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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.

Rani Novriza Putri; Agusminarti Agusminarti; Hadi Purwanto

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2026 International Forum of Researchers and Lecturers

Learning media is a tool that can be used to help students learn better and more efficiently. The media used in SMP Negeri 23 Pekanbaru is a teacher-centered picture/poster media so that students quickly get bored, and because of the limited media from the school. Most students prefer learning that involves them directly such as the element of games. The learning models used are discovery, PBL, and lecture models, and student learning activities are still lacking or less active in science learning. The purpose of this study is to develop learning media in the form of a cooperative-based snakes and ladders game with the Teams Games Tournament (TGT) type which aims to train student learning activities. The research method used is Research and Development (R&D) by implementing the ADDIE model which consists of five stages, namely Analyze, Design, Development, Implement, and Evaluation. Based on the validation results obtained, media experts were 94% with very feasible criteria, material experts were 92% with very feasible criteria, teachers gave a practicality assessment of 95% with very practical criteria, and students' responses were 85% with very interested criteria. This shows that the snakes and ladders media based on Teams Games Tournament (TGT) is very reasonable, very practical to use, and very interesting for students during the learning process. The results of observations on all student learning activities showed that 79% got a good interpretation.

Zulfahmi, Qolbiraini Azzahra; Berahman Berahman

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2025 Pusat riset dan Inovasi Nasional

The mathematics learning outcomes of students at SMP Negeri 3 Bontang on Rational Numbers are still relatively low. Data from the 2019 National Examination (UN) shows an average math score of 46.43, which is in the "poor" category. Summative assessment results indicate that most students have not yet achieved the Learning Objective Achievement Criteria (KKTP). This situation indicates that the learning process tends to be conventional and lacks active student engagement. Therefore, a more innovative learning model is needed, one of which is the Team Games Tournament (TGT), which combines group work, competition, and educational games. This study aims to determine the effect of the TGT learning model on the mathematics learning outcomes of seventh-grade students at SMP Negeri 3 Bontang in the topic of Rational Numbers. This study used a quantitative approach with a quasi-experimental type and a Posttest-Only Control Group Design. The study population was 203 seventh-grade students in the 2024/2025 academic year, with a sample consisting of class VII A as the experimental group (33 students) and class VII F as the control group (34 students), selected through a purposive sampling technique. The research instrument was a five-item essay test. The analysis results showed that the average posttest of the experimental group was 67.848, higher than the control group at 61.794. The Independent Sample t-Test produced a significance value of 0.031 <0.05, so H₀ was rejected. This indicates that the Team Games Tournament (TGT) learning model has a significant effect on improving students' mathematics learning outcomes in the Rational Numbers material.

Thavany, Sevti Putri; Legiawati, Nurfazria; Zahra, Finesha Meirylla; Anggita, Via; Ertinawati, Yuni

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2025 Universitas Maritim AMNI Semarang

This study aims to describe the implementation of Indonesian language development through the learning of standard words and the Enhanced Spelling System (EYD) at MTs Sambongjaya. The method used is a descriptive qualitative method, with data collection techniques consisting of observation and documentation. The development activities were carried out by applying the Team Games Tournament (TGT) learning model. The results of the study indicate that the implementation of the TGT model was able to improve students’ motivation and understanding of standard word usage and EYD. Students appeared enthusiastic during the learning process, although some still experienced difficulties in reading and applying correct spelling. The TGT model created a competitive yet collaborative environment that enhanced students’ engagement in learning. Despite the challenges, the model proved effective in fostering students’ awareness of the importance of using proper and correct language. It also encouraged them to be more careful in applying EYD rules, which contributed to their language proficiency. The study concludes that Indonesian language development activities through learning standard words and EYD, supported by the TGT model, can significantly enhance students’ language skills and understanding, thus improving their overall language use in educational settings. This approach can serve as a model for similar educational institutions aiming to enhance language proficiency.

