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Riri Anggia Rovi; Supratman Zakir; Darul Ilmi; Iswantir M

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2023 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

This research was conducted because researchers found that teachers only apply conventional learning models (lectures) so that educators talk more than students. In addition, students rarely pay attention and record the teacher's explanation. Then there was no feedback from students during the question and answer session, and they did not have the courage to express their opinions. The purpose of this study was to determine the effect of the Crossword Puzzle Assisted Team Games Tournament (TGT) Cooperative Learning Model on Student Learning Activeness in PAI Material at SMP N 3 Koto Baru, Dharmasraya Regency. This type of research is quantitative, using Quasy Experiments. The population of this study were all students of class VIII, totaling 40 people. The sampling technique used was to collect UTS values, then normality and homogeneity tests were carried out, then the samples were determined randomly. Data collection using a questionnaire. The analysis technique uses the t-test. The results showed that the average student activity in the experimental class was 112.20 and that of the control group was 77.20. The results of the analysis using the Independent Sample T-test between experimental and control classes obtained a t-count of 10.014 and a t-table of 2.024, and a significance level of 0.000. So it can be concluded that the activeness of students using the Crossword Puzzle-assisted Team Games Tournament (TGT) is better than students using the conventional model (teaching) in class VIII SMP N 3 Koto Baru.

Christ August Trinity P; Johari Manik; Frainskoy Rio Naibaho

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

The research aims to determine the influence of the Team Games Tournament (TGT) learning model on interest in studying Christian Religious Education and Characteristics of class IV students at SD Negeri 3 Pasar Pangururan for the 2023/2024 academic year. The research hypothesis is that there is a positive influence between the Team Games Tournament (TGT) learning model on interest in studying Christian Religious Education and Characteristics of class IV students at SD Negeri 3 Pasar Pangururan for the 2023/2024 academic year Quantitative and descriptive research methods. The population of all class IV students at SD Negeri 3 Pasar Pangururan for the 2023/2024 academic year who are Protestant Christians is 60 people. This research is population research. The research instrument is a closed questionnaire. The results of data analysis obtained: a) The value of rcount=0.583>rtable=0.254 shows that there is a positive influence between the Team Games Tournament (TGT) learning model and students' interest in learning Christian Religious Education and Character. b) Regression equation. c) The determination test revealed that the magnitude of the effect was 33.99%. d) Hypothesis testing obtained Fcount=29.896>Ftable=3.15 so H0 is rejected and Ha is accepted. The research concluded that there was a positive influence between the Team Games Tournament (TGT) learning model on interest in studying Christian Religious Education and Characteristics of class IV students at SD Negeri 3 Pasar Pangururan for the 2023/2024 Academic Year.

Christ August Trinity P; Johari Manik; Frainskoy Rio Naibaho

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

The research aims to determine the influence of the Team Games Tournament (TGT) learning model on interest in studying Christian Religious Education and Characteristics of class IV students at SD Negeri 3 Pasar Pangururan for the 2023/2024 academic year. The research hypothesis is that there is a positive influence between the Team Games Tournament (TGT) learning model on interest in studying Christian Religious Education and Characteristics of class IV students at SD Negeri 3 Pasar Pangururan for the 2023/2024 academic year Quantitative and descriptive research methods. The population of all class IV students at SD Negeri 3 Pasar Pangururan for the 2023/2024 academic year who are Protestant Christians is 60 people. This research is population research. The research instrument is a closed questionnaire. The results of data analysis obtained: a) The value of rcount=0.583>rtable=0.254 shows that there is a positive influence between the Team Games Tournament (TGT) learning model and students' interest in learning Christian Religious Education and Character. b) Regression equation. c) The determination test revealed that the magnitude of the effect was 33.99%. d) Hypothesis testing obtained Fcount=29.896>Ftable=3.15 so H0 is rejected and Ha is accepted. The research concluded that there was a positive influence between the Team Games Tournament (TGT) learning model on interest in studying Christian Religious Education and Characteristics of class IV students at SD Negeri 3 Pasar Pangururan for the 2023/2024 Academic Year.

