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Dinda Legita; Annisha Dyuli Adha; Suparmi Suparmi

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

The problems of this research were students’ lack of vocabulary, lack of pronunciation, lost confident, a fear of making mistakes, and speaking English is difficult to learn. This research aimed to find out how the TGT method improves students' speaking ability and the significant factors in using the TGT method at SMPN 2 Padang. This research used purposive sampling and VIII.5 as sample in the classroom. This research used qualitative research design and Classroom Action Research approach that consisted 2 cycles, and has four stages, namely; planning, action, observation, and reflection. The instrument of this research was test; pre-test and post-test, observation sheet, and questionnaire. The research results showed a significant increase in students' speaking ability, the improvement of percentage was 18.75% from pre-test to post-test II. The questionnaire revealed that 88.12% of students preferred learning with intrinsic motivation, which showed that the importance of motivation in the learning process.

Sisilia Wahyu Rully A; Denny Denny

Publikasi Para ahli Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

Education is an important key in the formation of an intelligent nation. The background of this study is the decrease in concentration and inactivity of students in learning Indonesian Language, especially in the hours before the end of learning at school. This Classroom Action Research was carried out in two cycles with the aim of increasing the concentration and learning activity of students in grades XI-10 of SMAN 21 Surabaya through the application of the Teams Games Tournament (TGT) method with the Cooperative Learning model in learning Indonesian Language Argumentation Text material. The techniques used in data collection are observation, interviews, and tests. The results of the study show that the application of this TGT method can increase the concentration and learning activity of participants in grades XI-10 of SMAN 21 Surabaya on the Argumentation Text material. This can be seen from the increase in observations, interviews, and test results. Students' learning activities and critical thinking ability have increased with the percentage of score acquisition in cycle 2 higher than in cycle 2. The Teams Games Tournament (TGT) method with the Cooperative Learning learning model allows students to discuss with each other in learning, and can help each other, so that it can increase the activeness and involvement of students during the learning process. In addition, this method helps learners to develop their thinking and communication skills with other friends.

Agatha Erika Citra Nilasari; Putri Zudhah Ferryka; Yuliana Yuliana

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2024 CV. Alim's Publishing

The background to this research is the low student learning outcomes which are less than the KKTP, namely 75. Many students are busy alone and do not pay attention to the teacher and the learning model is less interesting. The teacher uses a lecture learning model and uses an LCD to play guessing games. The aim of this research is to improve the learning outcomes of grade 2 students at SD N 1 Karangduren by using the TGT (Team Games Tournament) learning model. This research is classroom action research which lasts for two cycles consisting of planning, action implementation, observation and reflection stages. The research subjects were 2nd grade students SD N 1 Karangduren. The data collection technique in this research is pre-test and post-test questions which consist of multiple choice, matching, true-false and description questions. Based on the research results obtained on Building Space material, it can be improved by using the TGT (Team Games Tournament) learning model. The incrase in learning outcomes can be seen from the initial condition, the average value is 29%. In cycle I there was an incrase with an average of 47%. The in cycle II there was an incrase with an average og 88%.

Lovianna Br Manullang; Robinhot Sihombing; Dame Taruli Simamora; Dorlan Naibaho; Tianggur Medi Napitupulu

Tri Tunggal: Jurnal Pendidikan Kristen dan Katolik 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

The research aims to determine the positive and significant influence of the Teams Games Tournaments (TGT) Model on Learning Motivation for Christian Religious Education and Character in Class The research hypothesis is that there is a positive and significant influence between the Teams Games Tournaments (TGT) Model on Learning Motivation for Christian Religious Education and Characteristics of Class XI Students of SMA Negeri 1 Ujung Padang, Simalungun Regency, Academic Year 2023/2024. This research is a regression research using Inferential Statistics techniques. The population of all class XI students at SMA Negeri 1 Ujung Padang who are Protestant Christians is 138 people. Random sampling (random sampling) is 30% of the total population, namely 40 people. The research instrument is a closed questionnaire. From the determination coefficient test, the value r2 = 0.555 is obtained. From the determination value (r2), it can be seen that the percentage of influence between the Teams Games Tournaments (TGT) Model on the Learning Motivation of Christian Religious Education and Character of Class XI Students of SMA Negeri 1 Ujung Padang, Simalungun Regency, Academic Year 2023/ 2024 is 55.5%. The results of the analysis requirements obtained values ​​rxy = 0.745> rtable = 0.312 and tcount = 6.896> ttable = 2.024 showing that there is a relationship between the Teams Games Tournaments (TGT) model and Christian Religious Education Learning Motivation and Character Characteristics of Students and obtained a regression equation Ŷ = 19.72 +0.564X. Hypothesis testing obtained Fcount=47.55>Ftable=4.09 so H0 is rejected and Ha is accepted. The research concluded that there was a positive and significant influence of the Teams Games Tournaments (TGT) Model on the Learning Motivation for Christian Religious Education and Character of Class

