scholarly journals Penggunaan Metode Team Games Tournament pada Pembelajaran Tematik untuk Meningkatkan Keaktifan Belajar Siswa

2021 ◽  
Vol 1 (2) ◽  
pp. 108-118
Author(s):  
Shalahudin Shalahudin ◽  
Widiya Wati

AbstrakTujuan penelitian ini adalah untuk penggunaan metode teams games tournament untuk meningkatkan keaktifan belajar siswa di dalam proses pembelajaran materi keragaman suku bangsa dan agama di negeriku. Subjek penelitian tindakan kelas ini adalah kelas IV SD Negeri 59/IX Penyengat Olak. Teknik pengumpulan data penelitian ini adalah  observasi, wawancara, dan dokumentasi. Analisis data dilakukan dengan menggunakan analisis kuantitatif yang terdiri dari reduksi data, penyajian data, penarikan kesimpulan. Hasil penelitian ini menunjukkan bahwa penggunaan metode teams games tournament dapat meningkatkan keaktifan belajar siswa dalam proses pembelajaran. Keaktifan belajar siswa pada siklus I adalah sebesar 61% dan pada siklus II adalah sebesar 93%. Hasil penelitian ini menunjukkan bahwa penggunaan metode team games tournamen dapat meningkatkan keaktifan siswa di dalam proses pembelajaran dan mencapai kualitas pembelajaran yang tuntas. AbstractThe purpose of this study is to use the teams games tournament method to increase student learning activity in the learning process of ethnic and religious diversity in my country. The subject of this class action research is grade IV SD Negeri 59/IX Penyengat Olak. The data collection techniques of this study were observation, interviews, and documentation. Data analysis was carried out using quantitative analysis consisting of data reduction, data presentation, and conclusion drawing. The results of this study indicate that the use of the teams games tournament method can increase students' active learning in the learning process. Student learning activity in the first cycle is 61% and in the second cycle is 93%. The results of this study indicate that the use of the team games tournament method can increase student activity in the learning process and achieve complete learning quality.

2018 ◽  
Vol 2 (2) ◽  
pp. 225
Author(s):  
Titik Umiyati

Abstrak:Tujuan penelitian ini adalah untuk mengkaji proses pembelajaran matematika danmenganalisis peningkatan prestasi belajar melalui permainan mistar bilangan. Metodepenelitian yang digunakanadalah penelitian tindakan kelas yang dilaksanakan sebanyak 2siklus. Subjek penelitian ini adalah siswa kelas IV SD Negeri 2 Temengeng Kabupaten Blorapada semester 2 tahun pelajaran 2014/2015. Teknikanalisis yang digunakandeskriptifkomparatif, yaitu membandingkan data hasil antara prasiklus, siklus I, dan siklus II. Hasilpenelitian yang dilaksanakan 2 siklus menunjukkan bahwa proses pembelajaran matematikadengan menggunakan permainan mistar bilangan sangat menyenangkan siswa, sehinggaaktivitas pembelajaran meningkat dari 62,5 menjadi 84,5. Hasil belajar siswa juga meningkatditandai hasil siklus I nilai rata-rata kelas 60,48 dan ketuntasan mencapai 57,10%. Siklus IInilai rata-rata kelas 75,24 dan ketuntasan 85,70%. Simpulan penelitian ini adalah pembelajaranmatematika tentang penjumlahan dan pengurangan bilangan bulat melalui permainan mistarbilangan dapat meningkatkan aktivitas pembelajaran dan hasil belajar menunjukkan semuasiswa berminat dalam melaksanakan tugas dan memperoleh pengalaman yang menyenangkandalam permainan mistar bilangan. Abstract:The purpose of this research is to study the learningprocess ofmath and analyseincreasing of learning achievement through rulernumbers game. The method usedin thisresearch is class action which is done in2 cycles. The subject of the research are fourth gradestudents of Number 2 PublicElementary Schoolat Temengeng, Blora district in second semesterof the school year 2014/2015. The analysetechnicusedby comparingthe data from precycle,first cycle and second cycle. The results of the research that is done two cycles indicate thatmath learning process by using ruler numbers game can make the students feel pleased sothatlearning activities increase from 62.5 to 84.5. The results of student learning alsoincrease,it can be showed from the average score of the first cycle is 60.48 and the completeness scorereaches57.1%. The average score of thesecond cycle is 75.24 and the completeness scorereaches 85.7%. The conclusion of the research ismath learning about addition and deductionof integer through ruler numbers game can improve learning activity and the results of studentlearning show that all students are interested to obtain the task and get moreenjoyableexperience in using rulernumbers game.


