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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 11,011 Documents
SIMBOL NILAI-NILAI KEARIFAN LOKAL DALAM DOLANAN ANAK SURABAYA PADA BUKU PRÈJÈNGANÉ KUTHO SUROBOYO Yeni Rakhmawati Agustin; Adelia Savitri
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15249

Abstract

This research aims to explore the symbols of local wisdom values in Surabaya children’s games featured in the book Prèjèngané Kutho Suroboyo. Traditional games serve not only as a means of entertainment but also as a medium for transmitting cultural values and social norms that have been passed down from generation to generation. This study employs a qualitative descriptive method using Charles Sanders Peirce’s semiotic approach. The research data source is the book *Prèjèngané Kutho Suroboyo*, which contains children’s games from Surabaya. Data collection techniques were conducted through reading, note-taking, and documentation. Data analysis was conducted by examining the triadic relationship between the representamen, object, and interpretant to uncover the meaning of the signs found in these traditional games. The results of the study indicate that the games èngklék, Jang Jing Si Pengusir Anak Kèpèt, bèntèng-bèntèngan, and jumping rope contain various values of local wisdom, namely togetherness, mutual,sportsmanship, discipline, patience, courage, perseverance,group loyalty, heroism, cleanliness, harmony, agility,strategy, and resilience. These values are represented through game movements, interactions among players, and symbols found in each game. This study concludes that the traditional games of Surabaya serve as cultural symbols that play a role in character development as well as the preservation of the community’s local wisdom.
PENINGKATAN KEMAMPUAN MENGENAL KONSEP BILANGAN MELALUI MEDIA MATCHING GAME PADA ANAK KELOMPOK B DI TAMAN KANAK-KANAK ISLAM AL-AMANAH PROVINSI BENGKULU Sri Praptini; Indra Yeni
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15250

Abstract

The purpose of this study is to improve children's ability to recognize number concepts through Matching Game media based on the Wordwall digital platform. This study is motivated by the low ability to recognize number concepts in Group B2 children at Al-Amanah Islamic Kindergarten, Bengkulu Province, which is caused by the use of learning media in understanding number concepts that tend to be conventional and monotonous. This type of research is Classroom Action Research (CAR) which is carried out in two cycles, where each cycle consists of planning, implementation, observation and reflection stages. The subjects of this study were 12 children from Group B2. Data collection techniques were carried out through observation of research instruments through checklists and action documentation. The results of the study showed a gradual and significant increase in children's cognitive abilities in each cycle based on the class percentage assessment criteria. In the initial conditions, the average ability of children's development scores only reached 13.3 with a class percentage of 47% (Sufficient category), and the classical completion level was at 25% (Poor category). After intervention at the end of Cycle I, the average score for children increased to 19.3, with a class percentage of 69% (Good category), and the classical completion rate climbed to 58% (Good category). Children's cognitive development reached optimal performance at the end of Cycle II, with an average class score of 24.4 and a class success rate of 87% (Very Good category). Similarly, the classical completion rate at the end of Cycle II successfully reached the absolute target of 100% (Very Good category), with all 12 students successfully completing the task with the grade of "Able." Based on these results, it can be concluded that the implementation of the Wordwall-based Matching Game media proved significantly effective in improving the ability to recognize number concepts in Group B2 children.
STANDAR MUTU PENDIDIKAN BERBASIS KOMPETENSI: KAJIAN TEORITIS DAN IMPLIKASI PADA KURIKULUM SERTA EVALUASI PEMBELAJARAN ASMIATI; SIMINTO; MUSYARAFAH
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15252

Abstract

Competency-Based Education (CBE) has become the dominant paradigm in the reform of global education systems since the late twentieth century. This article aims to theoretically examine the concept of competency-based educational quality standards and analyze their implications for curriculum development and learning evaluation systems. Using a systematic literature review approach on 20 recent reference sources, this study finds that: (1) CBE quality standards encompass integrated dimensions of knowledge, skills, and attitudes within measurable learning outcomes frameworks; (2) the curricular implications of CBE require a shift from content-centered to learner-centered curriculum design; and (3) competency-based evaluation systems necessitate the use of authentic assessment, portfolios, and comprehensive performance-based assessments. This article concludes that the effective implementation of CBE requires alignment among quality standards, curriculum design, and evaluation instruments, as well as continuous support for educators’ capacity development.
TRANSFORMASI METODE PENELITIAN ILMIAH MELALUI PENDEKATAN FILSAFAT ILMU ASMIATI; SIMINTO; YATIN MUYONO
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15255