Ainun Rofiah; Vivi Rulviana; Rakini Rakini

Jurnal Ilmu Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

The aim of the research is to determine the interest of class IV SDN 02 Taman Madiun in learning science and science material on plant parts by applying the TGT type cooperative learning model. Using the Classroom Action Research (PTK) method which was carried out in two cycle meetings. Stages include observation, planning, implementation, and reflection consisting of each cycle. 7 class IV students at SDN 02 Taman Madiun were used as research subjects. Data collection instruments consist of interviews, questionnaires, observations and documentation. The results of the research prove that fourth grade students' interest in learning science and science material about plant parts has increased after implementing the TGT type cooperative model.  The percentage of interest results increased, initially 68.52% in the first practice cycle meeting, then increasing to 85.26% after the second practice cycle meeting. These results become an alternative strategy to achieve interest in learning for class IV SDN 02 Taman as expected through the implementation of the TGT type cooperative model.

Aulia Yusrika Qurrotu’ain; Anik Kirana; Fitria Indahwati

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study was conducted by looking at the low learning outcomes of class X-2 students at SMA Negeri 9 Surabaya in the previous material, namely SPLTV. This study was conducted with the aim of improving students' mathematics learning outcomes in the quadratic equation material by implementing a cooperative learning model of the team games tournament (TGT) type using the help of wordwall. This study is included in classroom action research which is carried out in two cycles. The subjects of the study used were 36 class X-2 students at SMA Negeri 9 Surabaya. The research data were obtained through pretest, observation, and posttest. The analysis data from the pretest and posttest results were in the form of quantitative data which would be used to determine the increase in student learning outcomes. While the analysis data from the observation results in the form of qualitative data were used as a guideline to improve and perfect learning activities from cycle I to cycle II. Based on the results of the study that has been carried out, it shows that implementing a cooperative learning model of the team games tournament (TGT) type using the help of wordwall on the quadratic equation material can improve the learning outcomes of class X-2 students at SMA Negeri 9 Surabaya. The classical completeness of the pretest cycle I was 44.4%. After the implementation of the TGT type cooperative learning model, there was an increase to 77.8% in the posttest of cycle I. In cycle II, it increased again to 94.6% with a classical completion target of 85%.

Yayuk Pundy Astutik

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to improve students' learning outcomes in analyzing the intrinsic elements of short stories through the application of Team Games Tournament (TGT) learning model in class XI-D3 SMAN 9 Surabaya. This research was conducted in two cycles, with each cycle including four stages: planning, action, observation, and reflection. Data were collected through classroom observation, field notes, learning outcome tests, and analysis of intrinsic elements of short stories by students. The results showed that the application of the TGT learning model was effective in improving students' learning outcomes in analyzing the intrinsic elements of short stories. This improvement can be seen from the increase in students' test scores from cycle 1 to cycle 2. This study suggests that the TGT learning model can be used as an effective alternative learning strategy to improve students' learning outcomes in analyzing the intrinsic elements of short stories. In addition, this study also shows that short stories are the right learning media to develop students' analytical skills.

Winda Anggriyani Uno

International Journal of Education and Literature 2024 Lembaga Pengembangan Kinerja Dosen

This study aims to implement the cooperative learning model of Team Games Tournament (TGT) to improve students' understanding of mathematical concepts on fractions at SDN 07 Tilamuta. The research method used is classroom action research (CAR) with two cycles, each consisting of planning, implementation, observation, and reflection. The subjects of this study were 30 fifth-grade students. The results indicate that the application of the TGT learning model can enhance students' understanding of mathematical concepts. This is evidenced by the increase in the average test scores of concept understanding in each cycle. In the first cycle, the average student score was 65, which increased to 80 in the second cycle. Furthermore, students' learning activities also improved, marked by their active participation in group discussions and game tournaments. In conclusion, the implementation of the TGT cooperative learning model is effective in improving students' understanding of mathematical concepts on fractions at SDN 07 Tilamuta. It is recommended that teachers consider using this learning model in teaching mathematics for other topics as well.

