Didaktik : Jurnal Ilmiah PGSD STKIP Subang
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.
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PENERAPAN PENDEKATAN JOYFULL LEARNING UNTUK MENINGKATKAN KETERAMPILAN GERAK DASAR LOKOMOR KELAS II PADA MATA PELAJARAN PJOK MIN 2 KOTA PALANGKA RAYA
Kevin Ramadhani Pratama;
Rahmad;
Sondra Swestyani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025.
Publisher : STKIP Subang
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DOI: 10.36989/didaktik.v11i04.8631
Observasi pada pembelajaran PJOK yang dilakukan oleh peneliti terhadap peserta didik kelas II A MIN 2 Kota Palangka Raya menunjukkan bahwa pembe$lajaran cenderung membosankan dan hanya berpusat pada guru. Kondisi ini menyebabkan kurangnya pengetahuan dan keterampilan peserta didik khususnya pada materi gerak lokomotor sehingga sangat diperlukan perhatian khusus dalam proses pembelajaran. Penelitian ini menggunakan pendekatan penelitian tindakan kelas (PTK) untuk mengetahui apakah hasil belajar peserta didik pada materi gerak lokomotor dapat meningkat melalui penerapan permainan dan media pembelajaran. Penelitian melibatkan 36 peserta didik kelas II A MIN 2 Kota Palangka Raya (19 laki-laki dan 17 perempuan). Pada siklus 1, hasil pada aspek 1 menujukan siswa berhasil mengantongi 68% keberhasilan, aspek 2 memiliki 68%, dan aspek 3 memiliki 68% keberhasilan. Hal ini menujukan kurangnya siswa dalam menerapkan keterampilan Gerak lokomotor pada siklus 1, sedangkan pada siklus 2 memiliki hasil yang sangat memuaskan dengan nilai 100% pada aspek 1, aspek 2 memiliki 100% ketuntasan, dan aspek 3 memiliki 100% Ketuntasan.
PENERAPAN PENDEKATAN JOYFULL LEARNING UNTUK MENINGKATKAN KETERAMPILAN GERAK DASAR LOKOMOR KELAS II PADA MATA PELAJARAN PJOK MIN 2 KOTA PALANGKA RAYA
Kevin Ramadhani Pratama;
Rahmad;
Sondra Swestyani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025.
Publisher : STKIP Subang
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DOI: 10.36989/didaktik.v11i04.8632
Observations on PJOK learning conducted by researchers on class II A MIN 2 Palangka Raya students showed that learning tended to be boring and only centered on the teacher. This condition caused a lack of knowledge and skills of students, especially in locomotor movement material so that special attention was needed in the learning process. This study used a classroom action research (CAR) approach to determine whether student learning outcomes in locomotor movement material could be improved through the application of games and learning media. The study involved 36 class II A MIN 2 Palangka Raya students (19 boys and 17 girls). In cycle 1, the results in aspect 1 showed that students successfully obtained 68% success, aspect 2 had 68%, and aspect 3 had 68% success. This shows a lack of students in applying locomotor movement skills in cycle 1, while in cycle 2 had very satisfactory results with a score of 100% in aspect 1, aspect 2 had 100% completion, and aspect 3 had 100% completion.
ANALISIS PENGARUH VARIASI JUMLAH SUDU TERHADAP KINERJA TURBIN CROSSFLOW DI PT XYZ
Farhan Rahmat Putra;
Andre Kurniawan;
Yolli Fernanda;
Randi Purnama Putra
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2026): Volume 11 No. 04 Desember 2025 In Build
Publisher : STKIP Subang
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DOI: 10.36989/didaktik.v11i04.8637
This study aims to analyze the effect of blade number variation on the performance of a crossflow turbine used in the Micro-Hydro Power Plant (PLTMH) system at PT XYZ. The research was conducted using a numerical simulation approach based on Computational Fluid Dynamics (CFD) with Solidworks 2022 for geometry modeling and ANSYS Fluent 2025 R1 for fluid flow simulation. The variations of blade numbers investigated were 18, 24, 30, and 32 blades, with constant operating parameters including a flow rate of 0.03678 m³/s, a head of 0.3 m, and a rotational speed of 1500 rpm. The simulation results indicate that the number of blades significantly affects the torque, output power, and efficiency of the crossflow turbine. The configuration with 18 blades produced the best performance, achieving a torque of 21.39 Nm, an effective power of 3359.64 W, and an efficiency of 31.09%, while configurations with 24 and 32 blades showed a significant decrease in efficiency to around 6%. The analysis of velocity contours, pressure contours, and streamlines revealed that the 18-blade configuration provides a more stable and focused flow with uniform pressure distribution along the blade’s leading edge, resulting in greater tangential force on the runner shaft. In contrast, increasing the number of blades causes higher turbulence and energy losses. Therefore, it can be concluded that the 18-blade configuration is the most optimal design for achieving efficient crossflow turbine performance under the specified operating conditions.
