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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Simulasi Mikro Combine Magnetik pada Pembelajaran di Sekolah Dasar
Kiftirul Aziz
Jurnal Didaktika Pendidikan Dasar Vol 7 No 2 (2023): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v7i2.332
Obtaining alternative energy without ignoring non-renewable energy is a vital problem that demands immediate solutions. Judging from the function of learning media, Microcombinemagnetic media has performed its function in facilitating students' understanding to absorb the essence of learning related to the use of alternative energy without fossil materials. The purpose of using Microcombinemagnetics is to improve students' understanding of the PLMTH concept and make it easier for teachers to convey the PLMTH concept and material related to the PLMTH concept. This study method refers to best practices written based on the best experiences in solving a problem in the classroom. The results achieved through Microcombinemagnetic simulations include: (1) the social, cultural, and economic diversity of society, the class average of 88; (2) in the explanatory / scientific explanation text material, the mean score of grade VI A students is 6 points above the KKM; (3) in the material on how to produce, distribute, and save electrical energy, the average score of the students is 81; and (4) on the material on Indonesia's role in cooperation in various fields within the scope of ASEAN, the average student score reached 82.The conclusion obtained from this study is that Microcombinemagnetic simulation on learning the theme of globalization, the sub-theme of globalization around me, produces an average range. between 76 and 88.
Efektivitas e-LKPD Interaktif dalam Mengasah Keterampilan Menulis Kreatif Peserta Didik Kelas VII pada Pembelajaran Daring
Tamsiruddin Tamsiruddin
Jurnal Didaktika Pendidikan Dasar Vol 7 No 2 (2023): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v7i2.608
This study aims to determine and describe the effectiveness of using worksheet interactive (e-LKPD) in honing students' creative writing skills (fantasy stories) in online learning. The research method used is descriptive method, which describes the results of learning to write fantasy stories and student responses in using interactive e-LKPD by online learning. Data Sources of the study is students of class VII.1 UPTD SMP Negeri 1 Parepare. The data are the divided into two parts, namely the results of writing fantasy stories with interactive e-LKPD and student response using interactive e-LKPDs in writing fantasy stories obtained from online questionnaires. The results of data analysis showed that the students' skills in writing fantasy stories showed an average score of 85.35 which was included in the good category. Students agree, even strongly agree that the use of interactive e-LKPD is effective in writing fantasy stories. In addition, students said that the interactive e-LKPD was suitable for use in online and face-to-face learning.
Penerapan Model Inkuiri Terbimbing untuk Meningkatkan Literasi Sains Siswa dalam Pembelajaran IPA Biologi
Yefita Aprizanti
Jurnal Didaktika Pendidikan Dasar Vol 7 No 2 (2023): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v7i2.618
The implementation of learning in junior high school has been using a teacher-centered approach and a non-variative learning model. Students were actively involved in seeking knowledge on their own and still get information from the teacher, so they are less creative. This study was aimed at determining the improvement in students’ scientific literacy in biology by using guided inquiry models. This research used a qualitative approach with the form of classroom action research. The data sources were 20 students of class 9 B in SMPN 2 Ujan Mas, at the 2020/2021 academic year. Data were collected through tests, observations, interviews, and field notes. The result showed the application of learning using a guided inquiry model can improve students’ scientific literacy in the chapter of the plant development system. The result of the last test in the first cycle was 45% and increase on the second cycle to 85%. The activity of teacher and students on the learning process was a good category and the student was actively involved in the learning process. The conclusion is the guided inquiry models could improve students’ scientific literacy on the subject of biology.