Faisal Maulana Putra; Jani Jani

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2024 Universitas Maritim AMNI Semarang

This research was motivated by a lack of student participation and boredom with the monotonous learning system so that students did not understand abstract and complex economic concepts. From these problems it can be seen that the cause is a lack of motivation to learn. So it is necessary to develop a learning model, one of which is the TGT (Teams Games Tournament) cooperative learning model using TTS. The aims of this research are (1) to determine the effect of the TGT learning model on students' learning motivation in economics subjects in Class XI MA Sunan Kalijogo Mojo Kediri; (2) To find out how much influence the TGT learning model has on the motivation to learn economics for class XI MA Sunan Kalijogo Mojo Kediri. The research approach used is quantitative, associative type. Data collection uses questionnaires and documentation. Data analysis and hypothesis testing using simple linear regression using SPSS. The research results show that (1) Based on the hypothesis test, the results obtained are sig. 0.000 < 0.05, it can be said that there is a positive and significant influence between the influence of the TGT learning model on students' economic learning motivation; (2) Based on the hypothesis test, a value (R) of 0.652 was obtained, which indicates a strong relationship between the two variables. Meanwhile, the R Square values ​​of 42.5% and 57.5% are influenced by other factors that have not been studied.

Rita Dwi Septiani; Anwas Mashuri; Amiratih Siti Aisyah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study seeks to identify learning models that affect students' mathematics learning outcomes. Students at SMPN 3 Paron have poor or low learning outcomes, especially in the field of Harmony in the Triangle, because the indicators of the learning process in the school have not been optimal. One of the learning models that can be used is the Teams Games Tournament (TGT) model with a contextual approach. This quantitative study used Postest only Control Design, with three samples selected using saturated sampling, one class as the experimental class and one class as the control class, and using one class, namely class VIII B as the test class. The samples have been distributed normally and homogeneousl. Data analysis using the T. Teams Games Tournament Test produced an average of 42.44, the conventional learning model produced an average of 62.39. Students who were taught using the Teams Games Tournament (TGT) model with a contextual approach obtained a better average and outperformed students who were taught using the convenive model or only the TGT model, as the calculation of this study obtained (Thitung = 3.024 is greater than Ttable = 2.120).

Moreyta Hasianna Pasaribu; Rida Gultom; Nisma Simorangkir

Tri Tunggal: Jurnal Pendidikan Kristen dan Katolik 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

The aim of this research is to determine the positive and significant influence of the Teams Games Tournament (TGT) learning model on the learning motivation of class VIII PAK students at SMP Negeri 1 Baktiraja for the 2023/2024 academic year. The research method used is a quantitative inferential descriptive method. The population is all Class VIII students at SMP Negeri 1 Baktiraja for the 2023/2024 academic year with a total of 144 people and a sample of 44 people was determined using random sampling techniques. Data was collected using a positive closed questionnaire with 40 items, namely 15 items for variable 2023/2024 learning, proven through the following data analysis: 1) Test the analysis requirements: a) positive relationship test obtained by the value rxy = 0.542 > rtable(α=0.05,n=44) = 0.297. b) Testing a significant relationship obtained tcount= 4.178 > ttable(α=0.05, dk=n-2=32)= 2.021. 2) Influence test: a) Regression equation test, obtained regression equation. b) Regression coefficient of determination test (r2) = 29.4%. 3) Test the hypothesis using the F test to obtain Fcount > Ftable=(α=0.05, dk numerator k=16, dk denominator=n-2=44-2=42) namely 17.44 > 1.51. Thus Ha is accepted and H0 is rejected.

Delfa Oktaverina; Meity Tanor; Hasmiati Hasmiati

Jurnal Cakrawala Pendidikan dan Biologi 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

Education in Indonesia continues to grow, but the main challenge in learning Biology, especially in cell material, is the lack of student involvement. Many students rely more on memorization methods than understanding concepts, which impacts their low learning outcomes. This study aims to explore the effectiveness of  the Plants vs Zombies game-based learning method in improving the cognitive learning outcomes of students in grades XI-B at SMA Negeri 1 Tondano, especially in cell biology materials. This study uses the Classroom Action Research (PTK) approach, which is carried out in two cycles. In the first cycle, students were invited to learn through the Plants vs Zombies game which was integrated with the Team Games Tournament (TGT) learning model. Data is collected through observation and cognitive tests to measure student learning outcomes. The results showed a significant increase in student learning outcomes. The average score of students increased from 71.2 to 87.27, with the highest score reaching 92.3 and the lowest score being 76.9. Students also show improvements in engagement, collaboration, and motivation to learn. This research indicates that the application of games as learning media can make abstract biology material more interesting and easy to understand. In addition, this study also highlights the important role of teachers in facilitating game-based learning. The implications of this study show that game-based methods can be an innovative solution in improving the quality of learning in the 21st century.

