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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
ANALISIS KESALAHAN BERBAHASA DALAM INTERAKSI JUAL BELI DI PASAR MMTC MEDAN Ezra Parida Sitinjak; Intan Dwi Angel Panjaitan; Nurul Afni; Syahriani Nasution; Tia Septy Monica Sinaga
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.v12i02.15315

Abstract

This study aims to analyze language use in buying and selling interactions at MMTC Market Medan. This research used a descriptive qualitative method with observation, interviews, and note-taking techniques. The results showed that Indonesian is the dominant language used by traders and buyers because it is easier to understand. Regional languages such as Nias and Batak Toba are still used in certain situations according to the background of the speakers. The findings indicate that significant language errors were rarely found. Instead, language variation and code-mixing were used to support effective communication. Factors influencing language use include ethnic background, social environment, and daily language habits.
OPTIMALISASI KEGIATAN FIRE DRILL GUNA MENINGKATKAN KESIAGAAN CREW DI KAPAL SPOB SEROJA XVIII Raul Francisko Idris; Bayu Yudho Baskoro; Rizal Rochmansyah; M. Kurniawan; Yusuf Pria Utama
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15316

Abstract

Fire is one of the risks that can occur anytime and anywhere in marine shipping activities, the risk of fire on ships is quite large because the number of fire cases ranks second after the number of ship sinking cases. Management must pay attention to the provisions stipulated in the work safety regulations on ships as regulated in SOLAS (Safety of Life at Sea), ISM Code (International Safety Management Code) and STCW (Standard of Training, Certificate and Wachtkeeping for Seafarers) conventions to protect seafarers and prevent the risks in carrying out an activity on board. The purpose of this study was to find out how to implement Fire Drill as an effort to increase crew alertness on the Seroja XVIII. Limin Ventures. In this scientific work, the author uses a qualitative descriptive approach and primary and secondary data sources. The results of this study can be seen that the application of procedures before the Fire Drill or fire drills have been implemented well on the Seroja XVIII by holding a safety meeting before the activity and the captain always asks each crew about their duties and responsibilities in the event of a fire on board.
DAMPAK PENGGUNAAN GADGET BERLEBIHAN TERHADAP INTERAKSI SOSIAL ANAK Katarina Dei Ricci Barek Masan; Sisilia Mei Sketsi Meler Laka; Destri Fitriani Meno; Sahaja Tefbana; Rista Apriliya Devi
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.v12i02.15317

Abstract

Penelitian ini bertujuan untuk menganalisis dampak penggunaan gadget berlebihan terhadap interaksi sosial anak muda serta mengidentifikasi faktor-faktor yang memengaruhi perubahan pola komunikasi sosial. Penelitian menggunakan metode studi literatur (library research) dengan pendekatan deskriptif kualitatif. Data diperoleh melalui penelaahan berbagai jurnal, buku, artikel ilmiah, dan hasil penelitian yang relevan mengenai penggunaan gadget dan interaksi sosial. Analisis data dilakukan menggunakan teknik analisis isi (content analysis) dengan mengelompokkan temuan berdasarkan tema-tema tertentu. Hasil kajian menunjukkan bahwa penggunaan gadget yang berlebihan dapat menurunkan kualitas interaksi sosial anak muda, mengurangi frekuensi komunikasi tatap muka, menurunkan kemampuan komunikasi interpersonal, mengurangi rasa empati, serta mendorong munculnya perilaku individualis. Selain itu, penggunaan gadget yang tidak terkontrol juga berpotensi memengaruhi aspek pendidikan, kesehatan, dan perkembangan emosional. Namun demikian, gadget juga memiliki dampak positif apabila digunakan secara bijak, seperti memudahkan komunikasi jarak jauh, memperluas jaringan pertemanan, serta meningkatkan akses terhadap informasi dan pembelajaran. Faktor-faktor yang memengaruhi interaksi sosial meliputi pola asuh orang tua, lingkungan sosial, hubungan dengan teman sebaya, dan penggunaan gadget. Oleh karena itu, diperlukan pengawasan, pembatasan waktu penggunaan gadget, serta peningkatan kesadaran dalam memanfaatkan teknologi secara seimbang agar interaksi sosial anak muda tetap berkembang secara optimal.
SOLUTION-FOCUSED BRIEF THERAPY (SFBT) DALAM KONSELING ANAK DAN REMAJA: TEKNIK, IMPLEMENTASI, DAN INTEGRASI NILAI-NILAI ISLAM Nenny Litania; Amirah Diniaty
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.v12i02.15318

