scholarly journals Penerapan Model Pembelajaran Kooperatif Tipe Two Stay Two Stray (TSTS) Dalam Meningkatkan Motivasi Belajar Pada Mata Kuliah Bimbingan dan Konseling Mahasiswa PGSD

2020 ◽  
Vol 4 (3) ◽  
pp. 332
Author(s):  
Musfirah Musfirah

This study aims to determine whether the application of the Two Stay Two Stray (TS-TS) cooperative learning method can increase Learning Motivation in the guidance and counseling course of PGSD campus V Parepare students at UNM. The research approach used in this research is qualitative. Type of classroom action research. The data analysis technique used qualitative data analysis which was analyzed descriptively. Data collection techniques using observation. This research consisted of two cycles, namely cycle I and cycle II. Based on the acquisition of the observation value in the first cycle, it was found that 65.69% of students' learning motivation in the guidance and counseling course was in a sufficient category. Meanwhile, the percentage of lecturers' success in teaching was 66.6% and it was in a sufficient category. In the second cycle student learning motivation in the guidance and counseling subject was 76.54% in the good category. In the aspect of the lecturer, data was obtained that the percentage of lecturers' success in teaching was 87.87% and was in a good category. So it can be concluded that the application of the cooperative learning model type two stay two strays (TSTS) can increase student motivation to learn in the guidance and counseling course of PGSD Campus V Parepare UNM students.

2022 ◽  
Vol 9 (1) ◽  
pp. 198
Author(s):  
Mahdi Putra Jaya

This study aims to increase students' motivation to learn mathematics on the subject of circles through the application of a team games tournament (TGT) type of cooperative learning model. This research is a classroom action research which consists of two cycles and each of them consists of four main activities, namely planning, action, observation, and reflection in an interrelated spiral. The subjects of this study were students of class X Accounting at SMKN 1 Praya Tengah, totaling 32 people. Data collection instruments in the form of questionnaires and observations as well. While the data analysis technique used descriptive analysis. The results of this study indicate that students' learning motivation on the subject of the circle has increased from cycle I to cycle II. The attention aspect of the first cycle at the first meeting was 18.75%, the second meeting was 56.25%, in the second cycle 81.25%. The tenacity aspect of the first cycle of the first meeting was 12.50%, the second meeting was 50%, the second cycle was 75%. Aspects of perseverance in the first cycle of the first meeting 25%, at the second meeting 56.25%, the second cycle 87.5%. The interest aspect of the first cycle of the first meeting is 6.25%, the second meeting is 43.75%, the second cycle is 75%. The courage aspect of the first cycle of the first meeting was 18.75%, and the first cycle of the second meeting was 56.25%, the second cycle was 81.25%. The results of the motivation questionnaire in the first cycle of the first meeting were 50.42%, in the first cycle the second meeting was 80.42% and increased in the second cycle to 92.92%. So it can be concluded that cooperative learning of the type of teams games tournament (TGT) can increase students' learning motivation on the subject of circles in class X Accounting at SMKN 1 Praya Tengah.


Author(s):  
Ilham Adi Putra ◽  
Zulkifli Naansah ◽  
Sukaya Sukaya

This research is purposed to reveal scales of student’s learning motivation contribution and pedagogical competence of teachers grade for computer and information management skills subject at X class SMKN 1 Tilatang Kamang. The type of this research is descriptive correlation. Populations in this research are 164 students, and samples are amount to 62 students of X class SMKN 1 Tilatang Kamang, school of year 2012/2013. Samples are taken by simple random sampling technique. Data were collected by questionnaire and documentation. Data analysis technique in this research is Pearson product moment and multiple-correlation. Results from data analysis claimed that there are contributions from learning motivation and pedagogical competence of teachers grade of computer and information management skills subject at X class SMKN 1 Tilatang Kamang, as follow: (1) student’s learning motivation gives contribution to student’s grade by 21,34%, (2) pedagogical competence of teachers gives contribution to student’s grade by 17,89%, (3) student’s motivation to learn together with pedagogical competence of teachers give contribution to student’s grade by 27,98%. This research suggest that student’s motivation to learn and pedagogical competence of teachers give contribution to student’s grade.


