Jurnal Didaktika Pendidikan Dasar
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.
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Integrasi Computational Thinking dalam Model EDP-STEM untuk Meningkatkan Kemampuan Berpikir Kritis Siswa SMP
Abdul Aziz Rahman
Jurnal Didaktika Pendidikan Dasar Vol 6 No 2 (2022): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v6i2.409
This research is about the integration of Computational Thinking (CT) in the EDP STEM learning model using SimSketch modeling to improve students' critical thinking skills on the concept of the excretory system. SimSketch is a drawing and modeling tool. The research subjects were 8th graders. The research instruments were student worksheets and CT-integrated learning plans through SimSketch modeling, critical thinking skills tests, and questionnaires for students. This study found that the integration of CT with SimSketch modeling can be implemented in learning the concept of the excretory system. The findings of this study are that the integration of CT with SimSketch modeling can be implemented to increase motivation and demand for learning and students' critical thinking skills.
Pengembangan Media Ular Tangga Bilangan Bulat pada Pelajaran Matematika di Sekolah Dasar
Defa Defa
Jurnal Didaktika Pendidikan Dasar Vol 6 No 2 (2022): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v6i2.419
This study aims to determine the feasibility and effectiveness of the Integer Snakes and Ladders media in mathematics lessons on integer calculation material in grade VI elementary school. The subjects of this study were students of class VI Elementary School 11 Rantau Selatan totaling 30 people. This research uses Research and Development (R&D) research. Data validation was carried out by material experts and media experts, as well as by comparing student learning outcomes before and after using Integers Snakes and Ladders Media. The value of the media expert validation results at stage 1 was 70% with the "Good" category, while in stage II it was 90% with the "Very Good" category. The results of the validation of material experts in stage 1 were 72% in the "Good" category, while in stage II it was 88% in the "Very Good" category. The average student learning outcomes before using the media was 54.33%, after the trial of using the snake and ladder integer learning media in stage 1 it was 70%, and in stage II it was 82.66%. It can be concluded that the learning media for snakes and ladders integers is feasible and effective to use in learning integers in grade VI elementary school.
Pengembangan Gim Gradien untuk Memahamkan Siswa pada Materi Gradien Garis Lurus
Arie Wibowo
Jurnal Didaktika Pendidikan Dasar Vol 6 No 2 (2022): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v6i2.438
The use of learning media games in learning mathematics can make students more interested and easy to understand concepts in mathematics lessons. The aim of this research is to produce a game to help students understand the gradient of a line through two points. The development of this game using the GeoGebra software version 5 uses the Thiagarajan 4D development research method which consists of four steps, namely defining, designing, developing, and disseminating. To produce a game that is valid, practical, and effective, a series of trials are carried out, namely expert testing and development testing. The results of the validity test show the game's validity score is 3.76 with a very valid category. The practical test conducted on 5 students showed a 100% presentation in the very practical category. The effectiveness test using One-Group Pretest-Posttest Design shows that this media is effective in improving student learning outcomes.
Model Pembelajaran Inkuiri Terbimbing Berbantuan Google Workspace for Education untuk Meningkatkan Hasil Belajar IPA
I Wayan Ekayogi
Jurnal Didaktika Pendidikan Dasar Vol 6 No 2 (2022): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v6i2.495
This study aims to improve learning outcomes of science content on the theme of always saving energy by applying a guided inquiry learning model assisted by google workspace for education for 4th grade students of SD Negeri 5 Sebatu, Tegallalang District, Gianyar Regency, the academic year 2021/2022. This type of research is Classroom Action Research (CAR) which is carried out in two cycles. Each cycle consists of stages of planning, action, observation/evaluation, and reflection. The implementation of the action in each cycle is three meetings. Data were analyzed by descriptive statistical analysis method and quantitative descriptive analysis method. The results showed that there was an increase in learning outcomes for science content on the theme of always saving energy. Based on the results of data analysis, the average percentage of student learning outcomes in science content in the first cycle was 67.78% (medium category), increasing to 83.15% (high category) in the second cycle.
Pengembangan Perangkat Penilaian Unjuk Kerja Tematik pada Pembelajaran Tatap Muka Terbatas di Sekolah Dasar
Harman Harman
Jurnal Didaktika Pendidikan Dasar Vol 6 No 2 (2022): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v6i2.501
This study aims to compile and develop an assessment tool for limited face-to-face learning (PTMT). This research was conducted at SDN 175 Kawarasan, East Luwu Regency using the Research and Development research model by adopting the 4D model developed by Thiagarajan, Semmel, & Semmel (define, design, develop, disseminate) into 3D (define, design, develop). The products developed in the form of grids, student worksheets, teacher observation sheets, and assessment rubrics. Media content validation is carried out by a team of validators, empirical reliability tests are obtained through subject trials. The data analysis technique uses quantitative analysis. The validity uses the Gregory pattern and the reliability of the test results uses agreement between observers using the Cohen's Kappa coefficient. The results of developing a performance assessment tool in thematic learning for class V SDN 175 Kawarasan show a theoretical content validity coefficient of 0.95 l greater than 0.75 and declared valid. The reliability coefficient of 0.980 is greater than 0.75 and the device is reliable.