Abstract

ABSTRACT Psychological problems among children and adolescents—including anxiety, low self-esteem, interpersonal conflict, and risk behaviors—continue to rise, demanding effective and contextually sensitive counseling approaches. Solution-Focused Brief Therapy (SFBT) focuses on solutions rather than pathology, the future rather than the past, and client strengths rather than deficits. This conceptual article elaborates the theoretical foundations, core techniques, and implementation procedures of SFBT in child and adolescent counseling, integrating Islamic values relevant to the Indonesian context. Techniques examined include the Miracle Question, Exception-Finding Questions, Scaling Questions, Coping Questions, the EARS Technique, the Formula First Session Task (FFST), and the use of compliments. Each is mapped onto Islamic concepts such as husnudzon, tawakal, muhasabah, ikhtiar, sabar, and qana'ah, supported by relevant Qur'anic verses and hadiths. This integration rests on an epistemological alignment between SFBT's strength-based orientation and the Islamic view of human nature as inherently capable of positive change. Keywords: solution-focused brief therapy, Islamic integration, child and adolescent counseling ABSTRAK Permasalahan psikologis pada anak dan remaja—mulai dari kecemasan, rendah diri, konflik interpersonal, hingga perilaku berisiko—terus meningkat dan menuntut pendekatan konseling yang efektif, efisien, dan kontekstual. Solution-Focused Brief Therapy (SFBT) berfokus pada solusi, bukan patologi; pada masa depan, bukan masa lalu; dan pada kekuatan klien, bukan defisitnya. Artikel konseptual ini menguraikan landasan teoretis, teknik-teknik utama, dan prosedur implementasi SFBT dalam konseling anak dan remaja, sekaligus mengintegrasikannya dengan nilai-nilai Islam yang relevan dengan konteks Indonesia. Teknik yang dibahas meliputi Miracle Question, Exception-Finding Questions, Scaling Questions, Coping Questions, EARS Technique, Formula First Session Task (FFST), dan teknik pemberian pujian. Setiap teknik dipetakan terhadap konsep keislaman seperti husnudzon, tawakal, muhasabah, ikhtiar, sabar, dan qana'ah, beserta rujukan ayat Al-Qur'an dan hadits. Integrasi ini bertumpu pada keselarasan epistemologis antara orientasi kekuatan SFBT dan pandangan Islam tentang fitrah manusia sebagai makhluk yang berpotensi untuk berubah dan berkembang. Kata kunci: solution-focused brief therapy, integrasi Islam, konseling anak dan remaja
EFEKTIVITAS BERMAIN LEGO UNTUK MENGEMBANGKAN ASPEK SOSIAL EMOSIONAL ANAK USIA DINI Ni Ketut Arsini; Serli Marlina
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.v12i02.15319

