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Syahruni Fariha Handayani; Siti Nur Elisa; Diana Ermawati

Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to improve the learning outcomes and critical thinking abilities of class III students on subtraction operations material through the application of the Tems Gemes Tournament learning model. This type of research uses Class Action (PTK) which is carried out in 2 cycles. The data collection techniques used are planning, implementation, observation and reflection. The object of this research was class III students at SDN Pangendisan, totaling 16 students. The instruments in this research used observation, interviews and tests. This research shows that the application of the Teams Games Tournament model can improve students' learning outcomes and critical thinking abilities. The results of this research obtained that the average student learning outcomes in the pre-cycle were 23.9%, then increased in the first cycle to 70.24% with (KKM) of 67% and again increased in the second cycle, namely 83.57 with the category ( KKM) of 86%. With the learning results, it can be shown that students' thinking abilities in implementing the Teams Games Tournament model become more active, involved and able to solve mathematical problems. Thus, the Tems Games Tournament learning model improves learning outcomes and students' critical thinking skills in subtraction operations material. Based on the research results, it can be concluded that the Teams Games Tournament learning model can improve the Mathematics learning abilities of class III students at SDN Pangendisan.

Dwi Nadia Putri; Budi Sasomo; Pratiwi Novitasari

Mandub: Jurnal Politik, Sosial, Hukum dan Humaniora 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The learning model is very important and has many benefits in the teaching and learning process, with the help of the learning model educators can also motivate students to be actively involved in learning and totality so as to affect student learning outcomes. Through a cooperative learning model of the team games tournament type with a scientific approach, it is hoped that it will be able to improve student learning outcomes. This study aims to determine the effect of the application of the cooperative learning model of the team games tournament type with a scientific approach on the mathematics learning outcomes of grade VII MTs Fie Sabilil Muttaqien Tempurejo students for the 2023/2024 school year. The method in this study is a quantitative Quasi Experiment with a posttets only control group design research design. This study consists of independent variables and bound variables. The independent variable is the learning model used, namely a cooperative model of the team games tournament type with a scientific approach while the bound variable is the learning outcome. The subject of this study is grade VII students of MTs FSM Tempurejo with 23 students in the experimental class and 23 students in the control class. Data collection is carried out by means of a posttest given at the end of learning which is used to determine student learning outcomes. The results showed a significant difference with the value of t calculated = 2.134 and t table = 1.080 with a significance level of 0.05. The average score of students after being taught using a cooperative model of teamgames tournament type with a scientific approach was 80.04, while the average score of students with a direct learning model was 68.65. Thus, the application of a cooperative learning model of the team games tournament type with a scientific approach is more effective on the mathematics learning outcomes of grade VII MTs students Fie Sabilil Muttaqien Tempurejo for the 2023/2024 school year.

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).

Wenni Rianti; Sri Artati Waluyati; Ardiansyah Saputra

ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya 2024 FKIP, Universitas Palangka Raya

The research entitled "Increasing Students' Civic Learning Activeness Through the TGT Type Cooperative Learning Model (Team Games Tournament) in Class VII.1 SMP Negeri 10 Palembang" aims to determine the increase in student learning activeness in class VII.1 SMP Negeri 10 Palembang on PPKn subjects the subject of Working Together and Working Together The subjects of this study were students of class VII.1 Palembang State Middle School for the academic year 2022/2023, a total of 38 people. The method used in this research is Classroom Action Research, carried out in 3 cycles consisting of 6 meetings. Based on the results of the study, it was found that student activity in cycle I was 43.61% (19 people), cycle II student activity was 59.72% (26 people), and cycle III student activity was 69.86% (35 people). Of the three cycles carried out showed an increase in student learning activeness,  

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.

Nurhayati Pakpahan; Rio Parsaoran Napitupulu; ⁠Muktar B. Panjaitan

Jurnal Bintang Pendidikan Indonesia 2024 Pusat Riset dan Inovasi Nasional

The purpose of this study to determine the effect of Team games tournament model on student learning outcomes in subtheme 1 Class V SD Negeri 091273 Karang bangun. This study is a pre-experimental study using one group pretest-posttest design, the sample of this study was 25 people. Data collection technique is a test. By doing the pretest got an average result of 65.92, then given treatment after treatment using the Team games tournament model so that it gets a posttest with an average value of 91.76. With the value obtained, the value of the postest has a higher average than the pretest. After doing the post test, the researchers conducted an n-gain Test got an n-gain score of 0.7660 categorized as high and the hypothesis test got a value of 27,562. T test results obtained by thitung = 27,562 with a significance level of 0,000. since the significant probability is much smaller than 0.05 i.e. 0.000 and thitung = 27,562 > ttable = 1,711 then HO is rejected and Ha is accepted. This shows that there is an influence of the Team games tournament learning model on the learning outcomes of Class V students on the theme 7 events in life and subtheme 1 national events of the colonial period on learning 1 and 2 in Class V at SD Negeri 091273 Karang bangun academic year 2023/2024.

