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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 11,374 Documents
PENGEMBANGAN EVALUASI PEMBELAJARAN MENGGUNAKAN APLIKASI QUIZIZZ UNTUK MENINGKATKAN MOTIVASI BELAJAR MATA PELAJARAN IPA SISWA SMP AT-THAHIRIN KABUPATEN BOGOR Irman; Hendro Prasetyono
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

ABSTRACT This study developed learning evaluation using the Quizizz application for eighth-grade science subjects (IPA) at At-Thahiri Junior High School (SMP). The study aimed to determine the level of feasibility and practicality of the developed learning evaluation product. This research used the 3D development model (Define, Design, and Develop). The validation results obtained from the material expert was 79%, categorized as valid. The validation results from the media expert was 91.2%, categorized as very valid. The validation results from the eighth-grade SMP teacher was 96.3%, categorized as very valid. The results from the small-group trial by students was 95.2%, categorized as very practical. The results from the large-group trial by students was 93.5%, categorized as very practical. Based on these results, the learning evaluation product using the Quizizz application is deemed feasible and practical for use in learning. Furthermore, it is expected that this learning evaluation product can be used in elementary school learning for other subjects/materials
PENERAPAN MODEL PEMBELAJARAN BERBASIS PROYEK MENGGUNAKAN MEDIA CANVA TERHADAP PEMBELAJARAAN MENULIS LAPORAN HASIL OBSERVASI PADA KELAS X SMK NU KELAUTAN DAN PARIWISATA KAPLONGAN Rizqi Rajab Syahrullah; Khoirul Fajri; Rusli
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8501

Abstract

This study was motivated by the low level of students’ skills in writing observational reports among tenth-grade students of SMK NU Kelautan dan Pariwisata Kaplongan. The purpose of this research was to determine the implementation of the project-based learning model assisted by Canva media in improving students’ skills in writing observational reports. The research employed a quasi-experimental method with a nonequivalent control group design. The research subjects consisted of students from class X PRH 1 as the experimental group and class X PRH 2 as the control group. The research instruments included a writing skills test for observational reports and an observation sheet for students’ learning activities. Data were analyzed using the t-test to identify differences in learning outcomes between the experimental and control classes. The results of the independent sample t-test showed a t-value of 23.951 with a significance value (2-tailed) of 0.00 < 0.05, indicating that the data were statistically significant. The analysis revealed that the implementation of project-based learning with Canva media had a significant positive effect on students’ ability to write observational reports. Students in the experimental class demonstrated notable improvement compared to the control class in terms of writing structure, content accuracy, and language use. This was evidenced by an increase in the experimental class’s posttest mean score from 50.43 to 58.77, while the control class showed only a slight increase from 49.46 to 51.71. Furthermore, students’ responses toward the use of Canva in learning were highly positive, as it was perceived to be engaging, easy to use, and relevant to the needs of the digital generation. Therefore, it can be concluded that the implementation of the project-based learning model assisted by Canva media is effective in enhancing students’ skills in writing observational reports at SMK NU Kelautan dan Pariwisata Kaplongan.
PENGEMBANGAN BAHAN AJAR PEDULI LINGKUNGAN PADA PEMBELAJARAN IPA KELAS IV DI SEKOLAH DASAR Indah Lestari; Lukman Hakim; Kiki Aryaningrum
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8503

Abstract

Penelitian ini bertujuan untuk memperoleh media bahan ajar peduli lingkungan pada Pembelajaran IPA kelas IV di Sekolah Dasar. Penelitian ini menggunakan metode penelitian pengembangan ADDIE yaitu analisis, desain, pengembangan, implementasi, dan evaluasi. Dengan teknik pengumpulan data angket, tes hasil belajar, dan dokumentasi. Berdasarkan hasil penelitian angket kevalidan yang dilakukan oleh para ahli yaitu pada ahli materi mendapatkan nilai 86,6%, ahli bahasa 84,6%, ahli media 85,6% , dan pada angket one to one mendapatkan nilai 91,6% dan dapat dinyatakan "Sangat Valid". Sedangkan berdasarkan hasil angket kepraktisan jumlah nilai yang dihasilkan pada uji coba small group yaitu 97% , dan pada angket respon guru mendapatkan nilai 90,3%, hasil ini dapat dikategorikan "Sangat Praktis". Selanjutnya pada hasil keefektifan yaitu didapatkan dari hasil uji coba pre-test dengan nilai 76,6% dan posttest 86,6% dapat dikategorikan "Sangat Efektif". Dengan demikian, media bahan ajar peduli lingkungan sangat layak digunakan pada Pembelajaran IPA kelas IV di Sekolah Dasar.
KAJIAN PEMANFAATAN TEKNOLOGI DIGITAL DAN KECERDASAN BUATAN (ARTIFICIAL INTELLIGENCE) DALAM PEMBELAJARAN IPA UNTUK PENGUATAN LITERASI SAINS DAN BERPIKIR KRITIS SISWA SEKOLAH DASAR Laila Eka Rahmantika; Rhisma Putri Oktaviani; Rani Nurhayati Rosida; Ummi Lailatun Ni’mah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2026): Volume 11 No. 04 Desember 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8504