2021 ◽  
Vol 2 (1) ◽  
pp. 42
Author(s):  
Somantri Somantri ◽  
M. Zaeni

This study uses correlation research. The research approach used is a quantitative approach. The low student motivation is due to the unattractive use of the learning method causing the students to be overwhelmed by feelings of boredom and boredom, so that what the teacher says is not paid attention. The role playing method has a relationship with student learning motivation. This method is when the learning process without a good role playing method, learning will not be effective and will not foster student motivation to the fullest. To test the hypothesis, testing was carried out by calculating t from the tcount of 5,334 which was then consulted with ttable 2.030, then tcount 5.334 ≥ ttable 2.030, which means that the relationship that occurs between variable X (role playing method) and variable Y (student learning motivation) is a relationship significant. Thus it can be concluded that there is a positive and significant relationship between the role playing method with student learning motivation at MI Annidhomiyah Japura Kidul. Abstrak Penelitian ini menggunakan penelitian korelasi. Pendekatan penelitian yang digunakan adalah pendekatan kuantitatif. Rendahnya motivasi belajar siswa disebabkan tidak menariknya cara penggunaan  metode pembelajaran menyebabkan para siswa diliputi oleh rasa bosen dan jenuh, sehingga apa yang guru sampaikan tidak diperhatikan. Metode role playing  mempunyai hubungan terhadap motivasi belajar siswa. Metode ini saat proses pembelajaran tanpa metode role playing  yang baik, pembelajaran tidak akan bisa efektif dan tidak menumbuhkan motivasi belajar siswa dengan maksimal. Untuk uji hipotesis maka  dilakukan pengujian dengan penghitungan thitungdari hasil penghitungan thitung 5,334 yang kemudian dikonsultasikan dengan ttabel 2,030 maka thitung 5,334 ≥ ttabel 2,030, yang artinya bahwa hubungan yang terjadi antara variabel X ( Metode role playing)  dengan variabel Y ( motivasi belajar siswa ) adalah hubungan yang signifikan. Dengan demikian dapat disimpulkan bahwa terdapat hubungan positif dan signifikan dari Metode role plyaing deangan motivasi belajar siswa di MI Annidhomiyah Japura Kidul


2018 ◽  
Vol 17 (2) ◽  
pp. 121-128
Author(s):  
Gunawan Maryoto

This quasi – experimental research aims to determinethe effect of cooperative learning model Think Pair Share (TPS) and Numbered Heads Together (NHT) on students' mathematics achievement, and the effect ofcooperative learning model TPSand NHT on student motivation.Three classes were randomly selected for experiment and control groups, each class consists of 32 students. A questionnaire of 26 items is used to measure motivation test, and a test consisting of nine questions is used for measuring mathematics achievement. T-test was used for data analysis. The findings show that there is significant effect of both cooperative learningTPS model and NHT model onstudent mathematics achievement. However, the effect of  TPS and NHT models on student motivation to learn mathematics is not significant.   Penelitian ini dimaksudkan untuk menganalisis  pengaruh pembelajaran kooperatif tipe TPS dan tipe NHT terhadap motivasi dan hasil belajar matematika. Penelitian ini melibatkan 3 kelas experimen dan kelas control, masing-masing terdiri dari 32 siswa. Instrumen yang digunakan berupa tes motivasi yang terdiri dari 26 indikator, dan tes matematika yang terdiri dari 9 pertanyaan. Hasil penelitian menunjukkan bahwa terdapat pengaruh yang signifikan penggunaan model pembelajaran kooperatif tipe TPS terhadap hasil belajar matematika siswa, demikian pula penggunaan model pembelajaran kooperatif tipe NHT juga berpengaruh positif terhadap hasil belajar matematika siswa.  Namun tidak ada perbedaan signifikan hasil belajar matematika menggunakan model pembelajaran kooperatif tipe TPS dengan model pembelajaran kooperatif tipe NHT. Di samping itu ditemukan pengaruh yang signifikan penggunaan model pembelajaran kooperatif tipe TPSdan Tipe NHT terhadap motivasi belajar matematika siswa.


