scholarly journals Blended Learning between Team Games Tournament and Web-Based Module to Improve Students’ Competency of Light Vehicle Programs

2019 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Robby Wijaya ◽  
Widiyanti Widiyanti ◽  
Syarif Suhartadi ◽  
Basyirun Basyirun

Education plays an important role in printing Human Resources (HR), includingvocational schools. Learning methods and the availability of learning resources becomes very important and needed. The existence of the internet needs to be utilized to create innovative and interesting learning. The research method used is Classroom Action Research (CAR) which aims to determine the effect of the implementation of the blended learning team games tournament (TGT) and the Web-Based Module as an Effort to Increase the Achievement of Student Competencies in the Light Vehicle Engineering Program. The study was onducted in class X TKR 1, SMKN 1 Singosari in the 2017-2018 school year as many as 32 students. The treatment is given consisted of Action 1and Action 2 by observing the activities of the teacher, students, and post-test scores. In the pre-action, the percentage of completeness obtained was 67.74% while the Minimum Completeness Standard was 75%. After action 1, the achievement of student competence reached 93.5% with an average value of 86.53. While in Action 2, student learning completeness was 87.09% with an average value of 81.3. From the two actions implemented, it is found that the average results are above the minimum standard of a predetermined value of 75. The application of blended learning can improve student learning outcomes because the learning process is more interesting, active and innovative. students are more enthusiastic and happy with the learning model. With the tournament, students are trained to be responsible, care for friends, study independently and compete healthily. The application of Blended Learning team games tournament (TGT) and Web-based modules are recommended to be applied to other subjects because it is proven to be able to increase the achievement of student competencies and to be creative, innovative and interesting method.

Biota ◽  
2017 ◽  
Vol 10 (1) ◽  
pp. 20-34
Author(s):  
Safniyeti Safniyeti ◽  
Abas Abas ◽  
Aceng Ruyani

Cooperative learning of Team Games Tournament (TGT) with numbered media card is one of teaching method that can be applied to biology. The objectives of this research were to describe the activities of teacher, activities of student student, and result student learning with apply cooperative learning model of Team Games Tournament (TGT). This was a classroom action research (CAR) with quantitative descriptive method and the subjects of this research were biology teachers and 34 students of SMAN 4 class XF Bengkulu city. The instrument used in this research was the observation and test sheets. Data collected were analyzed by calculating the average and specifies the range of values ​​for each criterion, while the test of data analyzed calculating the average value of the class and percentage of completeness classical learning. Results of data analysis observation of the teacher activity first cycle obtained to score of 34.5 with good criteria, then increased in the second cycle to 38 with good criteria. The activity of students in the first cycle obtained score of 34.5 with good criteria, then increased in the second cycle to 37 with good criteria. The student learning results the first cycle of 73.55% with incomplete criteria then increased in the second cycle to be 88.23% with complete criteria. This applied model of learning type TGT could upgrade the activities of teacher, activities of student, and the learning results of Biology students class XF SMAN 4 Bengkulu City.   Keywords : Cooperative Learning, Team Games Tournament (TGT); Result of learning, Student activity; Teacher activity


TAMAN VOKASI ◽  
2016 ◽  
Vol 4 (2) ◽  
pp. 206
Author(s):  
Muh Fredy Hermawan ◽  
Tarto Sentono

The purpose of this research to imporove the activity and student learning outcomes of class XI Islam Salak Brojo Pekalongan Vocational High School by audio-visual menthod on the brake system subjects.This education is clasroom action researsh that been conducted in Islam Salak Brojo Pekalongan.Vocational High School in the academic year of 2014/2015. The subject in this research is a class XI student of Light Vehicle Engineering Islam Salak Brojo Pekalongan Vocational High School that amounted to 26 student. The data collection techniques used observation and tests are divided into pre-test and post test. The data were anilyzed using descriptive statistics.The research result showed that the application of audio-visual method on the brake system subjects can improve activity and student learning outcomes class XI Islam Salak Brojo Pekalongan Vocational High Shool. The result can be seen in the successful development of the I cycle, the average value of learning activities amounted to 53,84 increased in the II cicle to 56,34 then on the III cycle increased to 59,42. On the learning outcomes of I cycle on average reached 5,11 increased in the II cycle to 6,51 then on the III cycle increased to 18,32. Therefore can be concluded that audio-visual method can increase the activity and student learning outcomes on the  break system subjects of class XI student of Islam Salak Brojo Pekalongan Vocational High School.


