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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.

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.