Abstract

The rapid growth of digital technology and Artificial Intelligence (AI) has influenced science learning in elementary schools. However, its use to enhance students’ scientific literacy and critical thinking remains limited. This study aims to review the role of digital technology and AI in improving science learning outcomes. Using a systematic literature review method, relevant studies were analyzed and synthesized. The findings show that AI-based learning media, such as virtual simulations and adaptive tutoring systems, can improve student engagement, concept understanding, and analytical ability. The study concludes that AI and digital technology are effective innovations for developing scientific literacy and critical thinking when supported by teachers’ digital competence and adequate infrastructure.
PENGEMBANGAN MEDIA LUDO GAME BERBANTUAN GENIALLY PADA TOPIK APA DAN UNTUK APA MAGNET DICIPTAKAN kharima sekarayu; Lina Novita; Fitri Anjaswuri
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8506

Abstract

Kharima Sekar Ayuni. 037121021. Pengembangan Media Ludo Game Berbantuan Genially Pada Topik Apa Dan Untuk Apa Magnet Diciptakan. This research employed a Research and Development (R&D) approach at SDN Cipari Kabupaten Bogor. The research subjects included validators consisting of 4 expert validators and 38 fifth-grade students of class V-B at SDN Cipari, Kabupaten Bogor. The study was conducted in the second semester of the 2024/2025 academic year. The percentage results from the experts were as follows: media expert 96%, language expert 94%, material expert (lecturer) 84%, and material expert (teacher) 98%. The percentage results for student responses were 97%, and teacher responses were 100%. Therefore, it can be concluded that Pengembangan Media Ludo Game Berbantuan Genially Pada Topik Apa Dan Untuk Apa Magnet Diciptakan is declared valid or very feasible to be implemented in the fifth grade of Elementary School. The findings of this research are expected to provide new knowledge regarding Genially-assisted Ludo Game media, thereby creating a fun and engaging learning environment for students, preventing boredom.
PENGEMBANGAN MEDIA PEMBELAJARAN INOVATIF BERBASIS GAME QUIZIZZ UNTUK MENINGKATKAN PEMAHAMAN SISWA PADA MATA PELAJARAN BAHASA INDONESIA DI MADRASAH TSANAWIYAH Syifa Khoerunnisa; Yoyo Zakaria
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025.
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8507

Abstract

This study aims to develop an innovative game-based learning media, Quizizz, to improve students' understanding of Indonesian language at Islamic Junior High Schools (Madrasah Tsanawiyah), specifically the topic "Upholding Human Values through Dramatic Texts." The background of this study was the low level of student understanding of the material taught, caused by a lack of variety in learning media, less interactive teaching methods, and low student motivation. The research method used was Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The subjects were eighth-grade students of Islamic Junior High Schools (MTsN). The research instruments consisted of tests (pretest and posttest), validation sheets from material experts and media experts, and student response questionnaires. Data were analyzed using quantitative descriptive analysis and paired sample t-test statistical tests. The results of the study indicate that the Quizizz-based learning media developed met the criteria of "Very Good" based on validation by material experts and media experts. The results of the Paired Sample t-Test showed a significance value of 0.000 < 0.05, indicating a significant difference between the pretest and posttest scores. The average student score increased from moderate to high after using the media. Student responses to the media achieved a percentage score above 80%, falling into the "Very Good" category. The conclusion of this study is that the Quizizz-based learning media is effective for improving student understanding of drama texts. This media can be an innovative alternative for teachers in delivering material in a more interactive, engaging manner, and in line with developments in educational technology.
TANTANGAN DAN SOLUSI PENGUATAN NILAI PENDIDIKAN KARAKTER SISWA SEKOLAH DASAR DI ERA DIGITAL Nurhayani; Yakobus Ndona; Daulat Saragi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.8508

Abstract

This study aims to examine various challenges and find solutions to instilling character education in the digital era. The research was conducted using qualitative methods through a naturalistic approach. Data collection techniques included surveys, interviews, observations, and literature studies. The analysis process was conducted based on Creswell's six stages of analysis. The results show that digital development presents two sides: challenges and opportunities in strengthening character education. The digital era has proven capable of supporting the implementation of character education, but at the same time, it raises ethical issues that must be managed appropriately. Challenges faced include maintaining a balanced use of technology, issues of security and safety in cyberspace, cases of digital bullying, sexting practices, copyright infringement and plagiarism. The role of education policymakers is crucial in designing consistent and sustainable digital-based character learning strategies. However, implementation faces obstacles such as the influence of global culture, teachers' limited understanding of Pancasila, and a lack of supporting facilities. Therefore, collaboration between the government, schools, and the community is necessary. This study emphasizes that internalizing Pancasila values in the digital era must be carried out through a comprehensive and sustainable strategy to be able to meet the challenges of technological development.
PENERAPAN PENDIDIKAN KARAKTER BERBASIS CIVIC CULTURE DA-LAM MENGURANGI KONFLIK ANTAR SISWA DI SD Sri Hartati; Masniar, Debi Servinta Br Perangin-Angin; Rijal Sianturi, Dr Reh Bungana Beru Perangin-Angin,M.Hum
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8509