Febi Tresna Wahyuni

Jurnal Bahasa dan Pendidikan 2024 BADAN PENERBIT STIEPARI PRESS

This study aims to explore the implementation of Lesson Study with the Realistic Mathematics This Classroom Action Research (CAR) focuses on enhancing Science learning outcomes among fifth-grade students at SD Negeri Dawuan Tengah 1, particularly in the topic of Ecosystem. The study employs the Teams Games Tournament (TGT) teaching method across multiple cycles. Pre-cycle assessment revealed low achievement rates, prompting a shift from conventional teaching methods to TGT. Results indicate a significant improvement in student performance over successive cycles, with 80% meeting the Minimum Mastery Criteria (KKM) by the second cycle. Analysis suggests that TGT fosters a more engaging and participatory learning environment, addressing student disinterest and fear towards Science. The findings underscore the importance of innovative teaching approaches in enhancing student learning outcomes, with implications for curriculum design and pedagogical practices.

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.

Fatmawati M Yusuf; Regina Fredika Sipayung

Jurnal Inspirasi Pendidikan (ALFIHRIS) 2024 LP3M INSTITUT KH YAZID KARIMULLAH

The purpose of this study was to evaluate the impact of the use of the Team games tournament learning model on student learning outcomes on theme 4 subtheme of Work Around grade IV SD. This study uses quantitative methods with Pre-Experimental Design design, applying One Group Pretest-Posttest research design with class V SD Gracia Sustain selected as a sample of 30 students and sampling using saturated sampling technique, where the entire population is sampled.The results of data analysis and hypothesis testing show that the application of the Team games tournament  learning model has a significant impact on student learning achievement. The significance value (2-tailed) obtained is smaller than 0.05 (0.00 <0.05), and the tcount value is greater than the ttable (13.152 > 2.048). Therefore, the H0 hypothesis is rejected and the Ha hypothesis is accepted, so it is concluded that the use of the Team games tournament learning model has a positive impact on the learning outcomes of grade IV students on the subtheme Jobs Around Me grade IV Elementary School.

Muhammad Aniur Rofiq; Agus Irfan; Dimas Pratama; Miftahus Surur; Nur Azizah

An effective learning process in the classroom involves increasing the ability to understand and apply concepts. Learning strategies play a crucial role in realizing this goal, becoming the main focus in efforts to improve the quality of education. The goals of modern education involve developing the ability to understand and apply concepts, producing individuals who are not only skilled in knowledge but also able to apply these skills in everyday life. In addition, the application of knowledge becomes essential, where learning is not only about receiving information but also about the ability to apply knowledge in real contexts. Learning strategies that focus on application help students develop practical skills that can be used in a variety of situations. Analysis of learning strategies is carried out by considering their relevance to the curriculum and support for learning styles. Relevant research results from 12 articles have been analyzed to gain an in-depth understanding of the most effective learning strategies. Based on the results of the analysis, several learning models such as Conceptual Understanding Procedures, Teams Games Tournament, and Blended Learning have been proven to be effective in increasing concept understanding. This research highlights the role of learning strategies in improving the ability to understand and apply concepts at the educational level.

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.

Nur Aini, Dian; Silmaini Wafa, Aghits; Kurniawati, Wahyu

Jurnal Faidatuna 2023 STAI Denpasar Bali

This research aims to increase the activeness and learning outcomes of students in Physics lessons using the Teams Games Tournament type cooperative learning model in class 4 of SD Negeri Tamansari 2 with a total of 24 students. Data was collected using the observation method and a final test in the form of testing Quantity and Unit questions which had been tested for validity, and the level of difficulty using descriptive techniques through percentages and student learning outcomes by calculating the average score and learning completion both individual and classical. The results of data analysis showed that there was an increase in the percentage of student activity in cycle 1 from 65% (quite active) to 85% (very active) in cycle 2. Meanwhile, the learning outcomes of students who achieved completeness increased from cycle 1 by 55%, in cycle 2 by 55%. 88% and student response to the implementation of the TGT type cooperative learning model was 85% (very positive). This research concludes that the use of the cooperative learning model can increase the activity and learning outcomes of grade 4 students at Tamansari 2 State Elementary School    

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.

Tika Haironisa; Supriadi Supriadi; Fajriani Arsya; Ulfa Rahmi

ALADALAH: Jurnal Politik, Sosial, Hukum dan Humaniora 2023 LP3M INSTITUT KH YAZID KARIMULLAH

This research is motivated by the less varied learning strategies used by teachers. Because the teacher only uses the strategies used in learning that are not attractive to students. Caused by a lack of strategy in learning Jurisprudence by the teacher concerned. Most teachers use the lecture method in the learning process and cause students to feel less interested in the learning being carried out, as a result, student learning outcomes are unsatisfactory and score below the KKM. This research is a Quasi Experimental Design type Non equivalent control group design with a tendency of quantitative data the subject of this research is class VII Experimental class VII Control students at MTsS Pembangunan Pulau Punjung with a sample size of 60 students. The research sample is class VII Experiment with Cooperative Learning Strategy Teams Games Tournament Type, class VII Control using conventional methods. The data analysis technique uses the Normality Test with the Kolmogrov Smirnov formula, and the homogeneity test with Fisher's test followed by hypothesis testing with Independent t-test. Based on the results of the analysis and discussion of the research data from the results of the hypothesis test t test Tcount = 2.376 and Ttable = 2.012, then Tcount>Ttable so that H0 is rejected. So it can be concluded that there is an effect of using cooperative learning strategies of the team games tournament type on the learning outcomes of class VII fiqh at the Pulau Punjung Development MTs