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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 553 Documents
Pengembangan Desain Algoritma Hitung Dasar Berbantuan Program Microsoft Excel Sawir Sawir
Jurnal Didaktika Pendidikan Dasar Vol 4 No 2 (2020): 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.v4i2.131

Abstract

The study was conducted to determine the empowerment of media design algorithm for addition, subtraction, multiplication, and distribution ( portrait ) basic calculation of how to briefly assisted by Microsoft Excel program on the motivation and learning outcomes of 24 grade IV students of SD Negeri 1 Tanjungkerta in the academic year 2018 / 2019. The research phase included: media identification, instrument simulation, media observation, product revisions, product presentations, and publications. Research data collection through the process of observation, observation, and knowledge tests. Analysis of research data is carried out quantitatively and qualitative descriptions are the basis of the research conclusions. The achievement level of students' learning motivation was 88% strongly agreed, 12% agreed, and the mean participation was 94.17%. Activities of successful student performance during the learning process reached 89.33%. In initial research there were 25% able to use the basic arithmetic algorithm for solving problems in mathematical problems. Through the final knowledge test, the research achieved learning success with the predicate of 11 students, both 7 students, and very good 3 students. Class completeness for the final knowledge competence reached 87.50%. It was concluded from the research carried out, that the application of the design media algorithm of addition, subtraction, multiplication, and division ( portrait ) short way assisted by the Microsoft Excel program is considered effective as a medium of learning mathematics.
Pengembangan Media Pembelajaran Kincir Angin Berbasis Stem Untuk Meningkatkan Keterampilan Mengomunikasikan Siswa Inklusi Kelas 4 Sekolah Dasar Ida Sri Astutik
Jurnal Didaktika Pendidikan Dasar Vol 4 No 3 (2020): 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.v4i3.132

Abstract

The purpose of this study is to develop SEM learning media based on SEM (Science, Technology, Engineering and Mathematics), improve communication skills, and find out the effectiveness of using STEM-based windmill learning media in the learning of students with special needs or the inclusion of 4th grade elementary school, because they have different characteristics with other children. Therefore we need a special educational institution so that their abilities can be honed to the maximum. The ability to communicate with 4th-grade inclusion students in primary schools has not been able to be maximized, this can be known from the average value obtained which is only 66.67. Homework that must be completed immediately and find a solution. So far, educators only use the lecture method and do not involve student activities in the classroom so students are not interested in learning activities. After using the STEM-based learning media, an increase in students' ability to communicate. The results show the average value increased by 19.04 significantly. The previous average value of 66.67 became 85.71. During the learning process, it was concluded that the use of STEM-based learning media for windmills could improve the communication skills of 4th-grade inclusion students in elementary schools.
Penggunaan Model Jigsaw Berbantuan Media Geoboard untuk Meningkatkan Hasil Belajar Matematika Timbul Amar Hotib
Jurnal Didaktika Pendidikan Dasar Vol 4 No 1 (2020): 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.v4i1.133

Abstract

The purpose of this research use the Jiqsaw learning model assisted by Geoboard media is to find out the steps to use the Jiqsaw learning model assisted by Geoboard Media and to improve Mathematics learning outcomes of 114340 Public Elementary School students in Tolan Week. The design of this study uses Classroom Action Research (CAR) which consists of two cycles with each cycle consisting of 3 face-to-face meetings. Learning outcomes are measured based on a written test. Increased student learning outcomes in the Coordinate Field, then the average value of students is 52.72 with 11 students who have mastery (50.50%) and 11 students who have not completed (50.50% ) of all students. Then the action was taken using Mathematics, then obtained an average value increased to 61.82 with 16 students who experienced mastery (72.73%) and 6 students who had not completed (27.27%). After learning innovation using Mathematics assisted by the jiqsaw model, the average grade value was increased to 76.36 with 19 students experiencing mastery (86.36%) and 3 students who did not complete (13.64%).
Pengembangan Game Edukasi Android Mat Croco Berorientasi pada Penalaran Matematika Hadi Sutrisno
Jurnal Didaktika Pendidikan Dasar Vol 4 No 2 (2020): 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.v4i2.134