Abstract

This article examines the transformation of scientific research methods influenced by the development of the philosophy of science throughout history. The philosophy of science serves as an epistemological foundation that determines how researchers perceive reality, truth, and verification procedures. Through a systematic literature review, this article explores how schools of the philosophy of science — ranging from positivism, post-positivism, constructivism, to pragmatism — have shaped the paradigms of quantitative, qualitative, and mixed-method research. The findings indicate that the transformation of research methodology is not merely a technical change, but rather a fundamental shift in the way scientists construct meaning from knowledge. A philosophical approach to science provides a critical framework for researchers to select appropriate methods, identify ontological and epistemological assumptions, and integrate diverse perspectives in order to produce more comprehensive and relevant knowledge. This article is intended to serve as a meaningful contribution to the development of research methodology in Indonesia, particularly within the context of the social sciences and humanities.
PENINGKATAN KEMAMPUAN BERBICARA ANAK MELALUI VIDEO ANIMASI DI TAMAN KANAK-KANAK NEGERI MODEL ARGAMAKMUR BENGKULU UTARA Widiawati Debora Tarigan; Indra Yeni
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15260

Abstract

This study aims to improve children's speaking skills through animated videos at the Argamakmur Model State Kindergarten, North Bengkulu, with the research subjects being 10 children in group A aged 4-5 years, in the 2025-2026 academic year. In this classroom action research, the researcher used the Kurt Lewin model of CAR, Kurt Lewin developed an operations research model for a system consisting of input, transformation, and output subsystems, the initial problems faced by individuals or groups of children were diagnosed, (Arif & Oktaviana, 2023). Classroom action research has been carried out by researchers in two cycles, each cycle the researcher conducted three meetings, each cycle consisted of 4 components that must appear in the series of classroom action research, namely planning, action, observation, and reflection, (Purnama, et al., 2020). The data collection techniques used by researchers were observation, interviews, and documentation, (Sridadi et al., 2026). The data analysis techniques used were descriptive qualitative and quantitative. Qualitative data were obtained from observations and reflections, while quantitative data were calculated as percentages to determine the increase in student activity in each cycle (Sridadi, 2026). From the overall results of observations, interviews, and documentation, it was found that 60% of children had not completed the initial observation, 30% had not completed the end of cycle I, and 10% had not completed the end of cycle II. The use of animated video media has been proven to improve children's speaking skills during the CAR process by 30% at the Argamakmur Model State Kindergarten, North Bengkulu.
ANALISIS TEKNIK SMASH SEBAGAI FAKTOR PENENTU KEBERHASILAN SERANGAN DALAM PERMAINAN BULUTANGKIS Icha Amelia Putri; Cindy Rasika Amalia; Latipa Harahap
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 02, Juni 2026 Produce
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15261

Abstract

Smash is one of the most important attacking techniques in badminton because it is often used to pressure the opponent and create opportunities to score points. However, the success of a smash is not only determined by hitting power, but also by technical accuracy, body coordination, timing, racket angle, shuttlecock placement, and the player’s ability to read game situations. This article aims to analyze smash technique as a determining factor in the success of attacks in badminton. This study uses a descriptive qualitative method with a literature review approach. Data were obtained from scientific journals, academic articles, and relevant open-access literature related to badminton smash technique, biomechanics, smash accuracy, and training methods. The results show that an effective smash requires a coordinated movement sequence, starting from preparation, racket swing, shuttlecock contact, and follow-through movement. In addition, accuracy and shot placement are important factors that determine whether a smash can pressure the opponent effectively. Therefore, smash technique can be considered an important factor in the success of attacking play in badminton, although it still needs to be supported by physical condition, tactical awareness, and consistent training.
ANALISIS PERAN GURU DAN ORANG TUA DALAM PENDAMPINGAN INTERAKSI SOSIAL-EMOSIONAL ANAK ADHD DI MARINDAL Maysarah; Heriyani; Marsyah Finkan Adtya; Wahda Khairunisya; Dwi Andini; Rahmadani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15262

Abstract

This study aims to describe the role of teachers and parents in assisting the social-emotional interaction of a child with Attention Deficit Hyperactivity Disorder (ADHD) in Marindal. This research uses a qualitative descriptive approach with data obtained through interviews and observation. The subject of the study was a 9-year-old child with ADHD characteristics, such as high activity, difficulty controlling behavior, and difficulty socializing with peers. The results show that the child has good academic abilities, especially in reading, mathematics, contextual learning, memorization, iqro, drawing, and basic vocabulary in several foreign languages. However, the child still experiences obstacles in social interaction, such as difficulty playing with friends, feeling uncomfortable when touched, and sometimes pushing peers. The presence of a shadow teacher greatly helps the child follow classroom activities. Teachers provide individual learning assistance, especially in reading, because the child requires a focused and quiet environment. Parents also play an active role in supporting learning at home and maintaining communication with teachers. The collaboration between teachers and parents has created positive academic development, although the child’s social-emotional development still needs continuous assistance.
PENINGKATAN KETERAMPILAN INTERAKSI SOSIAL ANAK MELALUI PERMAINAN ULAR TANGGA EDUKASI DI TAMAN KANAK-KANAK YAPIGUNA GUGUAK KABUPATEN LIMA PULUH KOTA Sri Indria Yunyul; Indra Yeni
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15265