2020 ◽  
Vol 1 (2) ◽  
pp. 111-118
Author(s):  
Sarjino Sarjino

This study aims to improve the timeliness of students in collecting assignments on google form for the online method of Light Vehicle Engineering Chassis Maintenance on the subject of Diagnosing Automatic Transmission Damage for Class XII odd semester SMK Wiworotomo Purwokerto Pelajar 2020/2021. The data obtained include data on student learning outcomes tests for each cycle, data from observations of teacher activities and data from observations of student activities. Based on the results of the study it can be concluded that by maximizing the WA group class before and after learning can improve the timeliness of students in doing assignments on the google form material Diagnosing Automatic Transmission Damage Class XII TKRO SMK Wiworotomo Purwokerto Academic Year 2020/2021. Penelitian ini bertujuan untuk meningkatkan ketepatan waktu siswa dalam mengumpulakn tugas pada google form mata pelajaran Pemeliharaan Sasis Pemindah Tenaga Teknik Kendaraan Ringan metode daring pada materi Mendiagnosis Kerusakan transmisi Otomtais Kelas XII semester gasal SMK Wiworotomo Purwokerto Pelajaran 2020/2021. Data yang diperoleh antara lain tentang data tes hasil belajar siswa setiap siklusnya, data hasil observasi aktifitas guru dan data hasil observasi aktifitas siswa. Berdasarkan hasil penelitian dapat disimpulkan bahwa dengan memaksimalkan WA group kelas sebelum dan sesudah pembelajaran dapat meningkatkan ketepatan waktu siswa dalam mengerjakan tugas di google form materi Mendiagnosa Kerusakan Transmisi Otomatis Kelas XII TKRO SMK Wiworotomo Purwokerto Tahun Pelajaran 2020/2021.


Alotrop ◽  
2019 ◽  
Vol 3 (2) ◽  
Author(s):  
Aisha Syafitri ◽  
Hermansyah Amir ◽  
Elvinawati Elvinawati

This study aims to determine the comparison of student learning outcomes using cooperative learning type Teams Games Tournament (TGT) with media snake ladder and media puzzle in class XI SMA Negeri 01 Bengkulu Tengah Year 2017/2018 on the subject of colloidal system. This research is a quasi experimental research with the population of all students of class XI SMA Negeri 01 Bengkulu Tengah and the sample is XI MIPA 3 experiment I applying Snake Ladder media and XI MIPA 4 as experiment class II which apply puzzle media. Student learning outcomes in this study is seen from the difference between pretest and posttest values. In the experimental class I which uses snake ladder media, the average value of the increase in students' cognitive learning outcomes is 43.30. Whereas in the experimental class II that uses media puzzle, the average value of the increase in students' cognitive learning outcomes is 35.97. From a series of statistical tests conducted hypothesis testing using t-test with a significant level of 0.01 obtained tHitung> tTable (2.42> 2.39). The results showed that there was a significant difference between the learning outcomes of students who were taught by cooperative learning using Snake Media Appliance and Puzzle media. The result of this research can be concluded that  in general the result of student learning by applying cooperative learning model of Team Games Tournament (TGT) type with snake ladder media is higher than with puzzle media on colloidal system subject.


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Arinta Mega Fap ◽  
Agustina Tyas Asri Hardini

Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar serta motivasi belajar siswa. Penelitian ini merupakan penelitian tindakan kelas dengan dua siklus di SD Negeri Banyuurip, Boyolali. Subjek penelitian ini adalah siswa kelas dua serta materi yang digunakan adalah tema enam, yaitu merawat hewan dan tumbuhan. Instrumen yang digunakan adalah tes hasil belajar secara kognitif pada tiap siklus serta wawancara motivasi belajar siswa. Teknik analisis data yang digunakan adalah analisis deskriptif, uji ketuntasan rata-rata, uji ketuntasan proporsi, serta uji n-Gain. Hasil peneltian menunjukan bahawa penggunaan blended learning pada prasiklus sampai siklus kedua mengalami peningkatan. Nilai rata-rata hasil belajar siswa yang diajar menggunakan blended learning secara statistik signifikan karena t-hitung melebihi t-tabel (5,41 > 1,82). Poporsi ketuntasan siswa yang diajar menggunakan blended learning melebihi 75% dengan Z tabel (1,64) < Z hitung (182). Terdapat peningkatan hasil belajar siswa setelah diuji menggunakan n-gain berada pada kategori tinggi. Pada hasil wawancara motivasi belajar, siswa lebih menyukai pembelajaran blended learning, sehingga motivasi belajar siswa menjadi lebih tinggi dari pada sebelumnya karena kesesuaian media yang diberikan.Blended learning to improve learning outcomes and study motivation in the pandemic Covid-19AbstractThis research aims to determine the increase in learning outcomes and student learning motivation. This research is a classroom action research with two cycles at SD Negeri Banyuurip, Boyolali. The subjects of this study were students in grade two, and the material used was theme six, namely caring for animals and plants. The instrument used was a test of learning outcomes in each cycle and an interview of student learning motivation. The data analysis technique used is descriptive analysis, average completeness test, proportion completeness test, and n-Gain test. This study indicates that the use of blended learning in the pre-cycle until the second cycle has increased. The average value of student learning outcomes taught using blended learning is statistically significant because the t-count exceeds the t-table (5.41> 1.82). The proportion of completeness of students taught using blended learning exceeds 75% with Z table (1.64) <Z count (182). And there is an increase in student learning outcomes after being tested using n-gain is in the high category. In the learning motivation interview results, students prefer blended learning so that the student's learning motivation is higher than before because of the suitability of the media given.


2013 ◽  
Vol 3 (2) ◽  
Author(s):  
Alan Andika Priyatama ◽  
Sukardi Sukardi

Tujuan penelitian ini adalah untuk: (1) memperoleh informasi tentang profil kompetensi siswa serta ketersediaan fasilitas belajar; (2) untuk mengetahui nilai kompetensi siswa dengan standar kualifikasi kompetensi yang dibutuhkan di dunia kerja; (3) untuk menganalisis pengaruh kurikulum, kinerja mengajar guru, dan praktik kerja industri terhadap kompetensi siswa SMK Kompetensi Keahlian Teknik Kendaraan Ringan di Kota Pekalongan. Jumlah anggota populasi pada penelitian ini adalah 305 siswa, dengan sampel 237 siswa yang diambil menggunakan teknik Klaster. Penelitian ini merupakan penelitian ex-post facto dengan pendekatan kuantitatif. Selanjutnya teknik pengumpulan data adalah dengan cara penyebaran angket yang menggunakan model skala rating, yang dianalisisa dengan analisis regresi ganda. Hasil penelitian menunjukan bahwa: (1) profil kompetensi siswa SMK Kompetensi Keahlian Teknik Kendaraan Ringan di Kota Pekalongan telah sesuai dengan kebutuhan SKKNI Teknik Kendaraan Ringan dengan kontribusi kurikulum sebesar 17,06%, kinerja guru 37,49% dan prakerin 21,08% serta ketersediaan fasilitas belajar sudah memadai; (2) Kompetensi siswa SMK Kompetensi Keahlian Teknik Kendaraan Ringan di Kota Pekalongan secara rata-rata adalah baik dan relevan dengan kebutuhan dunia kerja dengan nilai rata-rata sebesar 83.77; (3) kurikulum, kinerja guru dan praktik kerja industri berpengaruh positif dan signifikan terhadap kompetensi siswa SMK Kompetensi Keahlian Teknik Kendaraan Ringan di Kota Pekalongan. COMPETENCY PROFILE OF THE STUDENT OF SMK SKILL COMPETENCEOF LIGHT VEHICLE ENGINEERING IN PEKALONGANAbstractThe aims of this research were: (1) to obtain information about Students competency profiles and the availability of learning facilities; (2) to determine the students competency level using the standard qualifications needed for future job; (3) to analyze the effect of the curriculum, teacher proficiency and industry job practices on competencies of the students of SMK Skill Competence of Light Vehicle Engineering in Pekalongan.The number of the population in this study about 305 students, with sample number of 237 respondens had drawn using claster sampling techniques. This research was ex-post facto with the quantitative approach. Futhermore, the techniques of data collection are by way of distributing a questionnare using rate scale models, which were analysed by multiple regression.The results of the research show that: (1) the competency profile of the students of SMK Skill Competence of Light Vehicle Engineering students in Pekalongan in accordance with the requirements SKKNI Light Vehicle Engineering with 17.06% contribution of the curriculum, 37.49% contribution of teacher performance and 21.08% contribution of industry job practices and availability of learning facilities is adequate. (2) the competencies of the students of SMK Skill Competence of Light Vehicle Engineering in Pekalongan in average is good and relevant to the needs of the workforce with an average value of 83.77; (3) the curriculum, teachers proficiency and industry job practice have a positive and significant effect on the competencies of the students of SMK Skill Competence of Light Vehicle Engineering in Pekalongan.


