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
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.
Identifikasi Kompetensi Literasi Sains Peserta Didik Pada Pelajaran Ilmu Pengetahuan Alam di SMP Negeri 43 Rejang Lebong
Noni Permatasari
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.v6i1.799
The scientific literacy of Indonesian children in recent years has been classified as low and ranked at the bottom among other developing countries. This study aims to determine the scientific literacy competence of students in the interaction of living things and ecosystems subject at Junior High School 43 Rejang Lebong which is a 3T predicate school. The research method is descriptive quantitative, begins with designing test questions based on scientific literacy with 13 students as research subjects, consisting of 7 female and 6 male students. Data analysis was carried out in several stages begin with validation of questions, scoring, and analysis of scientific literacy competency achievements. This study concludes that the scientific literacy ability of students at Junior High School 43 Rejang Lebong is obtained in a low category in 3 aspects of literacy, namely, explaining scientific phenomena, evaluating and designing scientific investigations, and interpreting data and evidence scientifically.
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.
Pemanfaatan Literacy Cloud Berbasis Google Clasroom untuk Meningkatkan Literasi Membaca Murid di Masa Pandemi
Walan Yudiani
Jurnal Didaktika Pendidikan Dasar Vol 8 No 2 (2024): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v8i2.824
The aim of this research is to find out whether cloud literacy based on Google Classroom can improve the reading literacy of students at SDN Pejaten Timur 01. This research uses the Classroom Action Research (PTK) method which is carried out in two cycles. Data collection was carried out using questionnaires, written test techniques and documentation. The collected data was processed descriptively qualitatively and quantitatively. The results of research at cognitive level 1, 29 students in class 5D (93.55%) were able to find and retrieve explicit information in the text and make simple interpretations and 6.45% (2 people) were not able. At cognitive level 2, as many as 28 people (90.32%) were able to make interpretations of the implicit information in the text; make conclusions from the results of integrating several pieces of information in a text, and as many as 3 people (9.68%) were not able to. At level 3, only 13 (41.94%) class 5D students were able to integrate some information across texts; evaluate the content, quality, method of writing a text, and be reflective about the content of the text; the remaining 58.06% (18 students) are not yet capable. The results of the student questionnaire showed that the use of literacy cloud as a reading literacy medium during the pandemic was acceptable.
Permainan Moncer untuk Meningkatkan Aktivitas dan Hasil Belajar Peserta Didik Kelas VI Sekolah Dasar
Tutuk Nuryati
Jurnal Didaktika Pendidikan Dasar Vol 7 No 3 (2023): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v7i3.829
The learning outcomes of class VI students at SDN Bancamara III regarding Natural Appearance and Social Conditions of Neighboring Countries still do not meet the KKM set by the school. Of the 21 students, only 2 students could meet the KKM while the others could not meet the KKM, the cause was the lack of motivation of students in participating in learning. Students feel bored when studying indoors. Students have difficulty understanding social studies material because the majority of it is material that needs to be memorized. This research uses the PTK method which consists of two cycles. Each cycle consists of four steps, namely planning, implementation, observation and reflection. The aim of this research is to describe the use of the MONCER (Smart Monopoly) game media on Natural and Social Appearance material from neighboring countries for class VI students at SDN Bancamara III, Dungkek District, Sumenep Regency. From the results of data analysis, it was found that student learning outcomes increased from an average of 38.09% classical completeness in cycle I to 90.47% in cycle II. Based on the data obtained, it can be concluded that the use of MONCER game media can improve student learning outcomes.
Pengembangan Media SH POP untuk Meningkatkan Literasi Baca Tulis Siswa Sekolah Dasar
Winarni Winarni
Jurnal Didaktika Pendidikan Dasar Vol 6 No 3 (2022): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v6i3.833
This study aims to test the feasibility of SH POP media in improving the literacy skills of elementary school students. This type of research is development research referring to the opinion of Borg & Gall. The design of the development of this learning device includes 10 steps, namely (1) preliminary research and information collection; (2) planning; (3) product draft development; (4) initial trial; (5) revise the results of the limited trial; (6) field trials; (7) refinement of the product from field trials; (8) operational field trials; (9) final product refinement, and (10) dissemination. The research subjects were students of class IIID SDIT Izzatul Islam Getasan Kab. Semarang. Data collection techniques used are questionnaires and tests. The data analysis technique uses Miles & Hubberman interactive analysis. The results showed that the feasibility of the SH POP media showed a validity score of 91, a practicality score of 91, and an effectiveness score of 86. This proves that the SH POP media is feasible to improve the literacy skills of elementary school students.
Peningkatan Aktivitas dan Hasil Belajar Siswa Melalui Blog Berbasis QR-Code dan Edu-Fun Book
Sigid Nurwijaya
Jurnal Didaktika Pendidikan Dasar Vol 7 No 3 (2023): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v7i3.836
Based on its objectives, the learning of 2013 curriculum is oriented towards increasing and balancing among attitudes, skills and knowledge. From the results of observations at Public Elementary School Ngraket, the process of learning has not been able to maximize student activities. Student learning outcomes have not been able to reach the specified KKM. Based on this situation, learning improvements were made through the using of QR-Code-Based Blog media assisted by Edu-Fun Book. In addition, through the QR-Code-Based Blog media, students are introduced to new learning methods, which refer to 21st century skills (digital literacy). It has proven to be effective and successful, in terms of the process assessment and final assessment. QR-Code-Based Blog Media assisted by Edu-Fun Book was able to increase student learning activities with an average score of 4.5 on a scale of 1-5. Student learning outcomes also have significant increase. 19 students out of 20 students (95%) managed to reach the minimum standard of scoring (KKM) with an average score of 85. It means that there is an increase of 14 points from the previous learning that did not use QR-Code-Based Blog media assisted by Edu-Fun Books. Based on these data, it can be concluded that the QR-Code-Based Blog media assisted by Edu-Fun Book has succeeded in increasing student activity and learning outcomes.
Game Floating City Islands untuk Meningkatkan Kompetensi Pengetahuan dan Minat Belajar Matematika pada Masa Pembelajaran Jarak Jauh
Doni Setiyo Ardiyanto
Jurnal Didaktika Pendidikan Dasar Vol 6 No 3 (2022): Jurnal Didaktika Pendidikan Dasar
Publisher : Direktorat Guru Pendidikan Dasar, Kemendikbudristek R.I.
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DOI: 10.26811/didaktika.v6i3.844
This study aims to describe the effectiveness of using the "Floathing City Islands Game" in learning mathematics during the Distance Learning (PJJ) period to increase knowledge competence and interest in learning mathematics. The method used in this paper is descriptive quantitative research. The subjects in this study were 32 class VIII C students of SMPN 1 Tempuran who studied through online PJJ. The learning innovations that are made contain a recreative element, namely an educational game that is given “Floathing City Islands”. In games based on material or math questions for preparation for the Year End Assessment (PAT). The game was developed using the Articulate Storyline 3 application. The results showed that (a) “Floating City Islands” can be applied to meaningful and fun mathematics learning during PJJ or BDR. (b) This game is effective for increasing students' knowledge competence and learning interest.