Kaneshia Istiqomah Azzahra; Oktiana Handini; Mukhlis Mustofa

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2025 Pusat riset dan Inovasi Nasional

This research was conducted on fourth-grade students of SD Negeri 01 Dagen Karanganyar with the aim of identifying the improvement of critical thinking skills in IPAS learning by applying the Cooperative Learning Model of the Teams Games Tournament (TGT) type during the 2024/2025 academic year. The study involved 25 students, consisting of 16 male students and 9 female students. This research belongs to quantitative research with a One-Group Pre-Test Post-Test Design. The research procedure began with administering a tryout test to determine the number of valid items to be used. The validity test results showed that 20 items met the validity criteria during the tryout. Data analysis was conducted using the One-Sample Shapiro-Wilk test for normality and the Paired Sample T-Test for hypothesis testing. Based on the analysis, the results showed a significance value of < 0.000 with a significance probability of < 0.05. Therefore, the findings are consistent with the hypothesis, namely: “There is an effect of using the Teams Games Tournament (TGT) Learning Model in IPAS learning on the critical thinking skills of fourth-grade students at SD Negeri 01 Dagen Karanganyar in the 2024/2025 academic year.” This indicates that the TGT model can enhance students’ ability to think critically, helping them develop essential skills in problem-solving, analysis, and decision-making, which are crucial for their academic success and future learning processes.

Leli Syafitri; Dodik Kariadi

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2025 STIKes Ibnu Sina Ajibarang

This study aims to determine: 1) whether there are differences in social skills before and after the implementation of the Team Games Tournament (TGT) cooperative learning model and the direct learning model in the science subject for fourth-grade students of SDN X; and 2) how much influence the use of the TGT cooperative learning model has on students' social skills. The background of this study is based on the importance of developing social skills from an early age, especially through a collaborative learning approach that encourages active interaction between students. Social skills are considered essential for students to build collaboration, responsibility, and tolerance in classroom settings. The method used in this study is a quantitative approach with a quasi-experimental design. The research sample consisted of fourth-grade students who were divided into two groups, namely the experimental class that implemented the TGT model and the control class that used direct learning. The research instrument was a social skills test sheet with four main indicators, namely cooperation, communication, responsibility, and tolerance. The cooperative learning model provides opportunities for students to learn not only academically but also socially through structured interaction. The results of the study showed a significant difference in the improvement of social skills between the experimental and control groups. Students in the experimental group experienced greater improvement in social skills, particularly in cooperation and communication. The TGT model has been proven to create a fun learning atmosphere, foster healthy competition, and encourage students to be more active in discussions and group activities. This finding confirms that TGT can be an effective strategy to improve students' social competence in elementary schools. Therefore, it can be concluded that the TGT cooperative learning model has a positive influence on improving students' social skills. This study recommends implementing TGT as an alternative effective learning strategy in science subjects in elementary schools.

Ayu Mitha Apriliyah; Iqnatia Alfiansyah; Nataria Wahyuning Subayani

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to describe the effect of the cooperative learning model of the Teams Games Tournament (TGT) type on the learning outcomes of fifth-grade elementary school students. The research method used was experimental with a quasi-experimental approach. The research design employed was a non-equivalent control group design. The study involved two classes: the experimental class (VA), which was taught using the Teams Games Tournament (TGT) cooperative learning model, and the control class (VB), which was taught without using the TGT model. The sample consisted of 50 students from classes VA and VB at SD YPI Darussalam. The data collection technique used was a learning outcomes test, designed to measure students’ mastery of the learning material. Data analysis was conducted using the Independent Sample T-test to determine differences in learning outcomes between the two groups. The analysis results showed a Sig. (2-tailed) value of 0.000 ≤ 0.05, which is less than the significance threshold of 0.05. Therefore, H₀ was rejected and Hₐ was accepted, indicating that the cooperative learning model of the Teams Games Tournament (TGT) type has a significant effect on students’ learning outcomes. The findings of this study highlight that the TGT model can create an engaging and competitive learning atmosphere, enhancing student participation and motivation in the learning process. Furthermore, the structured stages in the TGT model—comprising presentation, group formation, game sessions, and tournaments—allow students to interact more actively, share knowledge, and strengthen their understanding of the material collaboratively. Thus, the implementation of the Teams Games Tournament (TGT) cooperative learning model is recommended as an effective alternative strategy for improving learning outcomes in elementary schools, especially for fifth-grade students.

