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Puspita, Ni Kadek Reka; Kertih, I Wayan; Sidaryanti, Ni Nyoman Asri; Sukadi; Budiarta, I Wayan

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2026 CV. Alim's Publishing

This study focuses on examining the effect of using the cooperative learning model type Teams Games Tournament (TGT) assisted by Kahoot in optimizing students’ problem-solving skills. The research method applied was Classroom Action Research (CAR), conducted through several cycles with stages including planning, action implementation, observation, and reflection. The subjects of this study were students of class X.B at SMA Negeri 2 Singaraja. The results of the study indicate a significant improvement in students’ problem-solving abilities after the implementation of the TGT model assisted by Kahoot. In cycle II, the students’ average score reached 88.15, with a learning mastery level of 84.21%. Therefore, it can be concluded that the majority of students had met the minimum learning mastery indicators. In addition, the learning process became more active, interactive, and enjoyable, which increased student engagement in the classroom. In conclusion, the cooperative learning model Teams Games Tournament (TGT) assisted by the Kahoot application has a positive impact on improving students’ problem-solving abilities. Therefore, the use of game-based digital learning models and media is recommended to enhance the quality of both the learning process and learning outcomes.

Ine Febrian Maharani; Meila Rizka Rahmawati; Syailin Nichla Choirin Attalina

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to improve the learning motivation of fourth-grade students of SDN 3 Jambu in Javanese language subjects, especially in Javanese script material, through the implementation of the Teams Games Tournament (TGT) learning model combined with the use of flash cards. The background of this study is the low learning motivation of students as seen from the lack of active participation, low enthusiasm during learning, and lack of interest in the Javanese script material. These conditions have an impact on the achievement of unsatisfactory learning outcomes and an unpleasant learning atmosphere. This type of research is Classroom Action Research (CAR) which is conducted in two cycles. Each cycle consists of four stages, namely planning, implementation of actions, observation, and reflection. The subjects of the study were 20 fourth-grade students. Data collection techniques were carried out using observations of student activities, interviews with teachers and students, documentation of learning activities, and evaluation tests to measure learning outcomes at the end of each cycle. Data analysis was carried out descriptively qualitatively and quantitatively. The results of the study showed a significant increase in student learning motivation after the implementation of the TGT learning model assisted by flash cards. This can be seen from the increasing activeness of students in groups, their enthusiasm in participating in educational games, and the results of learning evaluations that show a positive trend from cycle I to cycle II. The TGT model, which is based on cooperation and healthy competition, creates a more lively and enjoyable learning atmosphere and stimulates active student involvement. Thus, it can be concluded that the implementation of the Teams Games Tournament learning model supported by flashcard media is effective in increasing student motivation and learning outcomes in the Javanese Language subject, Javanese Script material.

Nur Chamidah; Mutiara Arlisyah Putri Utami

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2025 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

Student learning outcomes in Social Studies (IPS) at Class 7H MTsN 1 Kota Kediri were initially low, due to the use of less interactive lecture methods. This led to low student motivation and difficulty in understanding the material. This study aims to improve students' learning outcomes in Social Studies through the application of the cooperative learning model Teams Games Tournament (TGT). The research employed Classroom Action Research (CAR) using the Kemmis and McTaggart model conducted in two cycles. The subjects were 33 students of Class 7H. Data collection techniques included tests, observation, and questionnaires. The results showed an improvement in student learning outcomes across each cycle. The average score increased from 64.84 in the pre-cycle to 79.24 in cycle I, and reached 94.27 in cycle II. The percentage of mastery learning also improved from 3.03% to 81.82%, and finally reached 100%. Therefore, the TGT learning model proved to be effective in improving students’ learning outcomes in Social Studies.