Istikhah Istikhah; Iqnatia Alfiansyah; Nanang Khoirul Umam

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Based on the results of the analysis that has been carried out, it shows that students' learning outcomes in mathematics have increased. This is indicated by the increase in the class average score, namely at the time of pre-action 51.63 increased to 85.90 in cycle I then increased again in cycle II to 89.09. From the observation data obtained before carrying out the action, students seemed less active in learning. After being given action students look more active both in question and answer activities and during group activities.

Rafki Parifia; Muhammad Ari Khairan; Almer Ragil Amri; Abdul Ghanif Herlambang; Wismanto Wismanto

Jurnal Manajemen dan Pendidikan Agama Islam 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Education is the forerunner of the birth of an intelligent generation. Education does not only take place at one moment, but education continues without knowing the age called lifelong education. In the teaching and learning process it is necessary to create comfortable conditions for students to learn. Therefore, today many learning models are applied in the learning process. This classroom action research aims to apply the Team Games Tournament (TGT) learning model in the teaching and learning process by optimizing the active role of students in the classroom and providing evaluations to measure student understanding of the material through the Team Games Tournament (TGT) learning model. The subjects of this study were junior high school students. The estimated duration of the study lasted at least one month. The timing of research refers to the school's academic calendar, because PTK requires several cycles that require an effective teaching and learning process in the classroom. In the learning process, there are several improvements that occur in students where based on the results of observing student attitudes in class during learning activities through the Teams Games Tournament (TGT) method it turns out to be able to change student learning attitudes and can improve student mindsets and learning activities and foster a sense of mutual cooperation between students.

Syarifah Aeni Rahman; Syafaruddin Syafaruddin; Nurul Ihza; Nurhidayana Jamil; Nurlindah Nurlindah

Jurnal Sadewa : Publikasi Ilmu Pendidikan, Pembelajaran dan Ilmu Sosial 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

Based on observation results, student learning outcomes are still low. This research aims to improve student learning outcomes in Integrated Thematic Learning using the Teams Games Tournament (TGT) learning model. This research was carried out at UPTD SDN 66 Kanjitongan, Kanjitongan Hamlet, Mattiro Tasi Village, Maros Baru District, Maros Regency. The subjects of this research were 19 students in class IIIA UPTD SDN 66 Kanjitongan for the 2023/2024 academic year. The type of research used is Classroom Action Research. Based on the research results, it can be concluded that the application of the Teams Games Tournament (TGT) model in Integrated Thematic Learning can improve the learning outcomes of class III A UPTD students at SDN 66 Kanjitongan. This is shown by the results of the analysis in cycle I, the percentage of students who have reached the Minimum Completeness Criteria is 68.42% and the percentage of students who have not reached the Minimum Completeness Criteria is 31.58%. 2 cycles with the percentage of students who have reached the Minimum Completeness Criteria89.47% and the percentage of students who have not reached the Minimum Completeness Criteria 10.53%.

Syarifah Aeni Rahman; Syafaruddin Syafaruddin; Nurul Ihza; Nurhidayana Jamil; Nurlindah Nurlindah

Jurnal Sadewa : Publikasi Ilmu Pendidikan, Pembelajaran dan Ilmu Sosial 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

Based on observation results, student learning outcomes are still low. This research aims to improve student learning outcomes in Integrated Thematic Learning using the Teams Games Tournament (TGT) learning model. This research was carried out at UPTD SDN 66 Kanjitongan, Kanjitongan Hamlet, Mattiro Tasi Village, Maros Baru District, Maros Regency. The subjects of this research were 19 students in class IIIA UPTD SDN 66 Kanjitongan for the 2023/2024 academic year. The type of research used is Classroom Action Research. Based on the research results, it can be concluded that the application of the Teams Games Tournament (TGT) model in Integrated Thematic Learning can improve the learning outcomes of class III A UPTD students at SDN 66 Kanjitongan. This is shown by the results of the analysis in cycle I, the percentage of students who have reached the Minimum Completeness Criteria is 68.42% and the percentage of students who have not reached the Minimum Completeness Criteria is 31.58%. 2 cycles with the percentage of students who have reached the Minimum Completeness Criteria89.47% and the percentage of students who have not reached the Minimum Completeness Criteria 10.53%.