Lisa Eka Putri; Deswalantri Deswalantri; Al-Baihaqi Anas; Eka Rizal

Ta'rim: Jurnal Pendidikan dan Anak Usia Dini 2023 Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

The The background of this research is that the learning process is still centered on the teacher (teacher center) which makes the teaching and learning process passive and also the teacher only uses conventional models.  This will have an impact on student learning motivation to be low.  Given the importance of setting strategies and variations in classroom learning will have implications for student learning motivation, therefore researchers are interested in using the Teams Games Tournament type cooperative learning model to measure how much influence the Teams Games Tournament learning model has on student learning motivation.  This study aims to determine the magnitude of the influence of the Teams Games Tournament (TGT) model on student learning motivation in learning the moral creed of class VIII MTs Gantung Ciri. The type of research used is a quasi experiment with a posttest-only research design with non-equivalent groups.  The sampling technique uses non-probability sampling or is called saturated sampling.  Saturated sampling is a sampling technique when all members of the population are used as samples.  Class VIII-1 as an experimental class with 22 students.  Class VIII-2 as the control class with 21 students.  The data analysis technique was carried out by carrying out a normality test with the Shapiro-Wilk formula, homogeneity test and then testing the hypothesis with an independent t-test.  All tests were performed using the SPSS 22 application. The results of the study obtained from the research data that the average results of the experimental class learning motivation questionnaire = 63.09 and the control class = 59.71. It can be concluded that the average results of the experimental class questionnaire are higher than the average results of the control class questionnaire and the results of the hypothesis  which was carried out with the t-test obtained the number 0.043 <0.05 then Ho was rejected and Ha was accepted.

Lestari Gloria Marbun; Dame Taruli Simamora; Helena Turnip; Robinhot Robinhot; Rida Gultom

Sinar Kasih: Jurnal Pendidikan Agama dan Filsafat 2023 Sekolah Tinggi Teologi Injili Arastamar (SETIA) Ngabang

This research aims to determine the positive and significant relationship between the Based Learning Model and the Learning Activeness of PAK class XI students at SMK Negeri 1 Siborongborong for the 2023/2024 academic year. The method used in this research is a descriptive quantitative research method. The population is all students of class The instrument for this research is a closed questionnaire. The instrument for this research is a closed questionnaire. From the results of the calculation of the positive relationship test, it is obtained that the rcount value is rcount=0.566> rtable=0.344, thus it is known that there is a positive relationship between variable which is significant between variable

Nada Despriyanti Sitanggang; M. Joharis Lubis

Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

The purpose of this study was to determine the effect of using the Cooperative Learning Model Type Teams Games Tournament (TGT) Aided by Audiovisual Media on the Ability to Write Explanatory Texts in Class VIII of SMP Amir Hamzah Medan on the ability to write explanatory texts in Class VIII Students of SMP Amir Hamzah Medan . The population in this study were all class VIII students of Amir Hamzah Private Middle School Medan in the 2022/2023 academic year, totaling 47 people consisting of 2 classes, while the sample used was 25 students, determined by random sampling technique. The research method used is a quantitative experimental method. The instrument in this study was a writing test of explanatory text which was assessed based on the content, text structure, and language conventions of the explanatory text. The average score obtained by students before applying learning with the Cooperative learning model of the Teams Games Tournament (TGT) type assisted by audiovisual media was 61.68, while the average value obtained by students after using the assisted Teams Games Tournament (TGT) type of Cooperative learning model audiovisual media, namely 79.68. So, it can be concluded that the test scores after applying the Cooperative learning model of the Teams Games Tournament (TGT) type assisted by audiovisual media are higher than before. The results of data analysis in testing the hypothesis show that tcount = 4.28, then looking at the t table, the significance level is 5%, and df = N – 1 = 25 – 1 = 24, it is obtained ttable = 1.71. Because the obtained tcount is greater than ttable, namely 4.28> 1.71, the null hypothesis (Ho) is rejected and the alternative hypothesis Ha is accepted.

