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Contact Name
Dr. Romi Siswanto, M.Si
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ojsdikdas@gmail.com
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+628116818656
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ojsdikdas@gmail.com
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Kompleks Kementerian Pendidikan dan Kebudayaan Republik Indonesia, Gedung D Lantai 15 Jalan Jenderal Sudirman, Senayan, Jakarta Pusat, 10270 Telepon: 021-57974129
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INDONESIA
Jurnal Didaktika Pendidikan Dasar
ISSN : 2580006X     EISSN : 27460525     DOI : http://dx.doi.org/10.26811/didaktika
Jurnal Didaktika Pendidikan Dasar is a leading peer-reviewed and open-access journal, which publishes high-quality and innovative scientific work at the forefront of all sciences in the form of interdisciplinary research and book reviews in the field of basic education. This journal is published by the Directorate GTK Pendidikan Dasar, Ministry of Education and Culture of the Republic of Indonesia, and published three times a year (March, July, and November) with E-ISSN: 2746-0525 and P-ISSN: 2580-006X. The main objective of this journal is to publish scientific papers in the field of basic education from teachers, school principals, supervisors, and other educational personnel (such as school administration staff, laboratory staff, library staff), as well as observers of basic education. Jurnal Didaktika Pendidikan Dasar offers open access to its content is licensed under a CC-BY-SA or an equivalent license as the optimal license for the publication, distribution, use, and reuse of scholarly works.
Articles 30 Documents
Search results for , issue "Vol 5 No 3 (2021): Jurnal Didaktika Pendidikan Dasar" : 30 Documents clear
Peningkatan Kemampuan Berpikir Kritis dan Hasil Belajar Peserta Didik Melalui Model Pembelajaran Discovery Learning Siti Luthfah Ridwan
Jurnal Didaktika Pendidikan Dasar Vol 5 No 3 (2021): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/didaktika.v5i3.201

Abstract

Meaningful learning is learning that takes the side of students and makes students as the main actors who are active with their friends identifying problems, looking for solutions and concluding and actively communicating in learning activities. Activities like this can be done by implementing the Discovery Learning model. The purpose of this study was to improve critical thinking skills and student learning outcomes in the classification of living things. This research is a Classroom Action Research model of Kemmis and Taggart through four stages, namely planning, implementing, observing, and reflecting which were carried out in two cycles and each cycle carried out three meetings. The results of the data analysis showed that the percentage of students who achieved the critical thinking indicator was 14 students (56.00%), 17 students (68.00%) who achieved the knowledge competency learning outcomes. Whereas in Cycle 2, there were 22 students (88.00%) who reached the critical thinking ability indicator, and 21 students (84.00%) who reached the learning outcome indicator. From the results of these studies it can be concluded that the Discovery Learning learning model can improve critical thinking skills and learning outcomes of students.
Meningkatkan Kemampuan Berlari, Melempar, dan Menangkap Bola Melalui Permainan Tic Tac Toe Ball di Sekolah Dasar Irvan Nur Nugroho
Jurnal Didaktika Pendidikan Dasar Vol 5 No 3 (2021): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/didaktika.v5i3.230

Abstract

The learning outcomes of fourth grade students of SDN Karangtengah III for the 2019/2020 academic year, the material for small ball games (kasti) including the basic movements of running, throwing and catching the ball is still low. The results showed an increase in learning outcomes of the basic motion of running, throwing and catching the ball after using the tic tac toe ball game. The result of the improvement is that through the tic tac toe ball game, students who get learning outcomes meet the minimum completeness criteria for grade IV is 77, in the initial condition there are only six children or about 26%. After the implementation of learning using the tic tac toe ball game, students who succeeded in achieving the minimum completeness criteria 77 increased to 21 students or about 91%. The conclusion of this research is that the tic tac toe ball game can improve the learning outcomes of the basic movements of running, throwing, and catching the ball for fourth grade students of SDN Karangtengah III in the 2019/2020 academic year.
Antusiasme Belajar Siswa terhadap Pembelajaran Digital Berbasis BCS-App pada Masa Pandemi COVID-19 Dian Khoirul Huda
Jurnal Didaktika Pendidikan Dasar Vol 5 No 3 (2021): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/didaktika.v5i3.237