2018 ◽  
Vol 6 (2) ◽  
pp. 125-135
Author(s):  
Buhori Muslim ◽  
Ferry Putrawansyah

This study aims to produce interactive multimedia learning applications introduction of hardware and assembly of Personal Computer (PC) at Maintenance Course at Sekolah Tinggi Teknologi Pagar Alam and to improve learning the result. This research is based on the less interesting learning process, the interaction process is not running optimally and visualization is still using conventional media. Development method used is ADDIE that is Analysis, Design, Development, Implementation, and evalua-tion. Instruments used in the expert review to test the validity of the product and Pretest and posttest to measure student learning outcomes. Based on the results of the validity of the product got a score of 4.3 with the category is very valid then the pretest results conducted at the first meeting showed the average value achieved in the pretest is 66.77 with enough category. Then at the second meeting, after the learning process is implemented, held the post-test obtained an average of 90.56 with the category of Very Good. This shows an increase in learning the outcome of 24.31. In addition, obtained N-Gain of 0.732 which indicates that the learning process using multimedia applications that are made to improve student learning outcomes.


2018 ◽  
Vol 3 (1) ◽  
pp. 17-22
Author(s):  
Sapti Chusniati ◽  
Aidin Najihi

This study aims to find out: How learning activities and improving student learning outcomes by using the Team Games Tournament Cooperative learning model (TGT) Assisted by Visual Media in class VII-5 of Palangka Raya Muhammadiyah Middle School. This research is classroom action research (CAR). The number of research subjects was 23 students. The results of this study are: There is an increase in student learning activities, namely the score of learning activities of students in the second cycle there are 21 students who get a score of 00 3.00 and 2 students who get a score of 00 3.00 with an average score of 33, 36, so that the learning activities of students in the second cycle have been said to be good or have achieved indicators of success. learning outcomes of Social Sciences (IPS) when Pre Test obtained an average value of 39.34 with completeness in classical 4.34%. In the post-test, the first cycle obtained an average value of 53.47% with completeness in classical 30.43%. And the post-test cycle II increased with an average value of 81.30 with completeness in classical 91.30%.


2014 ◽  
Vol 2 (2) ◽  
pp. 199
Author(s):  
Syifaul Gummah ◽  
Saiful Prayogi ◽  
Sukainil Ahzan ◽  
Islamiyah Islamiyah

This study aims to improve the learning achievement of Physics science through the application of Empowering thinking Using Questions (PBMP) In Active Learning 'Team Quis Type for Students in Secondary School. The type of research is classroom action research conducted in two cycles consisting of: planning, implementation, observation and evaluation phase, and reflection. Activity data for students and teachers is obtained through the observation sheet, while the student learning result data is obtained through the test given at each end of the cycle. The indicator of the success of the research is the students are categorized as active and have increased. Student learning achievement is completed in a classical manner where the students who scored ≥ KKM 75 score has reached ≥ 85% based on the total number of students who follow the evaluation test. Students' physics learning achievement in the first cycle obtained the average grade of 73.8, classical completeness 75.0%, and the average value of student learning activities of 12.3 who are in the category quite active. In the second cycle obtained an average score of 80.2 with 85.0% classical completeness, and the average value of student learning activities of 17.0 are in the active category. We conclude that PBMP has been able to improve students' physics learning outcomes.


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