Sheila Adella Puteri; Ahmad Muhyani Rizalie

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

The problems that occur in this study are low activity and learning outcomes in Mathematics content, due to the use of limited learning media, learning is less interesting and less fun because learning models and methods are less varied, students are still hesitant in expressing opinions about the material. Efforts are made by implementing learning with a combination of PBL, TGT and Improve models. This study aims to increase the activity and student learning outcomes. This research was centered on fourth grade students at SDN Telaga Biru 6 Banjarmasin, totaling 25 students. The research method used is a qualitative approach with the type of Classroom Action Research (CAR). The data used are qualitative data obtained through observing the activities of teachers and students, while quantitative data is through student learning outcomes from individual written test results. The results showed that the combination of the PBL, TGT and Improve models at the fourth meeting showed that the teacher's activity obtained a score of 92 in the very good category. Student activities get a score of 91 in the very good category. Cognitive, affective and psychomotor completeness learning outcomes reached 88%. Based on the results showed that the combination of Problem Based Learning, Teams Games Tournament and Improve models could increase the activity of teachers, students, and student learning outcomes in Mathematics content.

Muhammad Husni; Muhammad Sururuddin; Aulia Dwi Hasani; Nia Budi Harti

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2023 LPPM Universitas 17 Agustus 1945 Semarang

The problem in this study is the low social care character of the fifth-grade students at SD Negeri 2 Pohgading. This study aims to analyze the effect of applying the Teams Games Tournament (TGT) cooperative learning model on the social caring character of fifth grade students at SD Negeri 2 Pohgading. This is quantitative research with ex post facto research methods with 41 students of class V SD Negeri 2 Pohgading as population and were 20 VA class students as samples determined using the Purposive Sampling technique. Data collection techniques used interviews, documentation and questionnaires on a scale of five. Data analysis used descriptive statistics and simple linear regression. The results indicate that the cooperative learning model of the TGT type has an effect on the formation of the socially caring character of fifth-grade students at SD Negeri 2 Pohgading with the testing criterion that is if the sig value is 0.00 <0.05 then there is an influence between the X and Y variables or Ho is rejected and Ha is accepted, otherwise the sig value is 0.00 > 0.05. Thus, it is not affected by the variables X and Y or Ha is accepted and Ho is rejected.

Desy Amelia; Ibrahim Gultom

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2023 Universitas Maritim AMNI Semarang

This study aims to find out how the learning outcomes of students taught using the Teams Games Tournament (TGT) Cooperative Learning Model and the Student Team Achievement Division (STAD) Cooperative Learning Model. The type of research used is Quasy Experiment Design research. Based on the research that was conducted in class V SDN 104204 Sambirejo Timur, it showed that there were differences in student learning outcomes. It can be seen in the average learning outcomes in the experimental class 1 (TGT) obtaining an average score of 81.25, while in experimental class 2 (STAD) obtained an average value of 79. At the significance level produced in the t-test shows a result of 0.00 < than 0.05. Thus the results were obtained, namely the learning outcomes of students who were taught using the Teams Games Tournament (TGT) Cooperative Learning Model were higher than the learning outcomes of students who were taught using the Student Team Achievement Division (STAD) Cooperative Learning Model.

Sudirman, Sudirman; Salomo Leuwol, Ferdinand; Albert , Albert; Maisura , Maisura; Prima Yanuaria Buka , Sisilia

Mudir: Jurnal Manajemen Pendidikan 2023 Islamic Education Management Study Program, Faculty of Tarbiyah, Sunan Drajat Islamic Boarding School Institute, Lamongan, East Java, Indonesia.

: The objective of this study is to ascertain how the Team Games Tournament instructional strategy affects students' academic success. A quasi-experimental design was used for this study. The participants were chosen using a random selection method. Students from class A, the experimental group, who were taught utilizing the Team Games Tournament learning model, and students from class B, who were instructed utilizing a scientific manner, made up the sample. The data's normality was evaluated using the Shapiro-Wilk method, homogeneity was tested using the Levene method, and the research hypothesis was tested using the Mann-Whitney method. The Mann-Whitney test findings show that a significance level of 0.02, which is less than 0.05, was reached. This demonstrates that the cooperative learning approach known as the TGT (team games tournament) has a significant effect on student learning results.