Pengembangan Media Robot Malin Kundang Berbasis Pembelajaran Berdiferensiasi di Sekolah Dasar
Exsaris Januar
Jurnal Didaktika Pendidikan Dasar Vol 6 No 2 (2022): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v6i2.530
Among the problems that occurred in class VI of SDN 44 Kalumbuk, Kuranji District, Padang City, West Sumatra Province, were the lack of concrete teaching aids to explain the process of the eclipse and the lack of implementation of differentiation learning. The purpose of this study was to determine the validity, effectiveness, and practicality of the Malin Kundang Robot media in integrated thematic learning in Grade VI Elementary School. The research used the ADDIE Development Research type (analysis, design, development, implementation, and evaluation). The results of the Malin Kundang Robot media test show that this media is valid, practical, and effective. The effectiveness of this media is evidenced by the increase in student learning outcomes from the average result of 68.57 to 83.33 after using the media.
Strategi Pembelajaran Berdiferensiasi Meningkatkan Kemampuan Literasi Membaca Pemahaman Siswa
Adi Pratama
Jurnal Didaktika Pendidikan Dasar Vol 6 No 2 (2022): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v6i2.545
The purpose of this study is to describe the improvement of literacy skills in reading comprehension through the application of differentiated learning strategies for fifth-grade elementary school students in reading and learning habits in the classroom. The method used is a qualitative approach with a descriptive method. In a case study in class 5 SDN Larangan 2, Cirebon City The academic year 2021-2022 face-to-face learning is limited. The results showed that the differentiated learning strategy was able to improve the literacy skills of 5th-grade elementary school students.
Pengaruh PjBL STEM terhadap Literasi Sains dan Problem Solving Siswa SMP
Jaka Afriana
Jurnal Didaktika Pendidikan Dasar Vol 6 No 2 (2022): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v6i2.551
The Covid-19 pandemic requires immediate actions to break the spreading. This contextual problem needs to be discussed in science learning in schools so that the students can be the problem solvers. This study aims to determine the effect of PjBL STEM on students' scientific literacy and problem-solving on the topic of environmentally friendly technology. The Matching-Only Posttest-Only Control Group design was used in the experimental class (N = 23) and the control class (N = 20). Experimental class learning utilized digital media with students' final products in the form of hand sanitizers and digital science storytelling. The conclusion in PjBL STEM learning is that students' scientific literacy in the aspect of competence in identifying scientific issues (Sig.=0,25 ˃ α = 0,05) and explaining scientific phenomena (Sig.= 0,13 ˃ α = 0,05), both the experimental class and the control class are not significantly different. Meanwhile, for the aspect of competence using scientific evidence (Sig. = 0,01 < α = 0,05), there was a significant difference between the experimental class and the control class. There is a significant (Sig. = 0,01 < α = 0,05) difference in the achievement of the average problem-solving scores of students in the experimental class and the control class.
Penerapan Permainan Edukatif ‘Harta Karun’ Berbasis Problem Based Learning terhadap Literasi Sains Siswa
Ayu Rizki Susilowati;
Yuda Ardi Saputra
Jurnal Didaktika Pendidikan Dasar Vol 6 No 2 (2022): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v6i2.605
This study aims to describe increasing scientific literacy through the 'Harta Karun' educational game based on problem-based learning. The method is classroom action research (CAR). The subjects were students of class VI A SD Negeri 1 Pandansurat totaling 21 students. The results showed there was an increase in learning outcomes of science content from pre-cycle to cycle I by 38%. Then, from cycle I to cycle II by 43%. The increase in students' scientific literacy was also seen from the analysis of the questionnaire which was compiled based on competencies according to the OECD which had increased from pre-cycle to cycle II. These are: (1) explain the phenomenon scientifically; (2) competence in designing and evaluating scientific investigations; (3) interpreting data and evidence scientifically. It can be concluded that the application of the problem-based learning-based educational game 'Harta Karun' can improve the scientific literacy of grade VI elementary school students.
Game Based Learning Berbantuan Media Board Game Klaster untuk Meningkatkan Kemampuan Literasi Siswa
Husnud Diana
Jurnal Didaktika Pendidikan Dasar Vol 6 No 2 (2022): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v6i2.622
This classroom action research aims to improve students' literacy skills through the application of game-based learning models assisted by cluster board game media (invertebrate classification cards). This research was conducted in 2 cycles, and each cycle consisted of stages of planning, action, observation, and reflection. The study used qualitative and quantitative data. Qualitative data were obtained through observing the process/activity of students' literacy during learning using a game-based learning model assisted by Cluster board game media. Quantitative data was obtained through a student's literacy ability test, namely the student's ability to solve problems involving higher order thinking skills (HOTS). The results showed that there was an increase in literacy processes/activities and literacy skills involving students' higher-order thinking skills (HOTS questions) in learning invertebrate classification materials.