Proyek Javhistografi untuk Mengembangkan Kreativitas dan Triliterasi Membuat Teks Deskriptif Kreatif Berbahasa Jawa
Agung Vendi Setyawan
Jurnal Didaktika Pendidikan Dasar Vol 7 No 2 (2023): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v7i2.625
The Javhistografi poster project is a local content-based learning project for the Java language. This learning aims to develop creativity and trilateration (literacy, digital, cultural, and civic literacy) in the sixth-grade students of State Elementary School Tamanan 2 Kalasan with a total of 26 children in Semester I of the 2019/2020 Academic Year. The research method refers to the ADDIE development model (analysis, design, implementation, and evaluation) carried out by a combination model method. The results obtained were: (1) children who worked together in groups to complete tasks were 76.92% predicated B (good) and 23.08% predicated A (very good); (2) student skill assessment showed that 11.54% had B+ predicate and 88.46% B predicated; and (3) material understanding of temple and museum relics reached 63% and 79%, respectively. Student responses indicate that: (1) 96.15% agree that this learning model fosters independence; (2) as many as 88.46% agree that this learning model trains collaboration between students; (3) as many as 76.92% consider learning fun; (4) as much as 53.85% motivate students to want to read; (5) as many as 92.31% of students think that the device can be used for useful things; (6) as many as 96.15% of students feel they are participating in the effort to preserve historical heritage; (7) as many as 88.46% of students can learn graphic design; and (8) 96.15% thought that the Kahoot quiz was fun for an evaluation tool.
Media Cotory untuk Meningkatkan Literasi, Minat, dan Keterampilan Siswa dalam Menulis Cerita Komik Bergambar
Agus Suyanto
Jurnal Didaktika Pendidikan Dasar Vol 7 No 2 (2023): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v7i2.667
Writing skills are one of the language skills that are difficult for students to master. This is caused by several factors, namely low literacy, lack of vocabulary mastery and students’ interest in learning activities, and the absence of learning media used by the teacher. To overcome these problems, especially in learning to write narrative text, the author applies the use of Comic Photo Story (Cotory) media. This media is used to improve literacy, students’ interest and writing skills of characters comics in class IX students of SMPN 1 Bancar. This research was carried out in Classroom Action Research which consisted of four stages, namely: planning, acting, observing, and reflecting. The assessment instrument used is the result of the assessment of students’ comics, observations and questionnaires. This research was carried out by the author in several meetings. The result of student observations and questionnaires showed that students’ literacy and interest increased significantly. Meanwhile, the scores obtained by students from the results of the comics they made showed that the students’ writing skills of character comics also increased significantly where 100% of students achieved the predetermined KKM score.
Implementasi Video Dongeng Berbasis Kearifan Lokal pada Kemampuan Literasi Siswa Kelas IV Sekolah Dasar
Aditya Rini Kusumaningpuri
Jurnal Didaktika Pendidikan Dasar Vol 7 No 2 (2023): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v7i2.670
Video fairy tales based on local wisdom are used to facilitate literacy because they can concretize teaching material that is abstract in nature. The purpose of this study was to describe the effectiveness of fairy tales based on local wisdom on the literacy skills of fourth grade elementary school students. The research was conducted in class IVA SDIT MTA Matesih with a total of 28 students. The research method used is qualitative research. The type of research used is a qualitative descriptive approach. Data collection techniques using interviews, documentation and observation. The results of the study show that (1) The use of local wisdom-based fairy tale learning videos for fourth grade elementary school students can create a conducive learning process; (2) In the process of teaching fairy tales based on local wisdom, the teacher uses 4 stages, namely giving apperception, showing fairy tales with a live playback process and with a pause system for each point, direct discussion or question and answer, and evaluation through questions or presentations; (3) Students' literacy ability to mention intrinsic elements and retelling ability increased from an average of 88 to 86. It can be concluded that the use of effective local wisdom-based fairy tale videos is used to improve students' literacy skills.