Marissa Yudha Kartika; Arin Arianti; Agus Alim

Jurnal Bahasa dan Pendidikan 2023 BADAN PENERBIT STIEPARI PRESS

This study aims to improve science learning outcomes through the Problem-Based Learning learning model combined with the Team Games Tournament with the help of Wordwall learning media. This type of research is Class Action Research. The subjects in this study were students in class IV A at SD Negeri Jetis 01, which consisted of 30 students. While the object of this study is the learning outcomes of the science content. The data used in this study are in the form of qualitative data and quantitative data. Based on the research results, it can be concluded that learning using the Problem-Based Learning model combined with Team Game Tournament with the help of Wordwall learning media can improve student learning outcomes. The learning outcomes in the pre-cycle showed that the level of mastery of learning outcomes was 19 students or 63.33% of the 30 students. In cycle 1 the level of mastery of student learning outcomes increased to 22 students or 73.33% of 30 students. And in cycle II the level of mastery of student learning outcomes increased to 27 students or 90% of 30 students. This research is said to be successful because it has achieved a completeness indicator which is ≥ 80% of the average class with KKM ≥ 73.  

Alifia Roudhotul Jannah; Agung Setyawan

Jurnal Bahasa dan Pendidikan 2023 BADAN PENERBIT STIEPARI PRESS

Learning results are a thing obtained when an individual gets a learning and gives a change to an individual. The study aims to enhance the results of students' learning on load of ipas by applying a typical cooperative learning model. The research USES PTK design made by kmemis and MC taggart with through the four stages, namely, planing, acting, reflection, and reflection. Results in cycle 1 are found that the student of class iv scores over 70 out of 69%. Then on cycle 2 an increase of 94% students scored above 70.    

Atthiana Marpa; Budiyono Budiyono; Siti Komariyah

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

The problem in the study carried out is that it provides an understanding regarding student learning in Civics learning which is still not good, especially because the teacher only uses the classroom environment and places more emphasis on taking notes from textbooks. In addition, student participation in asking and answering questions during learning activities is still lacking, which makes them less motivated to learn. Using the Teams Games Tournament approach, this study aims to improve Civics learning outcomes and student involvement in the learning process in class IV SDN Blega 1 unit "GOTONG ROYONG". Planning, implementing, observing, and reflecting are the four steps of classroom action learning carried out over two cycles. At SDN Blega 1, the research participants were grade IV students. The authors tested, interviewed, and made observations while developing a data collection methodology. Based on the findings of the data analysis, it was found that students learned more about human collaboration in the Civics curriculum. Whereas in Cycle I 44% of students passed the KKM, and 56% of students did not pass, after being given instructions, Cycle II used the Teams Games Tournament approach to carry out learning achievement tests, so that the number of students who passed increased. 32 people or 89%, while the decrease in the number of students who did not pass was 4 people or 11%, and Cycle III increased the number of students who passed by 36 people or with a percentage of 100%. Civics learning outcomes for class IV SDN Blega 1 can be improved through learning activities with the Teams Games Tournament (TGT) paradigm.    

Alviana Legista; Hany Shofia; Melati Br Pasaribu; Melinda Dwi Agustina; Nestiana Juin

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2023 International Forum of Researchers and Lecturers

The low student learning outcomes are caused by a lack of ability to understand concepts and many students are not serious about working on questions, so that learning is not optimal and effective. Therefore, the general aim of this research is to describe the influence of TGT type cooperative learning based on badeglar media on the conceptual understanding of class X students at Adi Luhur Vocational School for the 2023/2024 academic year. The method in this research uses a pre-experimental method, namely comparing the results of the pretest and posttest with the research population being all class X students at Adi Luhur Vocational School and the sample used in this research is the population itself. Data was collected using test techniques with test sheet research instruments. The data is processed according to parametric statistical calculations. The results of this research prove that the use of TGT type cooperative learning based on counting funnel media has a positive effect on student learning outcomes. The average percentage of student learning outcomes using t-test calculations where tcount is greater than ttable, namely 3.277 > 1.740. So it can be concluded that H0 is rejected and H1 is accepted, in other words there is a significant difference between the pretest and posttest