2018 ◽  
Vol 1 (1) ◽  
pp. 182
Author(s):  
Marha Marha ◽  
Islahudin Islahudin ◽  
Linda Sekar Utami

Abstrak: Tujuan dari penelitian ini untuk mengembangkan buku petunjuk pratikum pada pokok bahasan gelombang dan bunyi untuk meningkatkan motivasi siswa. Penelitian ini menggunakan metode research and development (R & D). Sebagai subjek dalam penelitian ini adalah siswa MAN 2 Model Mataram Kelas XI. Model pengembangan yang digunakan adalah Dick & Carey yang terdiri dari 10 langkah yang harus diikuti untuk menghasilkan produk berupa buku petunjuk pratikum. Data diperoleh melalui wawancara, angket dan dokumentasi. Teknik analisis data yang digunakan adalah deskriptif kualitatif untuk mengukur motivasi belajar siswa. Abstract:  The purpose of this study was to develop a pratikum manual on the subject of waves and sounds to improve student motivation. This research uses research and development (R & D) method. As subject in this research is student MAN 2 Model Mataram Class XI. The development model used is Dick & Carey which consists of 10 steps that must be followed to produce the product in the form of manual pratikum. Data obtained through interviews, questionnaires and documentation. Data analysis technique used is descriptive qualitative to measure student's learning motivation.


2020 ◽  
Vol 3 (1) ◽  
pp. 1-8
Author(s):  
Erly Erly

High motivation to learn will encourage and move students to always move and achieve the best results. The purpose of this study was to see an increase in student motivation through the cooperative learning model Student Teams Achievement Divisions (STAD) type. The method used in this study is the Classroom Action Research (CAR) method. The population in this study were all students of class XII Science in SMA 2 Bandar Lampung. Sampling is done by simple random sampling technique. The sample in this study was 38 people. The analysis technique uses an independent sample t-test. The results showed that the implementation of the Student Teams Achievement Division (STAD) type of cooperative learning model on the principles of redox and electrochemical reactions were used to test student learning. The results of this study also discussed increasing students' motivation to learn including motivation to cooperate with each other, discuss, help each other, and ask questions


Widya Accarya ◽  
2020 ◽  
Vol 11 (2) ◽  
pp. 188-197
Author(s):  
Oktavia Dwi Wuyung Sari ◽  
Ni Luh Gede Karang Widiastuti

ABSTRAK Penelitian ini bertujuan untuk meningkatkan motivasi belajar dalam pembelajaran matematika melalui implementasi  kooperatif tipe teams games tournament (TGT) berbantu media pembelajaran permainan tradisional cublak-cublak suweng. Penelitian ini merupakan Penelitian Tindakan Kelas yang dilaksanakan secara kolaboratif antara guru dengan peneliti pada mata pelajaran matematika. Subjek dalam penelitian ini adalah siswa kelas IV SD Bina Tunas yang berjumlah 6 siswa yang terdiri dari 3 siswa perempuan dan 3 siswa laki-laki. Metode pengumpulan data dalam penelitian ini menggunakan observasi dan dokumentasi. Instrumen penelitian yang digunakan yaitu lembar observasi dan dokumentasi. Teknik analisis data yang digunakan dalam penelitian ini adalah analisis data deskriptif kuantitatif. Berdasarkan hasil penelitian dapat disimpulkan bahwa model pembelajaran kooperatif tipe teams games tournament (TGT) berbantu media pembelajaran permainan tradisional cublak-cublak suweng untuk meningkatkan  motivasi belajar dalam pembelajaran matematika kelas IV SD Bina Tunas. Hal ini ditunjukkan dengan adanya peningkatan persentase skor rata-rata motivasi belajar matematika sebesar pada siklus I sebesar 69,66% dan pada siklus II sebesar 84,83%. Terjadi peningkatan dari siklus I ke siklus II sebesar 15,17%. Hasil analisis data siklus II menunjukkan bahwa skor tersebut sudah mencapai indikator keberhasilan yang ditentukan yaitu minimal tinggi. Terdapat 5 indikator dengan 4 deskripsi motivasi belajar dalam penelitian ini dan kelima indikator tersebut telah mencapai indikator keberhasilan yang ditentukan minimal tinggi. Kata Kunci: Teams Games Tournament (TGT), Media Pembelajaran Permainan Tradisional Cublak-cublak Suweng, Motivasi Belajar Matematika ABSTRACT This research aimed to increase learning motivation in mathematic learning through implement a cooperative learning model, the type of teams games tournament (TGT) was assisted by the learning media of cublak-cublak suweng traditional games. Assisted by traditional learning media cublak-cublak suweng in learning motivation for fourth grade mathematics learning at SD Bina Tunas. This research was a classroom action research which was carried out collaboratively between teachers and researchers in mathematics. The subjects in this research were the fourth grade students of SD Bina Tunas, totaling 6 students consisting of 3 female students and 3 male students. Data collection methods in this research using observation and documentation. The research instrument used was the observation sheet and documentation. The data analysis technique used in this research was descriptive quantitative data analysis. Based on the results of the research, it was concluded that the cooperative learning model of the Teams Games Tournament (TGT) type was assisted by the learning media of cublak-cublak suweng traditional games to increase learning motivation in the fourth grade mathematics learning of SD Bina Tunas. It was indicated by an increase in the percentage of the average score of learning motivation for mathematics in the first cycle of 69.66% and 84.83% in the second cycle. There was an increase from cycle I to cycle II of 15.17%. The results of cycle II data analysis indicated that the score had reached the specified success indicator, which was at least high. There were 5 indicators with 4 descriptions of learning motivation in this research and the five indicators had reached the specified minimum high success indicator. Keywords: Teams Games Tournament (TGT), Learning Media for Traditional Games Cublak-cublak Suweng, Motivation to Learn Mathematics


