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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.

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.

Lovianna Br Manullang; Robinhot Sihombing; Dame Taruli Simamora; Dorlan Naibaho; Tianggur Medi Napitupulu

Tri Tunggal: Jurnal Pendidikan Kristen dan Katolik 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

The research aims to determine the positive and significant influence of the Teams Games Tournaments (TGT) Model on Learning Motivation for Christian Religious Education and Character in Class The research hypothesis is that there is a positive and significant influence between the Teams Games Tournaments (TGT) Model on Learning Motivation for Christian Religious Education and Characteristics of Class XI Students of SMA Negeri 1 Ujung Padang, Simalungun Regency, Academic Year 2023/2024. This research is a regression research using Inferential Statistics techniques. The population of all class XI students at SMA Negeri 1 Ujung Padang who are Protestant Christians is 138 people. Random sampling (random sampling) is 30% of the total population, namely 40 people. The research instrument is a closed questionnaire. From the determination coefficient test, the value r2 = 0.555 is obtained. From the determination value (r2), it can be seen that the percentage of influence between the Teams Games Tournaments (TGT) Model on the Learning Motivation of Christian Religious Education and Character of Class XI Students of SMA Negeri 1 Ujung Padang, Simalungun Regency, Academic Year 2023/ 2024 is 55.5%. The results of the analysis requirements obtained values ​​rxy = 0.745> rtable = 0.312 and tcount = 6.896> ttable = 2.024 showing that there is a relationship between the Teams Games Tournaments (TGT) model and Christian Religious Education Learning Motivation and Character Characteristics of Students and obtained a regression equation Ŷ = 19.72 +0.564X. Hypothesis testing obtained Fcount=47.55>Ftable=4.09 so H0 is rejected and Ha is accepted. The research concluded that there was a positive and significant influence of the Teams Games Tournaments (TGT) Model on the Learning Motivation for Christian Religious Education and Character of Class

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.

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.

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.

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.