PENGARUH PEMBELAJARAN BERBASIS GAME EDUKATIF “COSMIC KIDS” TERHADAP KEMAMPUAN SAINS PADA ANAK USIA DINI
Anisa Dwi Lutfia;
Yaswinda;
Dadan Suryana;
Nur Hazizah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2026): Volume 11 No. 04 Desember 2025 In Build
Publisher : STKIP Subang
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DOI: 10.36989/didaktik.v11i04.8638
This research is motivated by the low scientific abilities of early childhood children due to less interesting and teacher-centered learning activities. To overcome this problem, learning media such as Cosmic Kids, an educational game, can foster children's interest in science. The purpose of this study was to determine the effect of Cosmic Kids educational game-based learning on the scientific abilities of early childhood children in Sitiung 1 Public Kindergarten. This quantitative research applied a quasi-experimental design. Group B of Sitiung 1 Public Kindergarten consisting of 10 students will be the subjects of the study in the 2025–2026 academic year. The author collected 20 students in grades B2 and B3, with 10 students in grade B2 and 10 students in grade B3 respectively. To collect data, an observation sheet instrument was used to observe children's scientific abilities. To analyze the data, the SPSS version 23 program for Windows used the t-test. The results showed that the Cosmic Kids educational game can improve children's scientific abilities at an early age. The t-test, which shows a sig value (2-tailed) of 0.000 < 0.05, explains that Cosmic Kids educational game-based learning has a significant effect on children's science abilities at an early age. As a result, Ha is accepted and Ho is rejected, that means Cosmic Kids educational game-based learning greatly influences the science abilities of early-age students at TK Negeri 1 Sitiung.
RESPON PENDENGAR DAN STRATEGI KOMUNIKASI TERHADAP PROGRAM KAJIAN KOPYAH DI RADIO ELGANGGA 100.3 FM BEKASI
Dini Salsabila;
Supriadi Maud;
Alfi Satria
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang
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DOI: 10.36989/didaktik.v11i04.8639
Penelitian ini dilatarbelakangi oleh perkembangan media penyiaran yang menuntut radio untuk beradaptasi dengan pola konsumsi informasi yang semakin cepat dan interaktif. Radio Elgangga 100.3 FM, melalui program Kajian Kopyah, berupaya menyuguhkan siaran dakwah yang memadukan materi keislaman dengan gaya komunikasi yang hangat dan mudah dipahami oleh berbagai kalangan. Fokus utama penelitian ini adalah untuk memahami respon pendengar terhadap program Kajian Kopyah serta strategi yang diterapkan oleh Radio Elgangga dalam meningkatkan jumlah pendengarnya, khususnya dari kalangan Generasi Z dan milenial pengguna media sosial Instagram. Penelitian ini menjawab dua rumusan masalah: (i) bagaimana respon pendengar terhadap program Kajian Kopyah, dan (ii) strategi apa yang digunakan Radio Elgangga dalam menjangkau audiens lebih luas. Penelitian ini menggunakan pendekatan kualitatif deskriptif dengan teknik pengumpulan data berupa wawancara dengan pendengar aktif, penanggung jawab program, dan tim marketing, observasi langsung ke studio siaran, serta dokumentasi seperti rekaman atau transkrip siaran. Hasil penelitian menunjukkan bahwa secara kognitif, pendengar memperoleh wawasan baru tentang ajaran Islam; secara afektif, mereka merasakan kenyamanan, kedekatan emosional, dan dorongan untuk memperbaiki perilaku keagamaan; sedangkan secara perilaku, materi kajian mulai diterapkan dalam kehidupan sehari-hari dan dibagikan kepada orang lain. Strategi komunikasi yang digunakan meliputi peningkatan kualitas konten, penggunaan bahasa yang komunikatif, interaksi melalui media sosial, serta penjadwalan siaran yang sesuai dengan waktu aktif pendengar. Program ini terbukti efektif dalam menyampaikan pesan dakwah serta membangun loyalitas dan memperluas jangkauan audiens.