Author(s):  
Iin Setalasiah

<p><em>Media is an important component in increasing student motivation. The purpose of this study was to increase the learning motivation of students in learning mathematics using video media. This research is a classroom action research (PTK) which is conducted in two cycles, each cycle consisting of planning, implementation, observation, and reflection stages. The subjects of this study were 25 students of class II SD Negeri 1 Bobotsari, totaling 25 students. The research instrument was the observation sheet and documentation. Data analysis includes data reduction, data presentation, and drawing conclusions. The finding of this study is that the use of instructional video media can increase students' learning motivation in mathematics learning of students on the equivalent of currency values in class II SD Negeri 1 Bobotsari. The results of the study were indicated by an increase in the learning motivation of students in the first cycle 40%, in the second cycle it increased to 92</em><em></em></p>


2020 ◽  
Vol 4 (5) ◽  
pp. 1070
Author(s):  
Zubaedah Nur Fajriah ◽  
Pipit Muliyah ◽  
Atabik Atabik

Motivation to learn is one of the factors that influence learning success. The greater the motivation to learn, the greater the opportunity to achieve learning success. The zoning system is a policy for admitting new students by using the distance between the studeZnt's residence and the school. With this system, the implementation of the admission of new students is no longer seen in terms of value. So the zoning system will undermine learning motivation. Because to enter your favorite school, you don't need high grades and abilities. The formulation of the problem discussed is how the zoning system is implemented in SMP Negeri 1 Majenang, what factors affect student motivation, how is the impact of the zoning system on the learning motivation of SMP Negeri 1 Majenang students. The aim is to provide an overview of the impact of the zoning system on student motivation at SMP Negeri 1 Majenang. This type of research is field research with a qualitative approach. Data collection techniques in the form of questionnaires, interviews, observation. The analysis technique uses descriptive qualitative analysis. The results of the research on the impact of the zoning system on the learning motivation of students of SMP Negeri 1 Majenang as a whole are still relatively good with a percentage of 65%. Factors that influence student learning motivation consist of internal and external factors. The grouping system implemented at SMP Negeri 1 Majenang makes learning more effective and efficient.


2022 ◽  
Vol 5 (1) ◽  
pp. 605-612
Author(s):  
Devito Andharu ◽  
Haris Supratno ◽  
Darni

This study aims to find a conspiracy in Indonesian politics novels. This study uses a sociology conspiracy study to reveal the concepts of conspiracy in the novel. The research approach used is qualitative. Data collection techniques using library techniques. The data analysis technique used hermeneutic and heuristic methods. And the data validity technique uses time triangulation. The results show that conspiracy in Indonesian politics novels is related to conflicts creation, scenarios-paranoid creation, and the manipulation of events.


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