scholarly journals PENERAPAN METODE TEAMS GAMES TOURNAMENT (TGT) UNTUK MENINGKATKAN KECERDASAN EMOSIONAL ANAK PADA SISWA KELAS V SD MUHAMMADIYAH AMBARKETAWANG 2

2019 ◽  
Vol 1 (2) ◽  
pp. 106
Author(s):  
Usi Usmarani ◽  
Muhammad Ragil Kurniawan

Many students experience emotional intelligence problems. This is seen in students who prefer to disturb their friends during the learning process, are angry with the teacher when given advice. Many also cannot regulate their moods like often shouting in class, so they cannot control their emotions when they are angry and upset both at their friends and their teachers. The application of the Teams Games Tournament (TGT) is expected to increase children's emotional intelligence, therefore this study aims to determine the increase in emotional intelligence using the application of the Teams Games Tournament (TGT) in fifth grade students of SD Muhammadiyah Ambarketawang 2. This research was included in a class action research consisting of two cycles. The subject of this study was fifth grade students of Muhammadiyah Ambarketawang Elementary School 2. The object of this research was SD Muhammadiyah Ambarketawang 2. This data collection technique was in the form of observation, questionnaires, and documentation. Data analysis used qualitative and quantitative analysis. The results showed that there was an increase in children's emotional intelligence using the Teams Games Tournament (TGT) method. Increased emotional intelligence can be seen from the acquisition of the pretest percentage score of 43.75%, after the action results of the percentage score of the first cycle to 68.75%, while the results of the percentage cycle II score to 81.25% included in the excellent category. Students can understand and be able to manage emotions well, there is mutual respect between friends, there is an increase in motivation in students, and students can establish good relations with others. The results of this study indicate that emotional intelligence can be improved through the Teams Games Tournament (TGT) method.

2021 ◽  
Vol 8 (4) ◽  
pp. 586
Author(s):  
Winarni Winarni

This study aims to improve the learning outcomes of the squat-style long jump through the application of media box tools for students of SDN 30 Mataram. This research method uses classroom action research. The subjects of this study were 15 fifth grade students at SDN 30 Mataram. The research instrument uses observation, tests, and questionnaires. The data analysis technique of this research used descriptive qualitative and quantitative analysis. The results showed that the squat style long jump learning through the use of boxed media could increase students' focus and activeness as well as a pleasant learning atmosphere, so that it was proven to improve student learning outcomes.


2019 ◽  
Vol 1 (1) ◽  
pp. 175-179
Author(s):  
Nana Fauzana Azima

The purpose of this study is to describe the improvement in speaking skills of students using the debate method in class V of SDN 10 Sapiran Bukittinggi. The types of research are PTK, qualitative and quantitative approaches. The research subjects were teachers and 26 fifth grade students of SDN 10 Sapiran Bukittinggi. Planning cycle I obtained a percentage of 82.14%, cycle II 92.85%. The implementation of the first cycle was 81.25%, the second cycle was 95%. Speaking skills in cycle I 78.54%, cycle II 93.15%. Thus, the debate method can improve the speaking skills of fifth grade students of SDN 10 Sapiran Bukittinggi.


2021 ◽  
Vol 2 (1) ◽  
pp. 9-14
Author(s):  
Visca Elya Anastasya ◽  
Ristiyani Ristiyani ◽  
Nur Fajrie

The purpose of this study iwas to analyze the ludo game as an effort to improve the creative thinking skills of elementary school students. Research conducted using classroom action research. The study was conducted in two cycles. The subject of research is the fifth grade students of SDN Jakenan with 24 students. Data colectiontechniques used are observation, interviews, evaluation test and documentation. The validity of the data used expert judgment techniques. Analysis of the data used is the analisysis of qualitative and quantitative data.Based on the aspect of creative thinking the value in the cycle I obtained an average of 76,79 in Indonesia content and IPS content an average of 79,37. Cycle II the value of Indonesian Content gained an average of 81 and the IPS content obtained an average value of 86,37. Whereas the ludo game obtained an average in cycle I of 74% and cycle II gained an average of 82%.


2019 ◽  
Vol 9 (2) ◽  
Author(s):  
Ruli Nur Alfian Zaki

Interviews and observations showed low learning achievement of independence and fifth-grade students of SD Negeri 2 Tinggarjaya, so this research aims to improve the independence and student achievement in the subjects of Mathematics material congruency and symmetry. This research is the subject of a class action that takes fifth-grade students with a number of 30 students consisting of 12 men and 18 women. This study uses a model of Quantum Teaching is carried out2cycles, each cycle consisting of 2 meetings. Each cycle consists of planning, implementation, observation/observation, and reflection. Based on the result obtained in the first cycle, students' independence as much as79,58% with both criteria and the second cycles much as89,18%, thus increasing the criterion very well, while the acquisition of student achievement obtained in the first cycle the average value of the class of 58,67 with passing grade is achieved only 60%. in the second cycle, the acquisition of student achievement obtained an average value of 89,25class with mastery learning reaches 88,9%. The collection of data through questionnaires and student evaluation sheet, Quantum Teaching shows that the model can improve the independence and student achievement in the subjects of Mathematics material congruency and symmetry.