PENGEMBANGAN MULTIMEDIA PEMBELAJARAN MATERI JARINGAN KOMPUTER DAN INTERNET PADA MATA PELAJARAN INFORMATIKA KELAS XI MA SEDERAJAT
Khaira Annisak;
Meldi Ade Kurnia Yusri;
Septriyan Anugrah;
Reni Kurnia
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang
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DOI: 10.36989/didaktik.v11i04.8641
This study aims to develop a multimedia learning application using Microsoft Office PowerPoint for informatics in grade XI MA students, which is considered highly valid and practical. The development stage of this multimedia learning application uses the 4D model, which includes several stages: Define, Design, Develop, and Disseminate. The multimedia learning application developed using Microsoft Office PowerPoint will be tested forfeasibility through validity and practicality tests. The average validation test result from the material and media validators was 92.5, indicating that the multimedia is considered "very valid." The average practicality test result from student responses was 89.28%, indicating "very practical."
PENGARUH KEAKTIFAN DAN MINAT BELAJAR TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN DASAR-DASAR MANAJEMEN PERKANTORAN DAN LAYANAN BISNIS KELAS X MPLB DI SMK NEGERI 1 PEMATANGSIANTAR T.A 2024/2025
Richard Victor S. Sinaga;
Munajat
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025.
Publisher : STKIP Subang
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The problem investigated in this study is that the majority of class X MPLB students at SMK Negeri 1 Pematangsiantar have not yet achieved the Learning Completion Criteria (KKTP). Out of a total of 107 students, only 38% succeeded in reaching KKTP, while the remaining 62% have not met the established standards. This condition indicates that most students are facing difficulties in achieving learning objectives, which suggests that there are obstacles in the learning process that impact student learning outcomes. This study aims to examine the influence of student activity and interest in learning on student learning outcomes in the subject of Fundamentals of Office Management and Business Services for class X MPLB at SMK Negeri 1 Pematangsiantar for the 2024/2025 academic year. The type of research used is ex-post facto with a population of all students in class X MPLB. The sampling technique used is purposive sampling, so a total of 71 students were selected as research samples, namely all students from class X MPLB 2 and X MPLB 3. The data collection techniques used in this study are documentation and questionnaire distribution, with the data analysis method conducted using multiple linear regression analysis using the SPSS 25 program. Before the questionnaire is used, a validity test and a reliability test are conducted first. The conclusion obtained is that the results of the partial hypothesis test show that activity has a positive and significant influence on learning outcomes, as does students' interest in learning. From the multiple linear regression test, the regression equation obtained is Y = 80.410 + 0.488 (X1) + 0.099 (X2) + ????, where activity has a greater influence, and the coefficient of determination R² is 94.5% on the learning outcomes of the Basics of Office Management and Business Services students, while 5.5% is influenced by other factors outside this study.
PENERAPAN APLIKASI SISTEM KEUANGAN DESA DALAM MENINGKATKAN AKUNTABILITAS KEUANGAN DESA BULUTELLUE KABUPATEN SINJAI
Indriani;
Muhammad Najib Kasim, Nurul Fuada
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Press
Publisher : STKIP Subang
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DOI: 10.36989/didaktik.v11i03.8644
This study aims to examine the implementation of the Village Financial System (SISKEUDES) application in improving the financial accountability of Bulutellue Village, Sinjai Regency. The research method used is descriptive qualitative with data collected through interviews, observations, and documentation. The data focuses on the implementation of SISKEUDES in accordance with regulations and its impact on aspects of village financial accountability. The results indicate that the implementation of SISKEUDES in Bulutellue Village has been carried out completely and consistently according to the stages of village financial management regulated by Minister of Home Affairs Regulation Number 20 of 2018. The use of this application improves accountability through complete documentation, fast and accurate reporting, and active involvement of village officials and the community. The digital transformation implemented has changed the work culture of village officials to become more professional and transparent, despite geographical infrastructure limitations.