Abstract

The 21st century requires human to be able to take advantage of technology, including in education. The COVID-19 pandemic is also pushing education to change from classic learning to distance learning utilizing digital technology. This matter encourages teachers to carry out a learning innovation by creating learning media that is able to encourage students to be more enthusiasm about long distance learning. The digital learning media of innovation in this research can be increase student’s enthusiasm for learning in class 8.1 of Sekolah Menengah Pertama Negeri 2 Praya Barat Daya. The method used in this research is Research and Development (R&D) with testing using media validation instrument, enthusiasm observation instrument and test questions instrument given to students. Obtained in average value of the media validation results of 88.33 with very good criteria, thus it can be said that the digital learning media of innovation in this research is suitable for use in learning. The results of the observation showed that the student’s enthusiasm for learning had increased, in first learning obtained an average score of 54.12 increased at the second learning to 84.70%. Learning outcomes also increased, in first learning the average score of students was 67.06 with classical completeness of 52.94% increased in second learning the average score of students became 83.76 with classical completeness of 88.24%.
Pengembangan Media Wheelsmatik untuk Meningkatkan Pemahaman Konsep Perhitungan Zakat di Sekolah Dasar Anhar Anhar
Jurnal Didaktika Pendidikan Dasar Vol 5 No 3 (2021): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/didaktika.v5i3.272

Abstract

Pembelajaran Pendidikan Agama Islam dan Budi Pekerti terdapat materi zakat yang menuntut siswa memahami konsep matematis, karena siswa harus mampu menentukan kadar zakat dengan nominal jutaan. Konsep matematis harus dipahami secara mudah dan efektif dalam pembelajaran. Pengembangan media Wheelsmatik dirancang untuk meningkatkan pemahaman konsep matematis pada materi zakat, agar terjadi penguatan konsep matematis dan peningkatan hasil belajar siswa khususnya di Sekolah Dasar Negeri 1 Jatisari, Sambi, Boyolali. Inovasi ini dikembangkan dengan menerapkan metode Research and Development. Hasil penelitian ini menunjukkan persentase hasil belajar siswa meningkat. Sebelum penggunaan media Wheelsmatik, rata-rata hasil belajar siswa 75.38 dan masih terdapat 6 siswa belum tuntas. Setelah menggunakan media Wheelsmatik rata-rata hasil belajar siswa meningkat menjadi 83.07 dan hanya 3 siswa belum tuntas pada percobaan pertama. Pada percobaaan kedua, rata-rata hasil belajar meningkat menjadi 86.15 dan semua siswa sudah tuntas. Kesimpulan penelitian ini adalah terdapat peningkatan pemahaman konsep matematis materi zakat dan hasil belajar siswa.
Make A Match untuk Meningkatkan Hasil Belajar Pendidikan Agama Kristen Raditya Wardhani
Jurnal Didaktika Pendidikan Dasar Vol 5 No 3 (2021): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/didaktika.v5i3.295

Abstract

This study aims to describe Make A Match based on dart game with paper chain to improve learning outcomes of Christian Religious Education's students at class VIII D in SMPN 13 Surakarta of Even Semester Academic Year 2019/2020. The subjects of this study were students of class VIII D SMPN 13 Surakarta in the 2019/2020, totaling 6 childresn. This research is a Classroom Action Research to improve the quality lerning in the classroom. Data was collected through observation, tests, and documentation. Data analysis was carried out to make conclusions and descriptions of the data based on the conditions as they were. The result showed that make a match based on dart game with paper chain can improve learning outcomes in the first cycle of action. The percentage of results in action cycle I and II wihich values above the KKM before action is 4 children or 66,67% becomes 3 children or 50%in action cycle I and 1 children or 16,67% in action cycle II.
Pengaruh Game Edukasi Adventure Berbantuan Online Hots Test Terhadap Keterampilan Berpikir Kritis Siswa I Gede Eka Saputra
Jurnal Didaktika Pendidikan Dasar Vol 5 No 3 (2021): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/didaktika.v5i3.301

Abstract

Critical thinking is an essential skill that students must have to face the challenges of the 21st century. The low critical thinking skills’ problem is caused by student's internal factors and the learning process doesn't prioritize the development of thinking skills. This study aims to determine the effect of learning media adventure educational games assisted by online tests with the content of higher order thinking skill (HOTS) questions on critical thinking skills. The method in this study is a pre-experiment with One Group Pretest-Posttest Design. The research subjects were class VIIIE at SMPN 1 Tegallalang in the 2019/2020 academic year, with 36 total students. Data collection critical thinking skills using essay tests. The data research analyzed using paired samples test, with the requirement that data normal distributed and homogeneous. The results of the normality and homogeneity test, obtained at a significant level of more than 0,05. So that the data for critical thinking skills normally distributed and homogeneous. The increase in critical thinking skills from the N-Gain analysis of 0,643 in the medium category. Based on the results of the paired samples test, the value of Sig. was obtained (2-tailed) of 0,000 < 0,05, which can be concluded that the use of the adventure educational game assisted the HOTS online test has a significant effect towards students’ critical thinking skills
Upaya Meningkatkan Aktivitas Belajar Matematika Peserta Didik Kelas VII pada PJJ Melalui Leksimo Nila Sari Latif
Jurnal Didaktika Pendidikan Dasar Vol 5 No 3 (2021): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/didaktika.v5i3.339