Peningkatan Kemampuan Kolaborasi dan Literasi Digital Melalui Penugasan E-Mind Mapping Berbantuan Google Slide
Baharudin Baharudin
Jurnal Didaktika Pendidikan Dasar Vol 7 No 2 (2023): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v7i2.672
Research is a Classroom Action Research that aims to improve students’ collaboration skills and digital literacy through e-mind mapping assisted by google slides in class IX students of Junior High School in social studies subjects. Increasing collaboration and digital literacy skills are essential to support 21st-century learning. Data collection uses observations and questionnaires to address as many as 28 students of class IX-A at State Junior Hight School 11 Kota Bima. The Observer will observe students' collaboration abilities, while students will fill out a questionnaire to determine the level of students’ digital literacy skills. Data analysis used quantitative data analysis in the form of the average results of each variable. The results showed an increase in the collaboration ability score from 79 in cycle 1 to 83 in cycle 2, the score category remained in the “High” category, and the Student's digital literacy skills also increased from 66 in cycle 1 to 72 in cycle 2, which was also accompanied by a change in indicators from “Enough” to “Good”.
Efektifitas Gambar dan Diorama untuk Mempelajari Wujud Alam
Zuhri Nurendah Puspitadewi;
Anwar Senen
Jurnal Didaktika Pendidikan Dasar Vol 7 No 2 (2023): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v7i2.745
This study aims to find out the effect diorama media on social studies learning outcomes of 5th grade students at State Elementary School 2 Janturan, Pengasih, Kulon Progo. This study was a quasi experimental design with non-equivalent control group design’s type. Subject in this study was 59 fifth-grade students elementary school. The experimental group was treated with diorama media, while the control group was treated with picture media. Data collection technique were observation, test, and documentation. Descriptive statistic were used to analyse the data in this study with mean test of posttest between the experimental and control group with N-Gain test. Based on the data analyse showed than the mean test of experimental group was 85.36 which was categorized on very good level and the mean test of control group was 78.25 which was categorized on good level. The result of this study supported by the result of N-Gain test from experimental group was bigger than control group the was .7 > .3.
Penerapan Pembelajaran Kontekstual Berbantuan Hypermedia Interaktif iSpring untuk Meningkatkan Literasi Digital
Abdul Wakhid Mustofa
Jurnal Didaktika Pendidikan Dasar Vol 7 No 2 (2023): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v7i2.776
This study aims to improve students' digital literacy by using a contextual approach with the help of iSpring Interactive Hypermedia. The subjects in this study were fourth grade students at Bukit Indah Singura Remote Elementary School in the 2019/2020 Academic Year. The method used in this study is descriptive qualitative with instruments in the form of questionnaires and observation sheets. The results showed that the basic abilities of digital literacy in the class as a whole were in the high and medium categories with achievements on the ICT usage indicators a percentage of 80%, included in the medium category, students' understanding of information by 88% included in the high category, and the ability to use ICT in learning by 85% with the high category). The average learning outcomes in the knowledge aspect is 80 and all students are able to achieve learning mastery. It can be concluded that students' digital literacy skills increased after participating in learning using a contextual approach with the help of iSpring Interactive Hypermedia.
Program Literasi Berbasis Permainan Siaga Petra untuk Menumbuhkan Sikap Empati Siswa
Ayudiah Anggraini
Jurnal Didaktika Pendidikan Dasar Vol 7 No 2 (2023): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v7i2.795
This study aims to foster an empathetic attitude in grade 1b students in Elementary School of 2 Rejang Lebong through the literacy program based Siaga Petra game. The research method used is Classroom Action Research which is carried out in 3 cycles. The research subjects were students of class 1b Elementary School of 2 Rejang Lebong, totaling 29 people consisting of 15 boys and 14 girls. The instrument of this research is the observation journal of empathy attitude. Empathy observation journal data were analyzed descriptively from the number of occurrences of indicators The results of the research in cycle 1 there are 6 indicators of empathy that appear. Cycle 2 there are 9 indicators of empathy that appear. Cycle 3 there are 9 indicators of empathy that appear. Based on the results of this study, it can be concluded that the application of the literacy program based Siaga Petra game can foster student empathy.