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Contact Name
Dr. Romi Siswanto, M.Si
Contact Email
ojsdikdas@gmail.com
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+628116818656
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ojsdikdas@gmail.com
Editorial Address
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
Peningkatan Kompetensi Siswa pada Pembelajaran Tematik Menggunakan Pendekatan Steam ”Sanak Sabin” Rindang Djoko Triasmoro
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.v4i2.141

Abstract

The approach of Science Technology Engineering Arts Mathematics (STEAM) is now widely applied in the learning process in Indonesia. Through this approach, educators and students are expected to be able to have process skills that will deliver them to a certain level of competence. So that they are able to be competitive and efficient in facing the challenges of 21st century life. Sanak Sabon is a program of learning activities carried out at Brenggolo 1 Elementary School in grade 4. Learning innovations using Sabon Sanak are considered capable of providing answers to several problems of daily life that experienced by students, as well as in order to realize the achievement of basic competencies that exist in some learning content. The elements of learning content in Natural Sciences, Pancasila and Citizenship Education, Social Sciences, Indonesian Language, SBDP, and Mathematics are combined in a real work with the name of the program One Child One Doll (Sanak Sabon). Sabon relatives are carried out in several processes that must be passed by students. That's when they learned some important lessons. Through this research, it is known that the achievement of competencies in the basic competencies of lesson content in Theme 3 about caring for living creatures, increased from an average of 73.00% to 89.75%. The learning atmosphere becomes more lively because the Sanak Sabon program is able to increase students' motivation and enthusiasm for learning. Through learning to use Sanak Sabon, students are able to learn about how to overcome social problems, for example about plastic pollution in the surrounding environment.
Pengembangan Model Pembelajaran Ecoprint untuk Meningkatakan Keterampilan Abad 21 di Sekolah Dasar Slamet Widiantoro
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.v4i3.142

Abstract

The purpose of this research is to develop project-based learning media (Project Based Learning) to improve communication skills, collaboration, critical thinking, and creativity of 4th grade elementary school students. The method used is ADDIE (Analysis, Design, Development for Production, Implementation and Evaluation). Data collection is done by questionnaire, observation and performance tests. Descriptive qualitative analysis techniques. This research produces ecoprint media which is used for project-based learning. The results of the implementation of the ecoprint media can enhance creativity, communication, collaboration, and critical thinking.
Pengembangan Media Tak Tik Butarna Berbasis STEAM pada Pembelajaran Tematik Kelas 1 SD Anik Twiningsih
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.v4i3.143

Abstract

The purpose of this study is to develop STEAM-based learning media (Science, Technology, Engineering, Arts, Mathematics) in grade 1 thematic learning to improve critical thinking skills and culture of scientific literacy in grade 1 students. This media was developed based on the STEAM approach, so the use of media through the syntax of analyzing, synthesizing, making conclusions and organizing strategies and tactics. The excellence of this innovative work focuses on improving critical thinking skills and scientific literacy. This type of research is research and development (Research and Development) with ADDIE design (Analysis, Design, Development, Implementation, Evaluation). Based on the results of the study before using STEAM-based butik media, it is known that the average class of students' critical thinking skills is 74.80 and the average science literacy class is 73.61. After using STEAM-based typewriter media it can be seen that the average class of students' critical thinking skills is 86.67 and the average science literacy class is 88.67. The results of this study prove that STEAM-based non-typed media developed can improve students' critical thinking skills so that it has a positive impact on scientific literacy. The conclusion of this study is that new learning media developed can increase the activeness of students and ultimately have a positive impact on student learning outcomes.
Penggunaan Media “Alga Maji” Untuk Meningkatkan Hasil Belajar PAI Materi Haji Dan Umrah Kelas IX A SMP Negeri 4 Gantung Heriyanto Heriyanto
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.v4i3.144

Abstract

The aim of this learning innovation is to realize 21st century learning and the era of the industrial revolution 4.0 namely critical thinking, collaborating, communicating effectively, and creativity in learning and shaping the character of learners, as well as increasing understanding and learning outcomes in Hajj and Umrah material for class IX A SMP Negeri 4 Gantung, East Belitung Regency, Bangka Belitung Islands. Based on the results of a questionnaire from students and direct observation conducted by the teacher, as well as the results of evaluations that have been carried out, the use of the media "Alga Maji" and Hajj Videos on Hajj material in class IX A obtained results, namely learning by using the tools "Alga Maji" and The Hajj video can create 21st century learning and the 4.0 revolution era, namely critical thinking and collaboration in solving problems, in describing and explaining the order of the implementation of the pilgrimage. In addition, the use of the media "Alga Maji" and Video Hajj is also able to shape the character of the brave and confident students appear in front of the class when presenting the implementation of the pilgrimage and be responsible and trustful when getting assignments.
Media History Fun Thinkers untuk Meningkatkan Keterampilan 4 C dan Hasil Belajar IPS Mistina Hidayati
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

Abstract

The problems of social teaching learning in SMP N 1 Banyumas are the low 4C skills (Communication, Collaboration, Critical Thinking and Problem Solving, and Creativity and Innovation). Classroom Action Research aims to provide an overview of (1) the learning process using media History Fun Thinkers to improve 4 C skills and learning outcomes (2) increase skills 4 C and social studies learning outcomes with media History Fun Thinkers, and (3) results / the impact of the application of the learning process using History Fun Thinkers. This research was designed in two cycles. Each cycle consists of four stages starting from planning, implementation, observation and reflection. The results showed that, (1) 4 C skills increased from 62.70% before the cycle, 83.20% in the first cycle and 92.19% in the second cycle. (2) learning outcomes increased from the total completeness of 59.38% before the cycle becomes 78.13% in the first cycle and 93.75% in the second cycle. (3) the behavior of students experiences positive changes with better character formation.
Metode Consultant Social Science dalam Upaya Meningkatkan Kemampuan Kolaborasi dan Komunikasi Siswa Lestari Kurniawati
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.v4i2.146