Khansa Labibah; Marsofiyati Marsofiyati

Journal of Student Research 2025 Pusat Riset dan Inovasi Nasional

This study analyzes the impact of collaborative learning approaches on students' social skills through a literature review method. The research is grounded in the importance of social skills for students' future social and professional lives, encompassing communication, teamwork, and empathy. Collaborative learning, supported by Vygotsky's Zone of Proximal Development theory and Bandura's social learning theory, emphasizes social interaction in education. The findings reveal that collaborative learning significantly enhances students' social skills, including communication, teamwork, and critical thinking, through models like the Teams Games Tournament (TGT). However, challenges such as unequal student participation and complex group dynamics remain obstacles to be addressed. These findings provide critical implications for educators in designing effective learning strategies and emphasize the necessity of teacher training to manage collaborative learning successfully across different educational levels.

M. Riyadul Hamdi; Tri Novita Irawati; Tri Susillaningtyas

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Low student achievement in mathematics is often attributed to unengaging and less interactive teaching methods. The Teams Games Tournament (TGT) learning model, when integrated with Quizizz, offers a cooperative and gamified learning environment that can enhance student motivation and academic performance. This study investigates the effectiveness of the TGT model supported by Quizizz in improving students' learning outcomes in the topic of social arithmetic. Employing a quantitative approach with a One-Group Pretest-Posttest design, the study involved 24 seventh-grade students from MTs Al-Ma’arif Wuluhan. Data were collected through pretest and posttest assessments and analyzed using descriptive statistics, normality testing with the Shapiro-Wilk test, and a paired sample t-test. The results revealed a significant improvement in students' average scores from 47.92 to 82.71, with a p-value < 0.001, indicating a statistically significant effect of the implemented learning model. These findings support the use of TGT with Quizizz as an effective and engaging alternative for mathematics instruction.

M. Zaenurrozikin; Iklil Majid Mudhofar; Hilmi Manbaul Hikam; Khoiriyah Muzakki; Erma Fatmawati +1 more

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Learning Social Sciences (IPS) in Indonesia is still dominated by conventional methods based on memorization, so students often have difficulty connecting material with real life. Various studies have proposed learning innovations, but their implementation is still limited and poorly evaluated in the context of Merdeka Belajar. This research focuses on the implementation of social studies learning innovations at SDS Islam Ulul Albab which combines the role play method, the Teams Games Tournament (TGT) type cooperative learning model, and the use of audiovisual technology through Smart TV. The purpose of this study is to analyze the effectiveness of innovative methods in improving students' conceptual understanding without having to memorize. Using a qualitative approach with a field research method, data was collected through observation, interviews, and document analysis. The results showed that the role-playing method helped students understand social studies material through hands-on experience, while the TGT model increased students' participation and learning motivation through fun academic competition. In addition, the use of audiovisuals provides a more interesting learning experience and makes it easier for students to understand abstract social studies concepts. In conclusion, this learning innovation is effective in improving students' understanding conceptually, aligns with the principles of Merdeka Belajar, and has the potential to become a learning model that can be used to improve students' understanding of social studies.    

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.

Much Machfud Arif; Faridatul Latifah; Miftahul Shofiyatul Ulya; Lailatul Khasanah

Al Yazidiy : Jurnal Sosial Humaniora dan Pendidikan 2025 LP3M KH Yazid Karimullah Institute

Abstract. The purpose of this research is to apply the teams games tournament (TGT) model in learning activities which is expected to be able to increase the motivation and learning outcomes of students in grades X-5 which are relatively low. The research method used is classroom action research (PTK). Using two cycles through four steps, namely planning, implementation, observation, and reflection. This research in data collection uses observation, documentation, and test techniques. The results of this study show that before the action was taken, only 12 students achieved a score above 70 with an average of 60.2 and a completion percentage of 31.55% which shows a very poor category. However, after the implementation of the action in the first cycle, there were 19 students who achieved a score above 70 with an average of 68.8 and a completion percentage of 50% which increased by 19.5% compared to before. Furthermore, in the second cycle there were 33 students who achieved a score above 70 with an average of 83 and a completion percentage of 86.8%, which increased by 36% compared to the first cycle. In addition, students also become more motivated to be active during learning activities so that it also affects learning outcomes. Thus, the application of the TGT model has proven to be successful in increasing the motivation and learning outcomes of PAI class X-5 at SMA Negeri 1 Tambakboyo.

