning methods in the control class.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN WORDWALL TERHADAP MOTIVASI BELAJAR SISWA PADA PEMBELAJARAN MATEMATIKA DI KELAS III UPT SPF SD NEGERI GUNUNG SARI 1 Desi Rahmawati Idris; Andi Ardhila Wahyudi; Hamdana Hadaming
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7585

Abstract

This research is motivated by students' lack of motivation to actively participate in mathematics learning in the classroom. Students find mathematics boring, making them less interested in actively contributing. An alternative solution to this problem is to implement interactive learning media such as wordwalls. This study aims to determine the effect of using wordwalls on student motivation in mathematics learning in third-grade students at the SPF Technical Implementation Unit (UPT SPF) at Gunung Sari 1 Public Elementary School. This research is a quantitative, quasi-experimental study. The method used is a non-equivalent control group design. The study involved two classes: a control class and an experimental class. The sample size was 41 students. Data collection techniques used a learning motivation questionnaire, observation sheets, and knowledge test sheets. Data analysis techniques used descriptive statistical analysis and inferential analysis. The results showed that the use of wordwalls on student motivation significantly increased. This was evident in the significant increase in the average learning motivation score of students in the experimental class before and after the wordwall implementation, from 54.5 to 85.09. Meanwhile, the average value of students' learning motivation in the control class using conventional learning, in the initial questionnaire test obtained 54.32 and the final questionnaire test obtained 69.11. Thus, the use of wordwall is said to have more influence on students' learning motivation compared to learning with conventional methods. The results of the hypothesis test using the Independent Sample T-Test also show that the significance value is 0.000 <0.05, which means the significance value is smaller than the predetermined alpha value of 0.05. Based on these results, it is concluded that H0 is rejected and H1 is accepted, which states that there is an effect of the use of wordwall learning media on increasing students' learning motivation in class III UPT SPF SD Negeri Gunung Sari 1.
PENERAPAN MODEL PMBELAJARAN WRITING PICTURE UNTUK MNINGKATKAN KEMAMPUAN MENULIS KARANGAN PERSUASI SISWA KELAS IV DI SD NEGERI MINASA UPA KOTA MAKASSAR Dwi Suci Rahmadani; Andi Adam; Desy Ayu Andhira
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7586

Abstract

This study aims to improve the persuasive writing skills of fourth-grade students at Minasa Upa State Elementary School in Makassar City through the Writing Picture learning model. The underlying problem is students' low persuasive writing skills, characterized by difficulty expressing ideas, constructing logical arguments, inappropriate word choice, and a lack of compelling, persuasive writing. The Writing Picture learning model was implemented as an effort to help students develop ideas through visual media, thus facilitating their ability to express their thoughts in writing with an appropriate composition structure. The study was conducted as a classroom action research (CAR). The subjects were 25 fourth-grade students at Minasa Upa State Elementary School in Makassar City. Data collection techniques included observation, testing (evaluation), and documentation. The results of the study indicate that the application of the Writing Picture learning model improved students' persuasive writing skills. The average student score increased from 61.6 in cycle I to 90.6 in cycle II. Furthermore, students' learning completion also increased from 40% to 100%.
TRANSFORMASI PEMBELAJARAN IPA MELALUI PROBLEM BASED LEARNING UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA Eldyana Citra Laksita; Fitri Nuraeni; Tiara Yogiarni
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
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Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.7587

Abstract

This study was driven by the low level of students critical thinking skills in elementary science learning, which is attributed to the continued use of conventional teaching methods that have not effectively fostered students higher order thinking. The purpose of this research is to analyze the effect of the problem based learning (PBL) model supported by augmented reality media on improving students critical thinking skills. A quantitative method was applied using a quasi-experimental design with two groups: an experimental class and a control class. A critical yhinking skills test was used as the instrument, consisting of five indicators: clarification, basis for decision-making or support, inference, further explanation, and strategy and tactics. Descriptive analysis showed that the experimental class average pre-test score was 35.14 (SD=11.491), indicating low initial understanding. After the intervantion, the post- test average increased to 54.55 (SD=11.544), showing a significant improvement of 19.41 points. Normality and homogenity tests confirmed that the data met statistical assumption. The paired sample T-test showed a significant difference between pre-test and posttest scores ( p < .001) and the N-Gain score reached 0.521 (moderate category), with an effectiveness rate of 52.1%. These results indicate that the problem based learning model assisted by augmented reality significantly enhances students critical thinking skills.

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