Aziza Fauzia Nurhaliza; Prihatin Ningsih Sagala

Journal of Student Research 2023 Pusat Riset dan Inovasi Nasional

This Classroom Action Research aims to minimize the low activity and mathematics learning outcomes of Binjai 14 Public Middle School students in the matter of the Two-Variable Linear Equation System (SPDLV). The recipients of the action were class VIII 2 students at SMP Negeri 14 Binjai with a total of 32 students. The data collection technique for this action was carried out in a qualitative descriptive way through the cycle stages with two rounds where each round consisted of two meetings. The results of this study are increased activity and student learning outcomes by using the cooperative learning model of the Teams Games Tournament (TGT) type. From the results of the initial test data obtained 28 students (87,5%) of 32 students with an average of 50,29%. The results of data analysis in cycle I after the cooperative learning model of the Teams Games Tournament (TGT) type showed that the number of students who achieved mastery learning was 25 students (78,12%) out of 32 students with a class average of 75%. In cycle II, 28 students (87,5%) achieved a mastery level with a class average of 80,79%. There was an increase from cycle I to cycle II. Likewise with student activities while learning took place in cycle I, the number of students who had a percentage of activity ≥ 70% classically was 2 students (6.25%) of 32 students and at the end of cycle II it increased to 28 students (87,5%). The classical increase in activity from cycle I to cycle II was 30%. So this study concluded that through the TGT learning model it can increase students' activity and learning outcomes in mathematics.

Marsela Luruk Bere

Jurnal Bintang Pendidikan Indonesia 2023 Pusat Riset dan Inovasi Nasional

Education is very important for the development of children's knowledge, so it needs to be supported by effective learning media. Learning media are familiar to a teacher such as textbooks, teaching aids and other media. However, after observations were made at one of the Class V Manumuti SDKs, in the Timor Leste Border area, it was found that teachers predominantly taught using textbooks and no other learning media. The existing conditions result in students learning monotonously, students being less active, teachers not being creative and students not understanding science lessons well. So in this research, learning media will be created that are fun and not monotonous in order to arouse students' motivation to study science. In this case, the media used is Audio-Visual Technology Learning Media. This media will be elaborated in the Teams Games Tournament (TGT) model, where students will be formed into several groups, then given a science knowledge game, and students compete with their opposing groups. That way, a sense of responsibility, healthy competition, imagination, and student activity in class dominate and students will be motivated to learn science because the end of this learning model is an award or reward for students who become winners. To measure the attainment of science knowledge, observation, discussion, tests, scores and audio-visual media are used. It is hoped that the results of the research will ensure that students in the Timor Leste border areas do not miss out on technological knowledge, teachers will be more creative and students will be able to play an active role and increase their motivation to learn science.

Ani Satul Inajati

Journal of Student Research 2023 Pusat Riset dan Inovasi Nasional

Tulisan ini bertujuan untuk menganalisis tentang upaya meningkatkan pemahaman konsep  siswa melalui metode model pembelajaran Teams Games Tournament. Berdasarkan latar belakang masalah yaitu adanya kejenuhan atau kurang semangat belajar, hasil ulangan harian siswa masih di bawah standar KKM dan kurangnya media belajar dan metode yang kurang menarik dalam proses pembelajaran. Hasil analisis terhadap sejumlah artikel menunjukkan bahwa pembelajaran model Teams games Tournament ini dapat memberikan implikasi bagi guru untuk menjadikan metode ini sebagai alternatif pilihan dalam meningkatkan pemahaman konsep siswa

