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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553 Documents
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.
Kolaborasi TPS-Digidic pada Pembelajaran Teks Naratif dalam Pemenuhan Mutu Pembelajaran Aspek Literasi
Zaimatun Zaimatun
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.v7i2.818
National Assessment policy that consists of Minimum Competency Assessment, character survey, and learning environment survey is to know the real education quality. Its result is hoped as a feedback for an instance i.e. school to manage better learning. The aim of TPS-digidic collaboration in narrative learning is to show its effectiveness in learning quality fulfilling of literacy aspect. TPS is an acronym of Three Paragraphs Short story. While, digidic is an acronym of digital dictionary. This research uses experimental research focused on pre-experimental design especially on intact-group comparison. The result shows that TPS-digidic collaboration in narrative learning can increase IXA’s competency to do the tess equal on Minimum Competency Assessment of literacy aspect. Its increase is 26.68%. The percentage of minimum competence criteria is also increase 13,63%. While the learning activeness increases about 20,81%. TPS-digidic collaboration in narrative learning is effective to create learning quality fulfilling of literacy aspect.
Pengembangan Media Game Edukasi untuk Meningkatkan Kemampuan Numerasi Siswa Kelas IV Sekolah Dasar
Karseno Karseno
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.v7i2.822
Courageous learning during the pandemic caused low student mathematics learning outcomes due to the teacher's difficulties in explaining the material and the lack of learning media. This development research aims to produce educational game media on the topic of integers for class VI Elementary School that are valid and practical. This study uses the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data collection methods used were tests and questionnaires involving experts, teachers and students. A limited trial was carried out boldly on 21 grade VI students at SD Negeri 2 Banjar Anyar to find out the practicality of educational games and their numeracy skills. The results of the validity test of this educational game obtained a score of 4.85 for material experts and 4.88 for media experts, which means very good. For practicality, a score of 4.5 is obtained with very good criteria. Students' numeracy skills increased from 38% of students completing to 81%. The results of the questionnaire showed that 95% of students enjoyed learning using educational games. It can be concluded that this educational game can be used as a medium for learning mathematics on the topic of integers for grade VI Elementary School and can increase students' motivation and numeracy skills.
Analisis Kemampuan Berpikir Kreatif Siswa Melalui Implementasi Pembelajaran Proyek Pembuatan Bel Listrik Sederhana
Rosyidah Ariani
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.v7i2.879
Online learning of science subjects during a pandemic must still pay attention to intellectual abilities, namely the ability to think at a high level so that national education goals can be achieved, one of which is creative thinking. In this best practice, the results of learning innovations using project learning in making simple electric bells with the help of Canva by YPM 3 Taman Middle School students are used as material for analyzing students’ creative thinking abilities. This research involved 33 students of class IX-C at Senior High School YPM 3 Taman. The method used is a quantitative descriptive method. The research data were obtained from observations on the results of project reports from class IX-C students. Based on the observation results, it was found that the original thinking ability of 62.12% was in a good category; the ability to think flexibly by 78.79% is included in the good category; the ability to think smoothly by 56.82% is included in the sufficient category; and detailed thinking skills of 59.85% are included in the sufficient category. It can be concluded that the creative thinking skills of class IX-C students in learning the electric bell-making project assisted by Canva were 64.39% included in the good category.