Abstract

In 2017, 36% of 43.7 million gamers in Indonesia were students. This development research aims to produce an android educational game Mat Croco has good quality (valid, practical, and effective). The type of this research is a research development (ADDIE model). The results of the Mat Croco validity test by two experts were stated to have good validity. It shown a media validity score 36.5 and a validity score about math reasoning is also 36.5. The results of the practicality analysis by two mathematics teachers and two students showed that the Mat Croco game had excellent practicality. The average score of practicality by 37 teachers and practicality scores of students 36. The results of the analysis effectiveness test game Mat Croco effectively oriented students' mathematical reasoning. Descriptive analysis has increased the average value of mathematical reasoning (pretest = 28.4 and posttest = 84.4) and the percentage of completeness (pretest = 0% and posttest = 75.9%). Paired Samples Test concluded that the Mat Croco game was effectively oriented towards mathematical reasoning (| t | (25,200)> t table (t 0.025; 28 = 2.368) and sig. (0,000) <0.0025). The results of the analysis show that the Mat Croco has good quality (valid, practical, and effective) and is worth applying in the mathematics learning of sequence and series mathematics.
Penggunaan Permainan Tradisional Moneka untuk Meningkatkan Hasil Belajar Matematika Siswa Sekolah Dasar Rahmat Abdul
Jurnal Didaktika Pendidikan Dasar Vol 4 No 1 (2020): 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.v4i1.135

Abstract

This Classroom Action Research (CAR) aims to: 1) introduce the game Moneka to elementary students; 2) describe the steps of the Moneka traditional game for learning Mathematics, 3) measure the improvement of students' Mathematics learning outcomes through the traditional Moneka game with Mathematics learning. This work uses a classroom action research design (PTK) with research subjects for third grade students at SDN No. 32 Kota Selatan totaling 24 students. Researchers as a key instrument in this case as a giver of action or a model teacher who is assisted by two observers. Data collection instruments include observation sheets of teacher and student activities, test questions, and documentation. Data analysis uses qualitative analysis with the steps of: data reduction, data presentation, and drawing conclusions. The results of this study indicate that: 1) the use of traditional Moneka games in class III SDN No. 32 Kota Selatan, very well implemented, 2) The Implementation of Moneka Traditional Games in Mathematics Learning can improve student mathematics learning outcomes, this is evidenced by an increase in the value of learning outcomes from cycle I and cycle II. In the first cycle reached 73% and silkus II reached 81%.
Pengembangan Karakter Melalui Pendekatan Terpadu untuk Meningkatkan Kreativitas Siswa Sekolah Dasar Husni Malik
Jurnal Didaktika Pendidikan Dasar Vol 4 No 2 (2020): 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.v4i2.136

Abstract

Programmed character education, teacher facilitator character planting requires innovation and habituation in the KBM. The 2013 curriculum develops Strengthening Education Karaketr (PPK), the National Literacy Movement (GLN), 21st Century Learning and High-Level Thinking through aspects of skills and knowledge. Character education can be developed through the RPP approach that is packaged through the activities of Study, Exploration, Formulate, Present, Apply, World, Ukhrowi (TERPADU). Student learning outcomes and creativity of grade VI SDIT Nur Hidayah Surakarta are still relatively low and need to be optimized. Character development through TERPADU approach is used by the writer to overcome these problems. Innovation is more focused on improving creativity and learning outcomes of theme 1 learning 1 and 3 (BI, Natural Sciences and Social Sciences) grade VI students. Observer observation during the learning process of the development and character formation of learning activities both creativity and results. The results showed that student activity increased from 78.09% to 87.6% with a very good predicate. Learning outcomes (KI 3) have increased completeness for each BI, Natural Sciences and Social Sciences subjects from 77%, 69%, and 33% to 100%. Increased completeness of the aspects of student skills (KI 4) assessed through rubrics with the percentage of each subject of BI, Natural Sciences and Social Sciences that is 69%, 89% and 81% to 100%. The effect of completeness is a positive impact on student activity, which can be seen from the responses of students through questionnaires, there was an increase from 69.92% to 83.29%. The development and formation of character through TERPADU class VI themes 1 learning 1 and 3, have a positive influence on improving student creativity and learning outcomes.
Pengembangan Media Koper Petualang Besut untuk Meningkatkan Motivasi dan Hasil Belajar Siswa Wiwik Andriani
Jurnal Didaktika Pendidikan Dasar Vol 4 No 2 (2020): 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.v4i2.137