Abstract

Early childhood education plays a crucial role in supporting children's overall development, including their social development. This study aims to examine the effectiveness of LEGO games in improving the social skills of early childhood. The study employed a quantitative approach with a quasi-experimental method and a Pretest–Posttest Control Group Design. The study population comprised all 27 children at Hidara Kindergarten, divided into two classes: Class A1 as the experimental group with 13 children, and Class A2 as the control group with 14 children. Data were collected using observation sheets, and hypothesis testing employed the Paired-Sample T-test. Results revealed a significance value of 0.001 (< α 0.05), indicating a statistically significant difference between experimental and control classes. The mean posttest score of the experimental class was 87.69, compared to 76.43 for the control class, yielding a difference of 11.26 points. With an effect size of 0.67 (moderate category), the contribution reached 73%. It is concluded that playing LEGO effectively enhances social aspects among young children, especially cooperation, sharing, communication, emotional regulation, empathy, and confidence. LEGO proves not merely as entertainment but as a strategic instructional instrument capable of optimally stimulating children's interpersonal
MENINGKATKAN HASIL BELAJAR SISWA MELALUI PENERAPAN GAMIFIKASI QUIZIZZ PADA MATA PELAJARAN IPAS KELAS IV SD SWASTA HKBP TELADAN MEDAN Karmila Bru Sebayang; Eni Yusnita Br Pardede; Eduard; Meldiya Sabrina Br Purba; Melan Hady Syari
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.v12i02.15320

Abstract

Low learning outcomes in elementary science and social studies remain a challenge, particularly when learning activities do not sufficiently involve interactive media that can enhance student participation. This study aimed to improve students’ learning outcomes through the implementation of Quizizz gamification in science and social studies learning for fourth-grade students at HKBP Teladan Private Elementary School Medan. This research employed a quantitative approach with an experimental method using a one-group pretest–posttest design. The subjects were 20 fourth-grade students who participated in four learning sessions. Data were collected through learning achievement tests, observation sheets, and interview guidelines. The test data were analyzed using descriptive statistics and a paired sample t-test at a 5% significance level. The results showed that students’ mean pretest score increased from 52.4 to 79.6 in the posttest, indicating an improvement of 27.2 points. The highest score increased from 65 to 88, while the lowest score increased from 40 to 70. The paired sample t-test result showed a significance value of 0.000 < 0.05, indicating a significant improvement in students’ learning outcomes after the implementation of Quizizz gamification. In addition, observation results showed that 85% of students demonstrated increased active participation during the learning process. Therefore, Quizizz gamification is effective as an interactive learning medium to improve students’ learning outcomes, motivation, focus, and engagement in elementary science and social studies learning.
PENGARUH MEDIA PEMBELAJARAN MONTARA TERHADAP HASIL BELAJAR MURID MATERI TRADISI ATAU BUDAYA INDONESIA KELAS III SDN REJOSARI 01 Nur Laili Maulida; Nur Azelin; Ikha Listyarini; Sri Nurhayati
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.v12i02.15323

Abstract

Penelitian ini dimotivasi oleh rendahnya partisipasi dan hasil belajar murid kelas III SD Rejosari 01 pada mata pelajaran IPAS, khususnya pada topik tradisi dan budaya Indonesia. Pembelajaran yang lebih berfokus pada guru membuat murid cepat kehilangan minat dan menjadi pasif di kelas. Untuk mengatasi masalah ini, penelitian ini menggunakan alat pembelajaran inovatif berbasis permainan, yang disebut Montara (Monopoli Kepulauan Tradisional). Tujuan penelitian ini adalah untuk mengetahui apakah penggunaan media Montara berpengaruh signifikan terhadap peningkatan hasil belajar murid. Metode penelitian yang digunakan adalah kuantitatif, dan mengikuti desain eksperimental pretest-posttest satu kelompok. Sampel penelitian terdiri dari 27 murid kelas III SD Rejosari 01. Pengumpulan data dilakukan menggunakan instrumen tes berupa soal pilihan ganda yang diberikan sebelum (pretest) dan setelah (posttest) penggunaan media. Metode analisis data menggunakan uji Shapiro-Wilk untuk memeriksa normalitas dan uji T sampel berpasangan untuk menguji hipotesis. Hasil analisis statistik deskriptif menunjukkan peningkatan yang signifikan pada nilai rata-rata, naik dari 61,15 pada pretest menjadi 83,52 pada post-test. Berdasarkan uji hipotesis, nilai adalah 32,515 dengan nilai signifikansi 0,000, yang kurang dari 0,05 (Sig. < 0,05). Hasil menunjukkan bahwa terdapat perbedaan yang signifikan pada nilai rata-rata setelah diberikan perlakuan. Oleh karena itu, dapat disimpulkan bahwa penggunaan media pembelajaran Montara memiliki pengaruh positif dan signifikan terhadap hasil belajar murid mengenai tradisi atau budaya Indonesia di Kelas III SDN Rejosari 01.
PENINGKATAN KEMAMPUAN MENGENAL ANGKA ANAK USIA DINI MELALUI PERMAINAN LOMPAT ANGKA DI TAMAN KANAK KANAK PERTIWI II KABUPATEN LIMA PULUH KOTA Tati Murni; 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.v12i02.15324

