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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
Implementasi Media Topeng Fantasi untuk Meningkatkan Karakter Cinta Budaya Daerah Kusmiati Kusmiati
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.v4i3.112

Abstract

The research purpose is to describe the implementation of Fantasy Mask media for improving the character in loving the local culture, creative thinking skills, and literacy through project-based learning in writing fantasy stories in Sabilillah Islamic Junior High School Malang. The design is a classroom action research. The research subjects involved the 32 seventh graders in Sabilillah Islamic Junior High School in Malang. The research results show an increase in loving the local culture; in the first cycle, the percentage of completeness reached 87.10% and 96.77% in the second cycle. This value shows the character of loving local culture of students in good categories to excellent categories, 2) there is an increase in the students' creative thinking skills in the first cycle with the completeness of 80.64% increase to 93.54% in cycle II. The students' creative thinking skills were improved from fairly good to a very good category, and 3) there is an increase in literacy skills in the first cycle with a percentage of 83.87 increasing to 96.77% in the second cycle.
Media Puzzle Edukasi untuk Meningkatkan Aktivitas dan Hasil Belajar Siswa Rona Norhana Dewi
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.v4i3.113

Abstract

The research objective is to improve the learning activity and competency through “Puzzle Edukasi” of the seventh-grade students in SMPN 6 Tanjung in the Academic Year 2018/2019. The learning material consisted of Norm and Justice. The year 2018/2019. The design used classroom action research implemented in two cycles. Every cycle has four phases, they are planning, implementing, action, observation, and reflection. The research subjects recruited 12 male and 12 female students. Observation, tests, and questionnaires are used as instruments for data collection. Based on the finding and discussion, it can be concluded that students’ activity and competency of VII A of SMPN 6 Tanjung were improved through “Puzzle Edukasi” media. It is shown by the average score of the students’ activity, which was improved from the first cycle to the second cycle. On other hand, students’ response toward learning is dominant. Students agreed that learning PPKn with Puzzle Edukasi media can improve learning activity and competency as well as much as 96.88%.
Peningkatan Kemampuan Membaca Permulaan Melalui Metode Drill Rusmiy Sumanty
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.v4i3.114

Abstract

The purpose of writing best practice is to describe the application of drill methods and Kacamata strategies (beautiful cards of various letters, syllables, and words) in improving the ability to read the1 grade students of elementary school 3 Damar, identify constraints of Drill. Problem-solving strategies used are the drill method and the "kacamata" strategy. The implementation of the drill method is carried out three times a week by taking advantage of 20 minutes before effective learning hours begin, the technical implementation is done by means of peer tutoring and games, while the strategy of glasses (beautiful cards of various letters, syllables, and words) here are in the form of substance or material in learning to read the beginning. Results achieved after filling for 3 stages until the eleventh week, there was significant progress, out of eleven students who were educated all students were able to recognize letters and spell letters into the syllabus, while students who have not been able to spell syllabus into words are only 1 student (0,39%). Based on the data above, it turns out that the Drill method which was carried out in 3 stages for 3 months and combined with The Glasses strategy can improve the ability to read the beginning of students in grade 1 of Elementary School 3 Damar.
Pengembangan Media Spedomatik pada Pemahaman Konsep Nilai Tempat di Sekolah Dasar Dedy Dwi Setyawan
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.v4i1.120

Abstract

The development of Spedomatik media has the aim of strengthening the understanding of mathematical concepts and improving student learning outcomes. This innovation was developed by applying the Research and Development method. The results show that the percentage of student learning outcomes has increased, from before the use of Spedomatik on average only 54.44% then increased when the trial 1 became 52.22% and increased in the second trial to 75.55%. Conclusions obtained for the achievement of improvements that occur due to the use of Spedomatik media, where the activeness of students in manipulating Spedomatik is a stage in understanding mathematical concepts.
Pengembangan Modul Materi Cahaya Berbasis PBL4C Untuk Meningkatkan Keterampilan Berpikir Kritis Siswa Sekolah Penengah Pertama A’irin Nurwidyastuty
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.v4i3.121

Abstract

The purpose of this study is to describe the process and results of module development, the objectives and competencies to be achieved, the strengths and weaknesses of the module, and the improvement of critical thinking skills after using the module. Module development by using the 4D model that is define, design, develop and assess produce PBL4C (Problem Based Learning the 4 Core Areas) modules. The material validation score is 3.31, the design validation score is 3.51, the language validation score is 3.47 which means that the module is stated valid. Modules are also developed in the Android application so students can study anywhere, anytime, with anyone. PBL4C is PBL which is an integration of multi-disciplinary knowledge, multi-dimensional skills, correct thoughts and universal harmonious values. Based on research data that is normality test, amounting to 0.131 with Asymp. Sig. (2-tailed) of 0.179 with a value of p> 0.05, so it can be concluded that the data are normally distributed. Homogeneity test results stated the value of F = 1.072 and p value> 0.05 (sig. (0.422)> 0.05) means the distribution of homogeneous data. Based on hypothesis testing using T test p value (.000) <0.05. H0 is rejected and H1 is accepted which means the module can improve students' critical thinking skills.
Pemanfaatan Pelepah Sawit dalam Pembelajaran Cermin di SMP Negeri 5 Satu Atap Tanjung Morawa Rusti Lumban Gaol
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.v4i2.122