Fiska Noviandana; Sukian Wilujeng; Maureen Evita

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to improve student learning outcomes in Grade XI ATPH 3 of SMK Negeri 1 Purwosari in the subject of Vocational Expertise Concentration on fertilization elements by implementing the cooperative learning model type Teams Games Tournament (TGT) using the interactive media Bamboozle. This research is a Classroom Action Research (CAR) conducted in two cycles, each consisting of planning, action, observation, and reflection stages. Data were collected through learning outcome tests, observation, and documentation. The results showed that the implementation of the TGT model supported by Bamboozle media improved students’ average scores from 54.55 in the pre-cycle to 72.73 in cycle I and 81.82 in cycle II. The percentage of mastery learning increased from 6% to 39% and then to 82%. The use of TGT combined with Bamboozle was proven effective in enhancing students’ learning outcomes, engagement, and motivation. Thus, this strategy is recommended as an alternative interactive and engaging learning method in vocational subjects at vocational schools.

Achmad Dhohirrobbi; Luthfiya Fathi Pusposari

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2025 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

This study aims to improve the learning outcomes of Social Studies (IPS) for class VIII C students at MTs Negeri 1 Pasuruan through the implementation of the cooperative learning model Teams Games Tournament (TGT) assisted by Educaplay media. The background of this research is based on the low student achievement, with only 06,25% of students scoring ≥70 in the pre-action stage. This research is a Classroom Action Research (CAR) conducted in three cycles, each consisting of planning, implementation, observation, and reflection stages. Each cycle included two meetings. The results showed a gradual improvement in student learning outcomes: 46,88% in the first cycle, 59,38% in the second cycle, and 78,12% in the third cycle. This increase was due to improvements in teaching strategies, including engaging introductory activities, contextualizing materials with students’ surroundings, and group-based reward systems. The implications of this study indicate that the TGT model assisted by Educaplay successfully fosters an active, enjoyable, and competitive learning environment, which positively impacts students’ academic performance. This model can serve as an effective alternative teaching strategy for teachers seeking to enhance student engagement and achievement in the classroom.

Ismafatul Aminin; Puji Rahayu; Tri Eko Baktiono

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to improve the skills of third-grade elementary school students in learning the concept of measuring length and weight through the Team Games Tournament (TGT) learning model. The research method used is classroom action research (CAR) based on the Kemmis and McTaggart model, which involves four stages: planning, acting, observing, and reflecting. The study was conducted with 24 students from class III B at UPT SDN Latsari Tuban. Data collection techniques included observation, tests, and interviews. The research results show that the implementation of the TGT learning model can enhance students' understanding of the concepts of length and weight measurement. In addition, there was an increase in students' learning activity and motivation during mathematics lessons. Students became more enthusiastic, cooperative, and engaged in group activities, which contributed to better mastery of the material. Based on these findings, the TGT learning model is proven to be effective in improving mathematics learning outcomes, especially in the topic of Length and Weight Measurement for third-grade elementary school students.

Inna Al Ma’aritj; Puji Rahayu; Novita Dewi

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study explores the implementation of Lesson Study within the teaching practicum (PPL) program to enhance student engagement, learning outcomes, and the teaching competencies of pre-service teachers. Employing a Classroom Action Research (CAR) approach, the research was conducted in three cycles involving second-grade students at UPT SD Negeri Latsari. Each cycle consisted of the Lesson Study stages: planning, execution, and reflection. The findings indicate significant improvements in all targeted areas. Student engagement showed a steady increase, starting from 63% in Cycle 1 and reaching 91% in Cycle 3, supported by interactive strategies such as group worksheets, flipbook media, and the Team Games Tournament (TGT) model. Correspondingly, learning outcomes improved, with average test scores rising from 68.2 in Cycle 1 to 83.7 in Cycle 3. Furthermore, pre-service teachers demonstrated notable development in key teaching competencies, particularly in lesson planning, classroom management, and reflective practices. Overall, the study underscores the effectiveness of Lesson Study in promoting collaborative teaching practices, improving the quality of instruction, and fostering professional growth among pre-service teachers. The integration of innovative and interactive learning strategies within the Lesson Study framework contributed significantly to creating a more engaging and impactful learning environment for students.

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%.

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.

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.

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%.

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.

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.