Abstract

The success of distance learning (PJJ) in mathematics requires teachers to be able to activate students in learning. This study was conducted to determine the increase in student activity in PJJ through using reflection sheets and emoji symbols in mathematics subjects through LKPD with Leksimo. This research is classroom action research, consisting of planning, action implementation, observation, and reflection stages in two cycles using LKPD with Leksimo. Research data were collected through observation and reflection sheets at the end of each cycle and then analyzed by qualitative and quantitative analysis. The results showed that the use of LKPD with Leksimo could activate students in the PJJ from the moderately active category with a percentage of 33.33% in the first cycle increasing to 58.33% with the active category in the second cycle. The emotional condition of students is very good in understanding and enthusiastic about doing assignments from 35.48% in the first cycle to 54.84% in the second cycle. Students who found obstacles or there was confusion in understanding assignments decreased from 25.81% to 6.45%, which means that teachers can help students overcome obstacles to actively participate in learning with the emoji column on the LKPD. The increase in student activity was also marked by filling out the reflection sheet which showed an increase in parental control and supervision from 29% in cycle I to 71% in cycle II.
Pemanfaatan Laptop Gadget dan Printer (Laga Pinter) Sebagai Media Pembelajaran Pada Materi Segi Empat Siswa Kelas VII K SMP Negeri 5 Kendari Asri Azis
Jurnal Didaktika Pendidikan Dasar Vol 5 No 3 (2021): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/didaktika.v5i3.342

Abstract

Laga Printer is a learning media which covers laptop, gadget, and printer as a solution for students’ learning difficulties in working on mathematic problems on types and characteristics of rectangular.  The aim of using Laga Printer is to improve students’ learning efficacyat class VII K SMP Negeri 5 Kendari on types and characteristics of rectangular. The use of Laga Printer in the learning process was designed in the form of classroom action research method which was carried out in two meetings. Instruments of this study covers achievement test and questionnaires. This study showed that from 30 students assigned to the test,26 students (86.66%) achieved mastery learning with scores ≥ 73. On skill aspect, 19 students (63.33%) had very good category and 7 students (23.33%) had good category. Students’ questionnaires analysis pointed out that 25 students (83.33%) were very satisfied and 3 students (10.00%) were satisfied with Laga Printer. The practical value of 78 showed that Laga Printer is a practical learning media. Thus, this study concludes that the use of Laga Printer as a learning media can make students learn better and improve their learning efficacyat class VII K SMP Negeri 5 Kendari.
Pengembangan Media Komik Digital Berbasis STEM untuk Meningkatkan Literasi Sains Siswa Sekolah Dasar Tri Handayani
Jurnal Didaktika Pendidikan Dasar Vol 5 No 3 (2021): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/didaktika.v5i3.343

Abstract

The low motivation of students in increasing scientific literacy is evidenced by the low learning outcomes of grade VI students. This study aims to develop STEM-based digital comic media to improve students' scientific literacy skills, especially the dimensions of process, content, and context. This type of research is 4D research and development (Research & Development) through a descriptive approach. The development stages are Define, Design, Development, and Disseminate. Research during this pandemic was only carried out up to 3 stages of development. This research was validated by competent experts and teachers. Validation aspects include aspects of material feasibility, linguistic feasibility, and graphic feasibility. In terms of practicality, this media development uses 20 student responses and 1 teacher response. The use of tests in this study was only carried out to determine the cognitive improvement of students. Based on the validation results by 2 material experts, 2 media experts, and 2 graphic experts developing STEM-based digital comic media, the average score is 3.24, very feasible category with little input. The development of STEM-based digital comic media to improve student literacy skills in the dimensions of process, content, and context, it can be concluded that, for the three dimensional aspects, the average response is 97.85%, so that STEM-based digital comic media is categorized as very practical and the media is very feasible and practical. used for learning.  
Lari Mesi Alternatif Penanaman Kesadaran Konstitusi dan Sikap Toleransi Bagi Peserta Didik Sekolah Dasar Hendrik Hermawan
Jurnal Didaktika Pendidikan Dasar Vol 5 No 3 (2021): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26811/didaktika.v5i3.353

Abstract

The purpose of implementing this learning is to instill constitutional awareness and tolerance for fourth grade students at the Wirosari 1 State Elementary School in 2020/2021 by using the Lari Mesi media. The type of scientific innovation used is the best practice method by testing the effectiveness of the Lari Mesi multimedia by analyzing the increase in constitutional awareness after and during learning. There was an increase in constitutional awareness of learning outcomes and observations from before using the Lari Mesi media to after using it, from only 30% of students who completed it to 89.71% who completed it.

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