2018 ◽  
Vol 2 (2) ◽  
pp. 225-246
Author(s):  
Titik Umiyati

Abstrak:Tujuan penelitian ini adalah untuk mengkaji proses pembelajaran matematika danmenganalisis peningkatan prestasi belajar melalui permainan mistar bilangan. Metodepenelitian yang digunakanadalah penelitian tindakan kelas yang dilaksanakan sebanyak 2siklus. Subjek penelitian ini adalah siswa kelas IV SD Negeri 2 Temengeng Kabupaten Blorapada semester 2 tahun pelajaran 2014/2015. Teknikanalisis yang digunakandeskriptifkomparatif, yaitu membandingkan data hasil antara prasiklus, siklus I, dan siklus II. Hasilpenelitian yang dilaksanakan 2 siklus menunjukkan bahwa proses pembelajaran matematikadengan menggunakan permainan mistar bilangan sangat menyenangkan siswa, sehinggaaktivitas pembelajaran meningkat dari 62,5 menjadi 84,5. Hasil belajar siswa juga meningkatditandai hasil siklus I nilai rata-rata kelas 60,48 dan ketuntasan mencapai 57,10%. Siklus IInilai rata-rata kelas 75,24 dan ketuntasan 85,70%. Simpulan penelitian ini adalah pembelajaranmatematika tentang penjumlahan dan pengurangan bilangan bulat melalui permainan mistarbilangan dapat meningkatkan aktivitas pembelajaran dan hasil belajar menunjukkan semuasiswa berminat dalam melaksanakan tugas dan memperoleh pengalaman yang menyenangkandalam permainan mistar bilangan. Abstract:The purpose of this research is to study the learningprocess ofmath and analyseincreasing of learning achievement through rulernumbers game. The method usedin thisresearch is class action which is done in2 cycles. The subject of the research are fourth gradestudents of Number 2 PublicElementary Schoolat Temengeng, Blora district in second semesterof the school year 2014/2015. The analysetechnicusedby comparingthe data from precycle,first cycle and second cycle. The results of the research that is done two cycles indicate thatmath learning process by using ruler numbers game can make the students feel pleased sothatlearning activities increase from 62.5 to 84.5. The results of student learning alsoincrease,it can be showed from the average score of the first cycle is 60.48 and the completeness scorereaches57.1%. The average score of thesecond cycle is 75.24 and the completeness scorereaches 85.7%. The conclusion of the research ismath learning about addition and deductionof integer through ruler numbers game can improve learning activity and the results of studentlearning show that all students are interested to obtain the task and get moreenjoyableexperience in using rulernumbers game.


2018 ◽  
Vol 2 (2) ◽  
pp. 225-246
Author(s):  
Titik Umiyati

AbstrakTujuan penelitian ini adalah untuk mengkaji proses pembelajaran matematika dan menganalisis peningkatan prestasi belajar melalui permainan mistar bilangan. Metode penelitian yang digunakanadalah penelitian tindakan kelas yang dilaksanakan sebanyak 2 siklus. Subjek penelitian ini adalah siswa kelas IV SD Negeri 2 Temengeng Kabupaten Blora pada semester 2 tahun pelajaran 2014/2015. Teknikanalisis yang digunakandeskriptif komparatif, yaitu membandingkan data hasil antara prasiklus, siklus I, dan siklus II. Hasil penelitian yang dilaksanakan 2 siklus menunjukkan bahwa proses pembelajaran matematika dengan menggunakan permainan mistar bilangan sangat menyenangkan siswa, sehingga aktivitas pembelajaran meningkat dari 62,5 menjadi 84,5. Hasil belajar siswa juga meningkat ditandai hasil siklus I nilai rata-rata kelas 60,48 dan ketuntasan mencapai 57,10%. Siklus II nilai rata-rata kelas 75,24 dan ketuntasan 85,70%. Simpulan penelitian ini adalah pembelajaran matematika tentang penjumlahan dan pengurangan bilangan bulat melalui permainan mistar bilangan dapat meningkatkan aktivitas pembelajaran dan hasil belajar menunjukkan semua siswa berminat dalam melaksanakan tugas dan memperoleh pengalaman yang menyenangkan dalam permainan mistar bilangan. AbstractAbstract: The purpose of this research is to study the learningprocess ofmath and analyse increasing of learning achievement through rulernumbers game. The method usedin this research is class action which is done in2 cycles. The subject of the research are fourth grade students of Number 2 PublicElementary Schoolat Temengeng, Blora district in second semester of the school year 2014/2015. The analysetechnicusedby comparingthe data from precycle, first cycle and second cycle. The results of the research that is done two cycles indicate that math learning process by using ruler numbers game can make the students feel pleased so thatlearning activities increase from 62.5 to 84.5. The results of student learning alsoincrease, it can be showed from the average score of the first cycle is 60.48 and the completeness score reaches57.1%. The average score of thesecond cycle is 75.24 and the completeness score reaches 85.7%. The conclusion of the research ismath learning about addition and deduction of integer through ruler numbers game can improve learning activity and the results of student learning show that all students are interested to obtain the task and get moreenjoyable experience in using rulernumbers game.  