Abstract

This classroom action research aimed to improve children’s social interaction skills through educational snakes and ladders games at TK Yapiguna Guguak, Lima Puluh Kota Regency. The study used the Kemmis and McTaggart classroom action research model consisting of planning, acting, observing, and reflecting stages conducted in two cycles. The subjects were 15 children aged 5–6 years. Data collection techniques included observation, field notes, documentation, and child development assessment sheets. The results showed an increase in children’s social interaction skills in every cycle. In the pre-action stage, only 33% of children achieved the criteria of Developing as Expected (BSH) and Very Well Developed (BSB). In Cycle I, the percentage increased to 60%, and in Cycle II it reached 86%. The improvement was seen in communication, cooperation, empathy, and social adaptation aspects. Educational snakes and ladders games provided opportunities for children to communicate, cooperate, wait for turns, obey rules, and build positive social relationships. Therefore, educational snakes and ladders games can be used as an effective and innovative learning method to improve early childhood social interaction skills.
PRAKTIK MENGEMIS GIFT DALAM LIVE TIKTOK: KAJIAN FENOMENOLOGI PENGGUNA MEDIA SOSIAL Sovia; Nisbatun Nisak; Maulid Hariri Gani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15266

Abstract

Fenomena mengemis online dalam live TikTok saat ini semakin berkembang dan mulai dianggap sebagai hal yang biasa di kalangan pengguna media sosial, khususnya remaja. Permasalahan dalam penelitian ini adalah praktik meminta gift yang dilakukan secara terbuka melalui interaksi emosional sehingga perlahan mengalami normalisasi di media sosial. Penelitian ini bertujuan untuk menganalisis praktik meminta gift dalam live TikTok serta memahami pengalaman dan pemaknaan pengguna terhadap fenomena tersebut. Penelitian ini menggunakan metode kualitatif dengan pendekatan fenomenologi untuk memahami pengalaman dan pemaknaan pengguna terhadap fenomena tersebut. Teknik pengumpulan data dilakukan melalui observasi, wawancara, dan dokumentasi terhadap aktivitas live TikTok. Hasil penelitian menunjukkan bahwa praktik mengemis online dilakukan melalui berbagai bentuk komunikasi seperti candaan, tantangan, dan interaksi emosional untuk menarik perhatian audiens agar memberikan gift virtual. Fenomena ini menunjukkan adanya perubahan pola interaksi sosial dalam media digital, di mana perhatian dan simpati publik dimanfaatkan sebagai sarana memperoleh keuntungan. Selain itu, praktik tersebut juga menimbulkan dampak psikologis berupa ketergantungan terhadap validasi sosial dan normalisasi eksploitasi emosi di media sosial.
PENGARUH PENERAPAN MODEL GAME-BASED LEARNING BERBANTUAN MEDIA GURITA BERANTAI TERHADAP PEMAHAMAN KONSEP BILANGAN BULAT PADA SISWA KELAS V SD INPRES PERUMNAS ANTANG I Nur Aisyah Ilyas
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 02, Juni 2026 Produce
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15267

Abstract

This study was motivated by the low understanding of integer concepts among fifth-grade students at SD Inpres Perumnas Antang I. In addition, the learning process had not fully encouraged active student engagement in mathematics lessons. This study aimed to: (1) describe the implementation of the Game-Based Learning model assisted by Chain Octopus media on integer learning; (2) describe students' understanding of integer concepts; and (3) analyze the effect of the model implementation on students' understanding of integer concepts. This study employed a quantitative approach with a quasi-experimental method using a pretest-posttest non-equivalent control group design. The sample consisted of 53 fifth-grade students selected through purposive sampling, divided into an experimental class (VA, n=26) and a control class (VB, n=27). The experimental class was treated using Game-Based Learning assisted by Chain Octopus media, while the control class used Direct Instruction. Data were collected through tests (pretest and posttest) and observation sheets, then analyzed using descriptive and inferential statistics (Mann-Whitney test). The results showed that the implementation of the Game-Based Learning model assisted by Chain Octopus media was categorized as very good (86.11% in the first meeting and 97.22% in the second meeting). Students' understanding of integer concepts in the experimental class improved from a pretest mean of 40.27 to 71.62 (N-Gain 0.5420 medium category), while the control class increased from 36.41 to 57.48 (N-Gain 0.3278 medium category). Hypothesis testing using the Mann-Whitney test showed a significance value of 0.011 (<0.05), indicating a significant difference after the treatment. Therefore, the Game-Based Learning model assisted by Chain Octopus media is effective in improving fifth-grade students' understanding of integer concepts.

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