Grace Dewi Auci Silalahi; Indah Purnama Sari Dalimunthe; Sari Utami; Yosua Steven Malau

Jurnal Pendidikan Sosial dan Humaniora 2022 Yayasan Maslahatul Ummah Ilal Jannahh

Abstrak Terciptanya suatu hasil belajar yang baik pada siswa diantaranya pencapaian tiga aspek kompetensi seperti pengetahuan, keterampilan dan sikap merupakan tujuan dari suatu kegiatan pembelajaran dimana hal ini tidak terlepas dari beberapa faktor diantaranya faktor internal dan eksternal. Dengan adanya penerapan model pembelajaran yang menyenangkan diharapkan dapat membantu siswa dalam memperoleh keterampilan, nilai, cara berfikir, dan cara mengekspresikan diri mereka sendiri. Dalam penelitian ini menggunakan model pembelajaran Cooperative tipe Teams Games Tournament, dengan subjek penelitian siswa/I kelas XI P 5 dengan jumlah siswa 35 orang. Materi pelajaran biologi yang akan dibawakan adalah fotosintesis yang didukung dengan modul belajar. Adapun tahap pelaksanaan penelitian tindakan kelas ini dilakukan dengan dua siklus yaitu siklus I dan siklus II yang bertujuan untuk mengoptimalkan hasil penelitian dan merancang kegiatan penerapan model pembelajaran dalam kelas. Teknik pengumpulan data yang digunakan pada penelitian ini berupa observasi, wawancara, tes kognitif, dan angket. Sedangkan teknik analisis data yang digunakan adalah deskriptif kualitatif yang diperoleh dari beberapa cara yaitu reduksi, penyajian data dan verifikasi. Berdasarkan hasil tersebut dapat dipastikan bahwa sebagian besar siswa merasa sangat terbantu dengan adanya penerapan model pembelajaran Cooperative tipe Teams Games Tournament untuk meningkatkan hasil belajar dan kerjasama tim pada pembelajaran Biologi terutama pada materi Fotosintesis.

Raisandy Aziz

Sinar Dunia: Jurnal Riset Sosial Humaniora dan Ilmu Pendidikan 2022 Universitas Maritim AMNI Semarang

The objective of this research is to analyze the improvement in quality values between classes that use the Cooperative Learning Method tipe TGT (Team Games Tournament) with the DirectInstruction class at Jakarta 51 High School grade XI MIPA conduct research from april until may 2019. This research method used the quantitative research methods type of quasi experimental thatfocus on the mastery of Elasticity concept in science in seeing the influence of cooperative learning models using the TGT type. The results of the study are described using a purposive sampling that compares the differences in 2 (two) classes, namely the experimental class through the Team Games Tournament learning model and the control class through the Direct Learning model in students and then measures the mastery level of Elasticity concept.

Novita Chintia Moningka; Santje M. Salajang; Murni Sulistyaningsih

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2022 LPPM Universitas 17 Agustus 1945 Semarang

Tujuan penelitian ini adalah untuk membandingkan hasil belajar siswa yang diajarkan menggunakan model pembelajaran kooperatif tipe Teams Games Tournament dan hasil belajar siswa yang diajarkan menggunakan model pembelajaran konvensional pada materi Bentuk Aljabar. Metode penelitian yang digunakan adalah penelitian eksperimen semu. Populasinya adalah seluruh siswa kelas VII SMP Negeri 6 Tondano tahun ajaran 2019/2020. Sampel dalam penelitian ini adalah siswa kelas VII A dan siswa kelas VII B. Hasil penelitian mengungkapkan bahwa hasil belajar siswa yang diajarkan menggunakan model pembelajaran kooperatif tipe Teams Games Tournament lebih tinggi dari pada hasil belajar siswa tanpa menggunakan model pembelajaran kooperatif tipe Teams Games Tournament pada materi Bentuk Aljabar. Direkomendasikan bagi calon peneliti selanjutnya untuk meneliti kembali kelayakan penggunaan model pembelajaran kooperatif tipe Teams Games Tournament pada materi Bentuk Aljabar.