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
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.
Project Based Learning pada Literasi Sains Berbasis Budaya Lokal Bahari dengan Penggunaan Alat Wind Detection
Eka Candra Kahiking
Jurnal Didaktika Pendidikan Dasar Vol 6 No 1 (2022): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v6i1.428
The natural phenomenon of the sea about the wind that is still not taken up in science learning and learning media is needed. To understand the phenomenon, scientific literacy is needed, it is necessary for the creativity of the teacher. The aim is to improve students' scientific literacy skills and obtain teaching aids that can be used in local maritime and 21st-century culture-based learning. Learning activities are carried out using a project-based learning model combined with scientific literacy stages using a Bluetooth digital wind detection tool. learning media is developed and validated by experts, learning stages are developed according to needs, scientific literacy skills are obtained based on observations of scientific literacy skills, interviews, response questionnaires, and product assessments at 80 to 100%, are in the good and very good categories. It is concluded that this learning innovation can improve students' scientific literacy skills, and produce teaching aids that utilize local culture based technology according to the demands of the 21st century learning that can be used in science learning in everyday life to help the community.
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.
Efektivitas Penggunaan Teknik Pembelajaran Google Classroom Berbantuan Whatsapps dalam Pembelajaran IPA
Sunaryo Romli
Jurnal Didaktika Pendidikan Dasar Vol 6 No 1 (2022): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v6i1.455
Scientific numeracy literacy is the knowledge and ability to use a variety of numbers and symbols related to basic mathematics to solve practical problems in various contexts of everyday life. Numerical literacy also includes the knowledge and skills to analyze scientific information presented in various forms (graphs, tables, charts, etc.) and then use the interpretation of the results of the analysis to predict and draw conclusions and decisions. This study aims to determine the effectiveness of learning using Google Classroom (GCR) assisted by WhatsApp (WA) on the scientific numeracy literacy skills of students in the Caloric material. Type of this research is development research using the ADDIE model with the type of research design pretest-posttest one group design involving 2 classes of seventh grade students consisting of 50 students in a junior high school in Bandar Lampung City. The research instrument was in the form of a scientific numeracy literacy test for the Caloric material. Data analysis using n-gain test. The results of the scientific numeracy literacy test showed that learning using Google Classroom assisted by WhatsApp obtained n-gain values in the experimental class of 0.66 and 0.57 (medium category). These results indicate that the learning technique using Google Classroom assisted by WhatApps is effectively used in online learning during the Covid 19 pandemic.
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.
Keterampilan Menulis Puisi dengan Penguatan Karakter Melalui Teknik Sanggam Riska
Supriyanto Supriyanto
Jurnal Didaktika Pendidikan Dasar Vol 7 No 1 (2023): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v7i1.531
This article is based on good practice on how to integrate strengthening character education through the “Sanggam Riska” technique with the aim of improving poetry writing skills for grade VIII junior high school students. It was found that there were indications of a student's lack of courtesy, both to fellow students and to the teacher. The "Sanggam Riska" technique is a technique of stimulating the image of the gathering of words in groups. Learning with the "Sanggam Riska" technique can significantly improve students' ability to choose words, figure of speech, and rhyme in writing poetry for students at SMP N 1 Kemranjen which has implications for increasing literary learning achievement by strengthening character education. Strengthening character education in the form of cooperation in word contributions, patiently waiting for their turn, and self-confidence was clearly seen when students had group discussions.
Pengembangan Literasi Numerasi Berbantuan Aplikasi Etnomatematik Puzzle Game pada Pembelajaran Matematika di Sekolah Perbatasan
Niken Eka Priyani
Jurnal Didaktika Pendidikan Dasar Vol 6 No 1 (2022): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v6i1.536
Learning mathematics is considered difficult by students of Sekolah Dasar Negeri 29 Idai, so it needs to be a concern for teachers, especially now that numeracy literacy has become a benchmark for the success of the minimum competency assessment (AKM), where students must prepare themselves to take part in the AKM process. This study aims to develop an Ethnomatematical Puzzle Game learning application, namely to improve numeracy literacy results through the use of the Ethnomathematics Puzzle Game application. The research and development (R&D) method used is the Hannafin & Peck model with three stages, namely; 1) needs assessment; 2) design stage; and 3) development and evaluation. Based on the results of media experts and peer reviews, it is known that the media is categorized as feasible and can be used for learning, and the test results show that 84.64% of students are complete in learning. So it can be concluded that the application of ethno mathematical puzzle games can help understanding and improve students' numeracy literacy in mathematics subjects.
Penerapan Problem Based Learning Terintegrasi STEAM untuk Meningkatkan Kemampuan 4C Siswa
Angga Angga
Jurnal Didaktika Pendidikan Dasar Vol 6 No 1 (2022): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v6i1.541
This research based on the findings which showed that the 4C (Communication, Collaboration, Creativity and Innovation, Critical Thinking and Problem Solving) skills of third grade students at SDN 1 Sukarame. The purpose of this research is to improve the students 4C skills. The learning models that can improve students 4C skills to have 4C skills is the Problem Based Learning (PBL) model. The learning approach that can be integrated with the PBL model is the STEAM approach (Science, Technology, Engineering, Art, Mathematics). The method used in this research is a quantitative method, while the design used is Classroom Action Research (CAR). Based on the results of this study, the author applies the STEAM-integrated PBL model in learning on the material for the Concept of Change Objects in class III SDN 1 Sukarame. The results of the learning implementation show that the application of the STEAM integrated PBL model can improve the 4C ability of third grade elementary school students. PBL syntax is implemented with a percentage of 100%. The posttest results showed 90% of students achieved scores above the KBM. All groups get scores above 80. In addition, students 4C ability results in N-gain of 0.57 or 57%.