Abstract

Elementary school pupils' conflicts are a habitual occurrence in school life. Such conflicts frequently result from opinion disparity, rivalry in studies or external activities, emotional unreadiness, and shortage of knowledge regarding common values like tolerance, empathy, and cooperation. If not controlled, such conflicts may influence the classroom climate negatively, impede learning activities, and interfere with the students' character development. Therefore, schools need to implement strategic interventions that not only de-escalate conflict but also foster values that enable students to resolve conflict in a positive way. This study aims to explore the implementation of civic culture-based character education as a means of reducing interpersonal conflict among students at the elementary school level. The research used a qualitative descriptive research design with a case study approach. Data gathering was through observation in the classroom, semi-structured interviews from the teachers and students, and documentation of school events. Data analysis utilized Miles and Huberman's model of interactive analysis, which consists of data reduction, display of data, and conclusion drawing.
PENGEMBANGAN EVALUASI PEMBELAJARAN BERBASIS WORLDWALL PADA PELAJARAN MATEMATIKA KELAS VI SDN MEGAMENDUNG 03 Atiyani Atiyani; Hendro Prasetyono
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2026): Volume 11 No. 04 Desember 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8510

Abstract

Learning evaluation is an essential action needed to achieve executed activities in order to define the success rate of a program, including educational programs, by obtaining various relevant data comprehensively and continuously regarding the process and learning outcomes that have been acquired from the learning taught by the educators. The problems encountered in the field during the evaluation process are that students are less interested in the evaluations conducted by the teacher because the students feel bored with evaluation activities that are still carried out conventionally. Therefore, the researcher intends to develop a learning evaluation research product using the online web platform Wordwall.The problems investigated in this research are: 1) How is the Development of Wordwall-based Learning Evaluation in the six grade mathematics subject at SDN Megamendung 03? 2) What is the Feasibility of Wordwall-based Learning Evaluation in the six grade mathematics subject at SDN Megamendung 03? 3) What is the Practicality of Wordwall-based Learning Evaluation in the six grade mathematics subject at SDN Megamendung 03? The objectives of this research are: 1) To produce and Develop a Product in the form of Wordwall-based Learning Evaluation in the six grade mathematics subject at SDN Megamendung 03. 2) To determine the Feasibility of Developing Wordwall-based Learning Evaluation in the six grade mathematics subject at SDN Megamendung 03. 3) To test the Practicality of Developing Wordwall-based Learning Evaluation in the six grade mathematics subject at SDN Megamendung 03. This research uses the Research and Development (R&D) type with the ADDIE model. The trial subjects were determined by the researcher. This research was conducted at SDN Megamendung 03. The data collection instruments used are interviews, observation, questionnaires, and documentation. The results of this study are: 1) The product produced is that students, who were initially bored and weary, become enthusiastic and happy. As for the teacher, who initially required extra energy and time, it becomes more practical to assess students' learning outcomes because the results are automatically recorded on Wordwall. 2) The overall average result from the evaluation experts was 97%, indicating that the Wordwall evaluation is very feasible to be tested on students, and the distribution of student response questionnaires yielded 89%, indicating that the Wordwall learning evaluation is very suitable for use. 3) The average result of the small-scale student response questionnaire obtained 88% with a very practical category, and the large-scale obtained a percentage of 86% with a very practical category, and the teacher response questionnaire obtained a percentage score of 95% with a Very Practical category. Thus, it can be concluded that this Wordwall-based learning evaluation is feasible to be implemented.
ANALISIS LITERATUR TERHADAP STRUKTUR DAN GENRE MIKRO DALAM TEKS PROPOSAL IMPLIKASI TERHADAP PEMBELAJARAN BAHASA INDONESIA Aginta; Gadiza Tsalsa Kamil Batubara, Stevani Angelika Manurung; Angel Laura Siregar, Anggi Elisa Sihombing; Revalina Harahap, Muhammad Anggie Januarsyah Daulay
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.8511

Abstract

Writing a scientific proposal is a crucial stage in student learning, yet many students face difficulties in structuring it. A literature review shows that research proposals are typically structured systematically with main chapters (Introduction, Literature Review, Research Methods) and additional components such as a research schedule and bibliography. The introduction of the proposal contains the background, problem statement, objectives, and benefits of the research, while the literature review section summarizes relevant previous studies. The Methods section contains the type of research, location and time, data sources, and data collection and analysis techniques. Several Indonesian studies also emphasize the importance of schedule and budget components in proposals. This study compares findings from various Indonesian language education journals to clarify the structure and micro-genres of student proposal texts. The results confirm the uniformity of the macro-structure of scientific proposals while highlighting variations in micro-genres within each section. Implications of this research include encouraging proposal writing instruction that focuses on mastering the structural framework and the appropriate use of micro genres.

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