Abstract

Palm oil fronds can be utilized in the learning of flat, concave and convex mirrors. The development of palm frond mirror media is a solution because of the unavailability of tools that support learning and science laboratories. The research objective is to develop a palm oil frond mirror media so that it can be used in the learning process of flat, concave and convex mirror, and improve student learning outcomes by using the palm frond mirror media in discovery learning. The method used with the ADDIE model. The results of the study explained that the use of palm frond mirror media could improve student learning outcomes namely X ̅ = 33.72 to X ̅ = 82.08 g = 0.72 (high category), with students who had previously completed 6% to 89%. Palm frond mirror media is suitable for use in learning. This learning media is also effective in creating a pleasant atmosphere, students are active because they are directly involved in the process of making tools and concept discovery. The development of the media of palm frond mirror is able to build the character of students' scientific attitudes, namely discipline, honesty, care for the environment, and cooperation.
Pengembangan Media X-Box untuk Meningkatkan Pemahaman Siswa Sekolah Dasar tentang Perkalian Kristiningrum Kristiningrum
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.v4i1.123

Abstract

This learning innovation work was created based on the finding that students in primary schools still have difficulty in multiplication operations of up to four digits. There is no use of innovative media in learning that can be used effectively for multiplication learning. The making and use of X-boX media is to make it easy for students to understand and be proficient in performing multiplication calculation operations. The method used in this study is the design and development (D&D) by testing using tests given to students and design validation by experts. Obtained results of media validation by 94% and material validation by 82%. Experts claim that this innovation work is in the good category and is suitable for use in learning about multiplication. Based on the results of the reflection made, the X-boX media was considered effective in increasing student understanding. Evidenced by the average value of student learning outcomes that are above the KKM value after testing.
Pengembangan Model Pembelajaran Smartberbasis Steam Untuk Meningkatkan Keterampilan Berpikir Kreatif Siswa Pada Mata Pelajaran Prakarya Eko Sulistyawan
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.v4i3.124

Abstract

Creative thinking skills are one of the competencies that must be had in welcoming the era of the industrial revolution 4.0. So the learning process should be oriented to competence. The learning model used by STEAM-based learning model that utilizes Android games as a stimulus. The approach used in this study is a qualitative descriptive approach to the aspects of validity and practicality as well as quantitative pre-experimental (one group pretest posttest design). The results of the validation of the learning model by expert validators show a mean score of 81.50 which means that the SMART learning model obtains valid criteria. The results of observations of the implementation of STEAM aspects in the syntax of the SMART learning model showed quite good criteria in the aspects of science, technology and mathematics, as well as criteria both in engineering and art aspects. The results of the effectiveness of the learning model trials in grade VII students of Singosari One Roof Junior High School in the academic year 2017/2018 using one group pretest posttest design research design showed an increase in students' creative thinking skills from 53.64 to 86.00 and the product test results reached 84, 88. This shows that the STEAM-based SMART learning model developed is suitable for use in the learning process.
Pengembangan Multimedia Teks Wawanrembug Berbasis Blended Learning pada Siswa VIII Sutriono Hariadi
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.v4i1.125

Abstract

The learning media that will be developed based on technology is the students' base upload skills in the Wawanrembug text. So it is necessary to support learning media to be able to achieve optimal results. This study aims to develop Multimedia Text Wawanrembug Based on Blended Learning and test the effectiveness of the media. This development research method uses the Four-D model namely Define, Design, Develop, Disseminate and the quality of the media is measured through validity, practicality, and effectiveness. The results of the research analysis concluded that multimedia developed in the form of html-based media, android applications, and categorized powerpoint applications is feasible to use. The average for the experimental class is 82.5 and the control class is 77.9. The percentage of feasibility of the developed media is 83%. This multimedia development is very easy to make because it only has Ms. application. Power point. Multimedia developed combined with Blended Learning (using Google Site) can improve student learning outcomes. Thus, the Multimedia Development of Wawanrembug Text Based on Blended Learning in Class VIII Students can be used as a learning medium for students to learn how to upload Wawanrembug Text.
Penerapan Media Konversi Pecahan untuk Meningkatkan Hasil Pembelajaran Matematika di Sekolah Dasar Roni Rahmawanto
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.v4i2.126

Abstract

The purpose of this research is to improve Mathematics learning in grade V students using Fraction Conversion media. Based on preliminary observations, the teacher discovers the difficulties experienced by V grade in 2018/2019 during Mathematics learning. The results of the final semester 1 assessment obtained the average value of students in basic competency 1, namely 55, and basic competency 2, namely 47. Classroom action research was implemented to improve the process and results of learning Mathematics through the use of Fraction Conversion media. Learning material is focused on equations, addition, subtraction, multiplication, and fraction distribution. Learning outcomes data were collected using tests. Whereas, student activity data and mathematics learning skills through observation when learning takes place. Data analysis using quantitative and qualitative descriptive. The results of data analysis showed that the completeness of student mathematics learning increased from 71% to 87%. In addition, the activities and skills of students also increased due to the use of Fraction Conversion media. The conclusion is that the use of Fraction Conversion Media can improve the cognitive and psychomotor learning outcomes and processes of fifth-grade students at Ngentak Elementary School.

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