PHEDHERAL ◽  
2018 ◽  
Vol 15 (1) ◽  
pp. 1
Author(s):  
Achwan Susanto ◽  
Rony Syaifullah

<p><em>The purpose of this research is to improve learning outcomes of basic locomotor movements of walking and running through the medium of learning in class V SDLB Erha Pabelan Semarang 2017/2018.</em></p><p><em>This research is a classroom action research. This study was conducted in two cycles, each cycle consisting of two meetings. Subjects in this Class Action Research is a fifth grade students SDLB Erha Pabelan Semarang totaling 7 students consisted of five boys and two student daughters. Sources of data in this study come from students, researchers and teachers who act as collaborators.</em></p><em>Data collection technique used tests and observation. The validity of the data using the technique of triangulation data. Analysis of data using qualitative descriptive technique that is based on a qualitative analysis of the percentage.  Results of research on pre-cycle only two students who completed (28.57%) and 5 students are not completed (71.42%). In the first cycle of learning basic movements locomotor result students who have completed as many as four students (56.67%) and 3 students are not completed (42.85%). With the acquisition of affective (57.14%), psychomotor (57.14%) and cognitive (71.42%). In the second cycle was obtained in student learning outcomes that have been completed by 6 students (85.71%) and 1 student is not completed (14.28%). With the acquisition of affective (85.71%), psychomotor (80%) and cognitive (76.67%) Based on the analysis of the first cycle and the second cycle showed an increase in the targeted achievement.  Based on the results obtained the conclusion that: The use of the application of instructional media can improve learning outcomes basic motion forehand push in table tennis in Class V SDLB Erha Pabelan Semarang academic year 2017/2018. </em>


2018 ◽  
Vol 1 (2) ◽  
pp. 151
Author(s):  
Ulfie Fajri Febriawati ◽  
Suharsimi Arikunto

This study aims to develop Javanese learning media for Krama Language material to support speaking skills that can help teachers deliver the material. This research is a research and development (R&D) using the 4D (four-D) development model. This research was conducted on fifth-grade students at SD Negeri 2 Petir Bantul. The product trial subjects are six students, and the trial run is 18 students. This study used instruments in the form of questionnaires and oral tests. The analysis of this research is qualitative and quantitative analysis. The results of the study from expert validation got an average value of 88.76 (Very Good). Product trials were obtained from the responses of teachers and students with grades of 96.88 (Very Good) and 93.33 (Very Good). Students' oral test scores before using the media are 60 (good); then, after using get a value of 95 (Very Good) trial use of the response of teachers and students get a value of 96.63 (Very Good); and 96.97 (Very Good). The oral test of students before using the media is 48.89 (less); after using get a value of 86.11 (Very Good). Overall, data from all assessments of the quality and feasibility of Kramaic Scrabble media are included in the category of Very Good (SB).


2020 ◽  
Vol 10 (1) ◽  
pp. 43
Author(s):  
Fatma Khaulani ◽  
Taufina Taufina

This study aims to improve the quality of PKn grade V learning at SDN 009 Pulau through the application of the Brainstorming model. This research is a class action research consisting of III cycles. The subject of research is the fifth grade students of SDN 009 Pulau Bangkinang District. The results showed an increase in each variable in each cycle. The increase of Civics learning outcomes from an average base score of 62.50 to 69.06 in the first cycle, in the second cycle increased to 75.93 and in the third cycle increased to 80.94. Improved learning outcomes that occur base score to UH I is 10.49%, on UH II scores to 21.49%, and on UH III to 29.50%. The brainstorming model has been proven to be able to improve the quality of learning of PKn grade V SDN 009 Pulau.Keywords: brainstorming, civics, learning outcomes


2019 ◽  
Vol 8 (2) ◽  
Author(s):  
Dwi Novita Sari ◽  
Putri Juwita

This study aims to improve the results of learning mathematics of elementary school students SDIT Deli Insani of class V on the subject matter of fractions by using number playing card media. The from of this study is classroom action research conducted in 2 cycles, using number playing cards at SDIT Deli Insani in class V Tanjung Morawa. The subjects of this study were the fifth grade students of SDIT Deli Insani, amounting to 30 students. This action was carried out in April 2018. Methods of collecting data using observation and documentation. The data analysis used is quantitative and qualitative analysis. The results of the study showed an increase in students' ability to understand concepts from the first cycle and second cycle. Percentage of increase in pre-action results, cycle I and cycle II students' concept comprehension ability that is 13.04% for indicators identifying number forms using number game cards (dominoes) and indicators solving problems in fractional form operations using dominoes 27.26%. the success indicator in cycle II reaches 80%. Thus the application of number game cards can improve students' understanding of mathematical concepts at SDIT Deli Insani in Class V.


2020 ◽  
Vol 4 (2) ◽  
pp. 501
Author(s):  
Rara Marselina Jupon ◽  
Leni Anggraeni ◽  
Ponidi Ponidi

The low interest of students in Indonesian language subject caused the majority of the students to be less enthusiastic about the lessons delivered by the teacher, so that students’ learning outcomes were low. The purpose of this study was to increase students’ interest and learning outcomes in Indonesian subjects through direct learning for 5th grade students in SDN 3 Karangraja. The subjects of this study were the fifth-grade students of SDN 3 Karangraja, with the total of 25 students. This research was conducted for two cycles. The results showed that in each cycle there was a progress that was proven with the result in the first cycle, the students’ interest reached 13 students (52.00%) in learning and students who passed the learning through the improvement in cycle I were only 13 students (52.0%). In the second cycle improvement, there was an increase in interest of 23 students (92.00%). Thus, the learning outcomes of students were increasing with the number of 23 students (92.0%) passed the subject. This result proved that through the direct learning method students could solve their own problems in Indonesian language subject.


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