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.

Anisa Fitri Nabila; Dita Hendriani

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This study aims to determine the effect of Teams Games Tournament (TGT) learning model on the motivation and learning outcomes of grade X students in History subjects at MAN 3 Jombang. The background of this study is the low motivation of students to learn due to the use of conventional learning models that tend to make students passive, bored, and less interested. The TGT model is considered an alternative because it can increase students' active involvement in the learning process. This research used a quantitative approach with quasi experiment method. The research samples were students from class X-11, which was the experimental class, and X-15, which was the control class. Data collection techniques included questionnaires, tests, and documentation. Data analysis was done by prerequisite test (normality and homogeneity), Independent Sample t-Test test, and MANOVA test. The results showed that the TGT learning model had a significant effect on learning motivation, with the value of tcount (9.180) > ttable (2.022) and Sig. 0,000 < 0,05. In addition, TGT also has a significant effect on learning outcomes, with tcount (7.979) > ttable (2.022) and Sig. 0,000 < 0,05. Simultaneously, TGT affects student motivation and learning outcomes based on MANOVA test (Sig. 0.000 < 0.05).    

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.

Nurul Fitria; Subiki Subiki; Alex Harijanto

The low level of student learning activity is often found in school learning activities, which has an impact on poor learning outcomes. This study aims to examine the significant comparison of learning activities and physics learning outcomes of vocational high school students using the cooperative learning models STAD (Student Teams Achievement Division) and TGT (Teams Games Tournament), as well as to describe student responses after the implementation of both models on the topic of energy and its changes. This research is a true experimental study with a posttest-only control group design. The population in this study consisted of 186 students, and the sample was determined using a cluster random sampling technique. Data collection methods included observation, tests, questionnaires, interviews, and documentation. The classical assumption test used was the normality test, followed by statistical analyses using the Independent Sample T-test and the Mann-Whitney U-test. The results of the analysis of student learning activity data using the Independent Sample T-test showed a Sig. (2-tailed) value of 0.699 > 0.05, while the analysis of learning outcome data using the Mann-Whitney U-test showed a Sig. (2-tailed) value of 0.806 > 0.05. These results indicate that there is no significant difference between the two learning models in terms of their effect on student learning activities and physics learning outcomes. In addition, the analysis of student responses showed that the implementation of the STAD and TGT models received a very good response. Thus, it can be concluded that while there is no significant difference between the two models, both are effective in generating student interest and positive engagement in learning physics.

Patresia Situmorang; Robenhart Tamba; Wildansyah Lubis; Imelda Free Unita Manurung; Yusra Nasution

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This research aims to investigate the effect of cooperative learning model Team Games Tournament (TGT) with Educaplay media on science learning outcomes of fifth-grade students at SDN 060970 Bagan Deli. The study employed a quantitative method with a Quasi-Experimental design using pretest and posttest with non-equivalent control-group design. The research subjects were 56 fifth-grade students at SDN 060970 Bagan Deli, selected through purposive sampling technique. Based on the research results, the data analysis showed a significance value (2-tailed) of 0.000 < 0.05. The hypothesis was accepted based on the t-test where t-hitung = 4.524 > t-tabel = 1.673, resulting in the rejection of H0 and acceptance of Ha. The mean score in the control class was 70.53, while the experimental class achieved a mean score of 80.36. The effect size calculation using Cohen's d formula yielded a value of 1.206, which is interpreted as a large effect size. Therefore, it can be concluded that the cooperative learning model TGT with Educaplay media has a significant effect on improving the learning outcomes of fifth-grade students at SDN 060970 Bagan Deli.