Abstract

Tujuan penelitian ini adalah untuk mengembangkan media pembelajaran koperetualang besut dan meningkatkan  motivasi  dan hasil belajar siswa. Metode yang digunakan dalam penelitian ini adalah penelitian dan pengembangan model ADDIE. Validasi instrumen pengumpul data dilakukan dengan  tiga validator yang ahli di bidang media dan mencapai tingkat kevalidan rata-rata 92,31%. Hasil penelitian menujukkan hasil belajar kompetensi pengetahuan mengalami peningkatan pada semua muatan pelajaran, rata-rata kompetensi pengetahuan sebelum menggunakan media  PPKN 73 meningkat menjadi 93,57, Bahasa Indonesia 72,3 menjadi 93,75, IPA 76,9 menjadi 95,31, IPS 76,13 menjadi 96,75, SBDP 71 menjadi 90,5. Kompetensi keterampilan dalam menentukan unsur-unsur cerita fiksi dan menyanyikan lagu sesuai tempo juga mengalami peningkatan dibandingkan sebelum menggunakan media. Kesimpulannya Media Koper Petualang Besut dapat meningkatkan motivasi dan hasil belajar siswa. (DITERJEMAHKAN KE DL BHS INGGRIS).
Peningkatan Kreativitas Dan Literasi Digital Peserta Didik Melalui Metode Resitasi Dalam Pembuatan Film Pendek Sejarah Siti Khoimah
Jurnal Didaktika Pendidikan Dasar Vol 4 No 3 (2020): 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.v4i3.138

Abstract

The Industrial Revolution 4.0 requires the world of education to participate in developing a knowledgeable society with the characteristics of having 21st century skills that are creative and have digital literacy capabilities to be able to compete globally. Social studies learning is identical with rote learning and difficult for students to understand, so teachers are expected to continue to innovate so that learning becomes more active and dynamic. The purpose of this study was to determine whether the recitation method in making historical short films can increase students' creativity and digital literacy. The subjects in this study were students of class VIII-A at Al Abidin Islamic Middle School Surakarta in the Academic Year 2017/2018 Semester 2 as many as 35 people. The instrument used to assess creativity is to use the rubric of creativity assessment, observation, and self-assessment of students. Digital literacy assessment uses the digital literacy assessment rubric and student self-assessment. The results showed that the recitation method in making historical short films was able to increase students' creativity and digital literacy. In the first cycle of research, the creativity of students obtained an average value of 72.5. This figure shows that students are already in the creative category. Digital literacy of students obtained an average value of 62.5, also included in the category quite well. In the second cycle research the average value of students' creativity increased to 81.3 in the very creative category, and the digital literacy of students increased to 75.0, with a good category. Observation results show that the recitation method in making historical short films can improve students' creativity and digital literacy.
Peningkatan Kemampuan Menemukan Rumus Perbandingan Pembelajaran Matematika Siswa Kelas V Sekolah Dasar Berbantuan Media Perstupin Yeni Fitri
Jurnal Didaktika Pendidikan Dasar Vol 4 No 2 (2020): 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.v4i2.139

Abstract

The PERSTUPIN media is one of the teaching aids that can help students determine their own formula in solving everyday problems involving a comparison with known values. Learning by using PERSTUPIN media has been proved effective and successful. This can be seen from the results of the process assessment and the students’ exercises individual assessment. The research method used is development research. The results showed that the use of PERSTUPIN media could improve students 'ability to find formulas, improve students' skills and learning outcomes. The Data obtained from the results of the process assessment showed that  20 students (83.33%) got an A and 4 students (16.67%) got a B score. The improvement in the quality of the learning process gave a positive impact on the improvement of the quality of learning achievement. This is based on the average of student assessment, which is 94. Meanwhile, the number of students who got learning completeness above the KKM was 100% (24 students). Based on these data, it can be concluded media PERSTUPIN has been proved effective and successful in improving the students’ ability to find a comparison formula.
Pengembangan Media Pembelajaran Karakter Jujur dan Adil Integrasi Islam dan Budaya Lokal Berbasis Mobile Learning Subair Subair
Jurnal Didaktika Pendidikan Dasar Vol 4 No 2 (2020): 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.v4i2.140

Abstract

The 21st Century demands that the transformation of the learning process of Islamic Religious Education and Human Rights become more interesting and inspiring. That is especially in instilling honest and fair character in students, one of which is through the development of more innovative learning media. This study aims to determine the initial conditions, design, feasibility, and effectiveness of the media developed at UPT SMP Negeri 2 Pinrang. The method used is Research and Development by adapting the 4D development model. The results showed that the initial conditions of learning at UPT SMP Negeri 2 Pinrang still relied on simple print and audio media. Next is the development of media whose content integrates Islamic values and local culture based on mobile learning. The results of the validation of media experts, material experts / learning practitioners, and students obtained results in the excellent category. The results of testing the effectiveness of the gain index showed significant results. It can be concluded that the media used is appropriate to be used in improving the quality of character learning for students.