2021 ◽  
Vol 10 (4) ◽  
pp. 975
Author(s):  
Ali Munawar

The purpose of this study was to improve the reading ability of grade 2 students at SDN 031 Across tembilahan sub-district of Indragiri Hilir, the subject of 11 students. The form of research is class action research to improve the learning process in class, the approach used is comic media to improve reading ability. The results showed that at the first meeting of cycle I teacher activity in learning activities only by 55% with a good enough category, then at the fourth meeting there was an increase of 90% with a good category. For student learning activities in the first cycle of meeting I obtained the percentage of student activity in the learning process only 53% with a good enough category, and at the fourth meeting obtained a percentage of 92% with a good category. The results of students' reading ability after learning reflection on the clarity indicator were scored by 3 in the moderate category, then on the word accuracy indicator was scored by 4 with a high category, and on the sound clarity indicator obtained a score of 4 with a high category. Judging from the results of the study of reading ability of grade 2 students at SDN 031 Seberang, there was a significant increase compared to the data in cycle I, it was proven that the application of comic media to students' reading ability is very effectively applied.


2017 ◽  
Vol 6 (1) ◽  
pp. 306
Author(s):  
Rosnihayati Rosnihayati

The background of this study is the low results of social studies grade II SDN 003 Pagaran Tapah Darussalam. For that research by applying the learning media. The purpose of this study was (a) to determine the ability of teachers to use the media images in the learning process; and (b) to assess student learning outcomes through the use of media images in the learning process. This study is a class action, the subjects in this study was grade II by the number of students as many as 30 people, the study was conducted in March-April 2015. In order to study this class action work well without barriers obstructing the smooth running of research, phases of action research activities classes, namely: planning / preparatory action, action, observation, and reflection. The study states that the results of social studies students has increased after application of instructional media. This is evidenced by: (a) in the first cycle of the first meeting of student activity earn a percentage 58.00%, at a meeting II increases with the percentage of 77.00%, in the second cycle student activity increased with the percentage of 83.50%, and at a meeting II increased to 88.00%; and (b) the learning outcomes of students has increased in the first cycle average student learning outcomes by 64, the second cycle increased to 65. Based on the results of this study concluded that the use of media images in improving learning outcomes second grade students in social studies in SDN 003 Pagaran Tapah Darussalam Rokan Hulu.


2020 ◽  
Vol 5 (2) ◽  
pp. 108-114
Author(s):  
Magfirotul Mufida ◽  
Sholahudin Al Ayubi ◽  
Tri Novita Irawati

This aims of the research is to increase student activity and learning outcomes througha learning model Two Stay Two Stray (TSTS). Type of research is a classroom action research (CAR). The subject of this research is 17 students of class VIII SMP Nusantara. The data collection methods are using test methods, observation, and documentation. This research was conducted in two cycles, namely cycle I and cycle II. The results of the research can be seen from indicators of the sucsess of the cycle, the first cycle of student learning activities is 72% and the second cycle is 75%. While student learning outcomes in the first cycle was 71% and the second cycle was 85%. From these indicators of sucsess, it is concluded that the application of cooperative learning model with  two stay two stray (TSTS) tipe can increase student activity and learning outcomes. Keywords: TSTS, learning activity, learning outcomes