Muhammad Rafli Ridha; Ramadi Ramadi

Jurnal Pendidikan, Bahasa dan Budaya 2023 Pusat Riset dan Inovasi Nasional

In this research, there were obstacles or problems with students' activities and learning outcomes in less than optimal science content. The reason is due to a lack of skills in gathering information, still using conventional approaches, and one-way learning. The proposed solution is to apply a combination model of PBL, TGT, and Picture and Picture. The purpose of this research was to determine the activities and learning outcomes of grade 5 students at SDN Teluk Tiram 2 Banjarmasin, of which there were 20 students, including 7 boys and 13 girls. This research applies the PTK method and also uses qualitative and quantitative approaches. Qualitative data was obtained from teacher and student observations, while quantitative data came from personal written tests to evaluate student learning outcomes. The research results showed that teacher activity at meeting 4 reached 94% with the criteria "very good". Meanwhile, student activity reached 90% and student learning outcomes had reached the success indicator, namely a score of ≥81. Thus, this combination of models can effectively overcome this problem.

M Aqim Nur Hubi; Febrian Alwan Bahrudin; Euis Sundarti; Sinta Nuryuliani; Indah Cahaya Mulia +2 more

GARUDA : Jurnal Pendidikan Kewarganegaraan dan Filsafat 2023 International Forum of Researchers and Lecturers

The research was conducted against the backdrop of students' difficulty understanding the subject matter and their lack of enthusiasm for teaching and learning activities, which affected their learning results when they participated in class. This study uses the Team Games Tournament (TGT) model in Pancasila Education courses with mutual cooperation materials to investigate whether or not there are changes in learning outcomes and student performance. Descriptive analytical research methodology using a qualitative approach is employed. This study's findings showed a 13.5% rise. The average score was 77.5% before receiving the Team Games Tournament (TGT) therapy; following the Team Games Tournament (TGT) treatment, the average score increased to 91%.  In session 1 the number of students who met the good criteria was 68%, while in session 2 it was 100%.

Damaris Br Purba; Hotmaida Simanjuntak; Lukman Pardede; Dewi Lestari Pardede

GARUDA : Jurnal Pendidikan Kewarganegaraan dan Filsafat 2023 International Forum of Researchers and Lecturers

This research aims to: Find out the role of PPKn teachers in instilling moral awareness in students at the Imelda Medan Private Middle School. Researchers used qualitative descriptive methods. This research data is the basis and main capital for forming students' character and strengthening national identity, namely the cultivation of morals in education. The role of civic education teachers in instilling students' moral awareness is to provide learning motivation for students. The three moral components are knowledge, feelings and actions. The data collection techniques in this research are observation, interviews, and documentation. The researcher concluded that the solution to the problems faced by teachers in fostering students' moral awareness is by teachers becoming good individuals so that students can emulate them.

Nur Fazira; Supriadi Supriadi; Januar Januar; Nurhasnah Nurhasnah

Perspektif: Jurnal Pendidikan dan Ilmu Bahasa 2023 STAI YPIQ BAUBAU, SULAWESI TENGGARA

This research is motivated by the low ability of students' discussion due to learning that is still teacher-centered so that students only accept what is conveyed by the teacher which causes students to be less active in the learning process, one of which is in discussion. This is also caused by teachers not using learning strategies that attract students to be able to improve discussion skills. For this reason, an appropriate strategy is needed to be able to overcome these problems, by implementing the Teams Games Tournament (TGT) learning strategy. This research is a quasi-experimental research using quantitative data trends. The research design is a posttest-only-control design. The population in this study amounted to 123 students consisting of five classes. The sample for this study used 2 classes, namely class VII.5 as the experimental class and class VII.4 as the control class. The results showed that the average discussion ability of the experimental class was 73.73 and the average discussion ability of the control class was 49.48, so it can be seen that the average experimental class was greater than the control class with a difference of 24.25. Based on the sig (2-tailed) data from the data obtained, namely 0.000, it can be concluded that the value of 0.000 <0.05, it can be concluded that Ho is rejected and Hi is accepted or there is a significant influence on students' discussion abilities in the experimental class and control class.