Abstract

The purpose of the study was to improve students' collaboration and communication skills using the Social Sciences Consultant method in class IX.D SMPN 1 Rangkasbitung. Research using quantitative descriptive methods, begins by conducting data collection, data analysis, making conclusions and description of data based on the conditions as they are. The results showed the Social Sciences Consultant's method could improve aspects of Collaboration, sessions I and II, namely: 1). The Hasanudin group numbered 15% which was seen from the increase; 2). Imam Bonjol Group is 10%  3). Teuku Umar group is 5%; 4). Cut NyakDien's group is 10%; 5). Kartini group is 5%; and 6). The Pattimura group is 20%. Communication Aspects 1). Hasanudin group is 10%; 2). Imam Bonjol's group is 5%; 3). Teuku Umar group is 5%; 4). Cut NyakDien's group is 10%; 5). Kartini group is 10%; and 6). Pattimura group is 10%.
Pembelajaran EDP-Problem Solving Project untuk Melatih Siswa Meningkatkan Keterampilan Berpikir Kritis dan Penyelesaian Masalah Dani Setiawan
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.v4i2.147

Abstract

Indonesian students still need to strengthen their ability to integrate information, draw conclusions, and introduce their knowledge to other things. Indonesian students are still weak in answering questions with a level of reasoning. So the purpose of this study is to find out the critical thinking skills and problem-solving of students in class VII-A SMPN 1 Bulakamba academic year 2018/2019 can be improved through learning EDP-Problem Solving Project. EDP-Problem Solving Project facilitates students to implement the engineering design process in conducting problem-solving projects. EDP-Problem Solving Project learning activities consist of stages (1) ask (formulate questions), (2) imagine, (3) plan (plan), (4) creat (make), (5) test (try out), (6) analyze (analyze), (7) conclude (conclude), (8) communicate (communicate), and (9) improve (develop). The study was conducted with a class action research procedure. Data on critical thinking skills and problem-solving are analyzed descriptively. The results showed that critical thinking skills and problem-solving for students of class VII-A SMPN 1 Bulakamba in the 2018/2019 academic year could be improved through learning the EDP-Problem Solving Project.
Pembelajaran Matematika Realistik Berbasis Kearifan Lokal untuk Meningkatkan Kerjasama Siswa pada Materi Segi Empat Rina Asmiati
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.v4i2.149

Abstract

This research aims to apply realistic mathematics education based on local wisdom to improve collaboration and student learning outcomes in quadrilateral material in class VIID SMP Negeri 1 Muara Tiga, Pidie Regency, which consist of 28 students. This research is a classroom action research conducted using two cycles.  The data collection of this research was collected at the end of every  cycle by using the instrument of collaboration and student learning outcomes tests. The result of this research indicates an increase in student collaboration in each cycles. preliminary data on student collaborationis  43.75% with classical completeness  53.57% then the collaboration increased to 62.5% in the first cycle with classical mastery  67.86% and collaboration increased to 75% in the second cycle with classical mastery  85.71%. So it can be concluded that realistic mathematics education based on local wisdom can increase collaboration and student learning outcomes.
Pengembangan Aplikasi Anola Berbasis Android untuk Pembelajaran Atletik Nomor Lari Jarak Pendek Bambang Hariyanto
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.v4i2.150

Abstract

The product of the digital age advances is the existence of sophisticated devices such as smartphones, which are now an inseparable part of human life. This device makes all human activities become practical and fast. The development of the Athletics application Running Number abbreviated as ANOLA is one of the learning innovations. The purpose of this study is to describe the application development, practicality and effectiveness of android-based so that it can be used as a learning media for athletic material running number Method used is Design and Development (D & D) while the process of developing an ANOLA application uses the Analysys, Design, Development, Implementation, Implementation, Evaluation (ADDIE). The results of the study show that the practicality of ANOLA application shows the number 94.67% (Very Practical), while the effectiveness test is 96% (Very Effective). Feasibility test by media experts obtained 96.67% (Very Eligible). The results of the competency test through pre-test and post-test showed an increase in mastery learning in class 8 D students by 53% in the realm of knowledge (KI.3) and by 23% in the realm of skills (KI. 4).
Pengembangan Garis Ajaib untuk Meningkatkan Prestasi Belajar Bilangan Bulat Siswa Sekolah Dasar Tanti Ratna Wulandari
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.v4i3.151

Abstract

Mathematics grade VI achievement in Wates SDN integer material is still disappointing. This is indicated by the low student achievement. The results of problem identification are the factors of the media's lack of interest in learning. For this reason, the writer makes a media that is expected to help understanding in learning. The media are named magic lines. The purpose of the report is to provide an overview of the process of making, the learning process, and student achievement after the development of the magic line. In the process of creating this magic line media the authors develop it with the concept of R & D, namely research and development. During the learning process students look active and enthusiastic. This shows that learning with magic line media can increase student involvement in learning. The results of data analysts showed a significant improvement in the aspects of knowledge and skills. KKM aspects of knowledge and skills have increased to 80% from 60%. The mean knowledge of 65.2 rose to 78.2. The aspect of average skill before 67.6 rose to 80.8. Thus it can be concluded that the magic line media is able to increase student learning achievement.