2019 ◽  
Vol 10 (2) ◽  
pp. 106
Author(s):  
Suwi Atmi

<p>Learning using the STAD model is motivated by the low activity and student learning outcomes in mathematics with the subject of the addition of the fraction of the denominator of Bebeda in class VB MIN 3 Bantul. This is the cause because teachers do not use methods that activate students so students can participate in the learning process. Therefore learning is carried out using the STAD model. The class action using the STAD type cooperative learning model is carried out in 2 cycles.</p><p>               Learning using the STAD model aims to obtain data to determine the effectiveness of the type of STAD cooperative learning model in improving learning achievement and student learning activeness in learning mathematics. Learning using the STAD model is carried out in 2 cycles. Each cycle consists of 2 meetings. The subject of learning using the STAD model is students in class VB MIN 3 Bantul consisting of 10 male students and 7 female students. Learning using the STAD model was carried out in the first semester of the 2018/2019 school year between August and September 2018. The data collection technique used observation sheets and test sheets during action and implementation.</p><p>               The learning outcomes using the STAD model in the first cycle show that the activity and learning achievement increase is still small in scale. Out of 17 students, 11 students completed their studies and 6 students did not complete their studies. In the second cycle learning achievement increased significantly, from 17 students 17 students completed study. Based on the findings, data analysis and data processing obtained from the evaluation evaluation of each cycle in learning using this STAD model, it can be used as a reference regarding the use of STAD type cooperative learning models in the learning process can improve student learning outcomes in learning Addition of Denominators to Verbal Classes in class VB MIN 3 Bantul.</p><p> </p><p>Keywords: activeness, learning achievement, STAD type cooperative learning</p>


2017 ◽  
Vol 6 (2) ◽  
pp. 557
Author(s):  
Masnur Masnur

This study aims to describe learning outcomes through the use of map media. This study is a classroom action research, the subject of research is the students of grade V SD 005 Bukit Timah Dumai with the number of 35 students. Based on the results of research stated that student learning outcomes have increased after applied media map on the learning process. This is evidenced by: (a) teacher activity data has increased, in cycle I get score 27 (67,50%) with good category. In cycle II get score 35 (87,50%) with very good category. While the student activity has increased, in cycle I get score 26 (65,00%) with good category. In cycle II obtained a score of 36 (90.00%) with very good category; and (b) the result of IPS study has increased, in the first cycle average student learning outcomes is 70.94 with the number of students who reach KKM amounted to 26 (74.28%) with the category is not complete, in cycle II increased to average student's learning result is 79,08 with number of student reaching KKM amounted to 30 (85,71%) with complete category.


2020 ◽  
Vol 5 (1) ◽  
Author(s):  
Melda Pasalbesy

The purpose of this class action study is to determine the influence of Role Playing in the activity of child learning and outcomes at SD I Haruku School. The method in this research is the method of class action research, based on the results of the study, it can be concluded that the implementation of Role Playing methods can improve the activity and learning outcomes of children in the learning process. In addition, research results can also be advice as well as consideration materials for both teachers and school to create a learning atmosphere that provides a lot of space for students to engage actively at the time of study, where students are no longer Learn by simply being a listener, but through the application of a role Playing method, both teachers, students, and school parties can create active and enjoyable learning on the subject of Christian religious education.Keyword: Role Playing, student activity


2020 ◽  
Vol 4 (2) ◽  
pp. 249-255
Author(s):  
St Darojah

This research aims to improve the activity and learning outcomes of Akidah Akhlak through the implementation of Market Place Activity method of Flow Kalam in class XI-MIPA 4 MAN 3 Sleman. The design of this research is class action research (PTK) which takes place in two cycles. The subject of this study was the students of the XI-MIPA 4 MAN 3 Sleman class as many as 31 people. Data collection is done by observation method to observe the level of learning activity and test method to find out the result of learning outcomes of Kalam flow material in the form of a double choice of 20 questions, given every end of the cycle. The results of study activities learned from a pre-active student cycle of 23% then on the I cycle increased to 51% and in cycle II increased to 87%. The results of the student learning pre-cycle value of 68 to reach 32%. Then at cycle 1 the average value increased to 78 with a close to 68%, on the cycle II the average value increased to 86 and the compensation reached 90%. Based on the research results from Cycle 1 and cycle 2 indicates that the implementation of the Market Place Activity (MPA) method of activity and student learning results are improved.


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