PENERAPAN MODEL ROLE PLAYING DALAM PEMBELAJARAN BERMAIN DRAMA PADA SISWA KELAS VIII SMP NU DARUL MA’ARIF KAPLONGAN INDRAMAYU TAHUN PELAJARAN 2024/2025
Rahma Yanti;
Muhammad Sholeh, Ade Apriyanto
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025 In Press
Publisher : STKIP Subang
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The author's concern regarding the low drama performance ability of students in class VIII of SMP NU Kaplongan Indramayu in the 2024/2025 Academic Year in drama performance learning and the teacher's limitations in designing an effective learning model to improve students' drama performance skills is the background for this research. One effort that can be made is by implementing the Role Playing model in drama performance learning. This research aims to: 1) determine whether the implementation of the Role Playing model in drama performance learning is effective for class VIII students of SMP NU Darul Ma'arif Kaplongan Indramayu in the 2024/2025 Academic Year, and 2) describe the drama performance learning activities by implementing the Role Playing model for class VIII students of SMP NU Darul Ma'arif Kaplongan Indramayu in the 2024/2025 Academic Year. This research used an experimental method with a nonequivalent control group design. The population of this research was all class VIII students of SMP NU Darul Ma'arif Kaplongan Indramayu in the 2024/2025 Academic Year. Using the purposive sampling technique, class VIII E was designated as the experimental class with 25 students and class VIII G as the control class with 25 students. Research data were collected through practical tests and observation sheets. Based on the results of statistical calculations using the independent samples t-test, the calculated t-value (t_{calculated}) was 2.849 and the t-table value (t_{table}) was 2.011. Thus, t_{calculated} (2.849) > t_{table} (2.011), which indicates that H_i is accepted and H_0 is rejected. Therefore, it can be stated that the Role Playing model is effectively applied in drama performance learning for class VIII students of SMP NU Darul Ma'arif Kplongan Indramayu in the 2024/2025 Academic Year. Based on the analysis of observation results data, it is proven that the implementation of the Role Playing model can improve skills and self-confidence in the drama performance learning process for class VIII students of SMP NU Darul Ma'arif Kaplongan Indramayu in the 2024/2025 Academic Year.
PENGARUH PERMAINAN BINGO TERHADAP PENGENALAN KOSAKATA BAHASA INGGRIS PADA ANAK DI TAMAN KANAK-KANAK KARTIKA 1-7 PADANG
Ririn Marvelia Putri;
Elise Muryanti;
Rismareni Pransiska;
Tisna Syafnita
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 03 (2025): Volume 11 No. 03 September 2025 In Press
Publisher : STKIP Subang
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DOI: 10.36989/didaktik.v11i03.8646
From initial observations conducted by researchers on English vocabulary recognition skills at Kartika 1-7 Padang Kindergarten, it appears that children's English vocabulary recognition skills are still low because teachers only teach through flashcards. Therefore, educators need a variety of activities to improve children's English vocabulary recognition skills. One such activity is playing Bingo. This study aims to examine the effect of Bingo on children's English vocabulary recognition skills at Kartika 1-7 Padang Kindergarten. This study uses a quantitative method with a quasi-experimental design in the experimental and control classes. The population of this study is all children at Kartika 1-7 Padang Kindergarten in the 2025/2026 academic year. The sample was taken using purposive sampling, with class B5 as the experimental class consisting of 11 children and class B6 as the control class consisting of 11 children. The data collection technique used a test consisting of 5 statement items, and the data analysis technique used in this study was to compare the difference between the two mean values, so a T-test was performed. The data was processed using the SPSS Ver 26 For Windows application. Based on the post-test hypothesis test, the sig value (2-tailed) was 0.000 < 0.05. Thus, there is a significant difference between the bingo game and the treatment given by the teacher on the ability to recognize English vocabulary in children. It can be concluded that the Bingo game has an effect on the ability to recognize English vocabulary in children aged 5-6 years.