Abstract

This study was motivated by the low ability of early childhood learners to recognize numbers at TK Pertiwi II, Lima Puluh Kota Regency. Most children experienced difficulties in mentioning number sequences, recognizing number symbols, and matching quantities with the correct number symbols. The purpose of this study was to improve children's number recognition skills through a number-jumping game. This research employed Classroom Action Research (CAR) using the Kemmis and McTaggart model, conducted in two cycles consisting of planning, action, observation, and reflection stages. The participants were 15 children aged 5–6 years. Data were collected through observation, documentation, and field notes. The findings indicated a significant improvement in children's number recognition skills. The percentage of children achieving the categories of Developing as Expected and Very Well Developed increased from 33% in the initial condition to 60% in Cycle I and reached 86% in Cycle II. These results demonstrate that the number-jumping game is effective in improving number recognition skills in early childhood education.
PEMANFAATAN APLIKASI PEMBELAJARAN DIGITAL UNTUK MENINGKATKAN HASIL BELAJAR Vika Wiguna Pratama; Asep Sahrul Gunawan
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15325

Abstract

The development of digital technology has brought major changes in the field of education, particularly through the utilization of digital learning applications. The use of applications such as Google Classroom, interactive multimedia, mobile learning, and web-based learning platforms has proven effective in improving students’ motivation, engagement, and learning outcomes. This article aims to analyze the utilization of digital learning applications in improving student learning outcomes by examining examples from online news articles and journals. The method used in this study is a literature review by collecting data from scientific articles and online educational news sources. The analysis results indicate that the use of digital learning applications has a positive impact on students’ understanding of learning materials, participation, and the effectiveness of the learning process. In addition, several spelling and writing errors were found in the analyzed news sources and articles, including incorrect capitalization, nonstandard words, and improper punctuation. Therefore, the use of digital technology should be balanced with good language literacy skills so that educational information can be conveyed effectively and correctly.
PENINGKATAN KEMAMPUAN PROSOSIAL ANAK USIA DINI MELALUI KEGIATAN BERMAIN PERAN DI TAMAN KANAK-KANAK BUNDO KANDUANG AMPANG GADANG KABUPATEN LIMA PULUH KOTA Yenti Elfira
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.v12i02.15327

Abstract

This research aims to improve children's prosocial abilities through the implementation of role-play activities. This research was conducted based on the finding that the prosocial abilities of early childhood children at Bundo Kanduang Kindergarten, Ampang Gadang, have not yet developed optimally. This condition is evident in the low behavior of sharing, helping friends, and showing empathy in various learning activities. The method used is Classroom Action Research (CAR), which was implemented in two cycles, with each cycle covering the stages of planning, action implementation, observation, and reflection. The research subjects consisted of children in group A at Bundo Kanduang Kindergarten, Ampang Gadang. Research data were collected through observation and documentation, then analyzed using quantitative and qualitative descriptive techniques. The results of the study indicate that the implementation of role-play activities can gradually improve children's prosocial abilities. These changes are indicated by the children's increased ability to interact, cooperate, and show concern for peers. Based on these findings, role-play activities can be used as an alternative learning strategy to develop prosocial behavior in early childhood.

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