scholarly journals The effect of Team Game Tournament (TGT) Cooparative Learning Method Application toward Learning Motivation and Achievement

Author(s):  
Moh. Suardi ◽  
Bustari Muchtar ◽  
Marwan
2017 ◽  
Vol 2 (2) ◽  
pp. 154
Author(s):  
Linda Juwita ◽  
Ni Putu Wulan Purnama Sari ◽  
Yurike Septianingrum

Introduction: Learning method of Team Game Tournament (TGT) has student-centered learning characteristic focuses on students’ knowledge construction in which they could find important information useful for constructing their own knowledge. The continuous weak comprehension of neurology system anatomy and physiology resulted in the application of TGT for constructing students’ knowledge in this study. This study aimed to analyze the efficacy of TGT application for improving learning motivation and achievement in studying neurology system anatomy and physiology among nursing students. Methods: This pre-experimental study used the one group pretest post-test design approach. Target population was all nursing students in two institutions around Surabaya in the even semester of 2016/2017 academic year. Inclusion criteria were passed the course of Biomedical II or Nursing Basics I. Sample size was 143 chose by total sampling. Independent variable was TGT application and dependent variables were learning motivation and achievement. Study instruments were motivation questionnaire and objective test. Data analysis used paired t-test and Mann-Whitney test with α ≤ 0.05. Ethical clearance was issued (number: 449-KEPK). Results: Most respondents were 19 years old single female who chose nursing major because of their dream, and the majority still live with parents in their own house. Only learning motivation data that were normally distributed. TGT application could increase learning motivation and achievement of nursing students significantly (p=0.000 and p=0.028 respectively).  Conclusions: TGT application could increase learning motivation and achievement in studying neurology system anatomy and physiology among nursing students. Further implementation could be broad, other subjects in nursing could be the target in which difficult subject would be underlined. 


2018 ◽  
Vol 1 (2) ◽  
pp. 57
Author(s):  
Masadah Masadah

Education is a conscious and systematic effort not only to humanize human beings but also for human beings to realize their position as khalifatullah fil ardhi, which in turn will increasingly increase itself to be a pious, faithful, knowledgeable and virtuous man. In general the problems formulated in this research is whether Implementation of Contextual Learning with Learning Community approach can improve student's motivation and achievement in FIQH study field? How Implementation of Contextual Learning has a Learning Community approach that can improve students' motivation and achievement in FIQH? Field. This research was conducted in Mojokerto Regency, precisely at MI Mambaul Hidayah Mengelo Sooko Mojokerto. This research is a classroom action research with collaborative type. This research phase follows a model developed by Kemmis and Taggart, which is a spiral cycle that includes planning activities, action execution, observation, and reflection. The data collection techniques used are: (1) observation; (2) measurement of learning result test; and (3) documentation. Data obtained from the action are then analyzed. Qualitative data consisting of observation and documentation are analyzed qualitatively, while data collected in the form of numbers or quantitative data, simply by using descriptive analysis and visual presentation. Based on the results of research that has been implemented can be concluded that the Implementation of Contextual Learning with Learning Community approach can improve student's motivation and achievement in the field of FIQH study. From the data in the field shows that there is an increase in student learning motivation that the initial average value of pre-test of 20 increased to 24 or about 20% in cycle I, in cycle II more increased to 31 or about 55%, and in cycle III the more increased to 45 or about 125%. Level of increase between cycle I with cycle II about 29%, between cycle II with cycle III about 45%, between cycle III with cycle I about 87%. With the increase of students' learning motivation, their learning achievement also increased, whereas the average value of pre test of 6.60 increased to 6.84 or about 4% in cycle I, in cycle II more increased again to 7.75 or about 17 %, and in cycle III it increases to 8.80 or about 35%. The level of improvement between cycle I with cycle II is about 13%, between cycle II with cycle III about 15%, between cycle III with cycle I about 30%.


2017 ◽  
Vol 15 (1) ◽  
Author(s):  
Nurul Hidayah ◽  
Abdullah Taman

The objective of this research was improving learning motivation and learning achievement of XI Accounting 1 Students of SMK Negeri 1 Pengasih Academic Year 2016/2017 using Cooperative Learning Model Team Game Tournament (TGT) on the subject Accounting for Trading Company. This research was Classroom Action Research (CAR) collaborating with teacher in two cycle. Data collection technique used were questionnare, documentation, and test. Based on research result concluded that implementation of Cooperative Learning Model Team Games Tournament (TGT) could improve Learning Motivation and Learning Achievement of XI Accounting 1 student of SMK 1 Pengasih Academic Year 2016/2017  evidenced by improvement of motivation score and achievement score. Motivation questionnare result shown improvement of students’ learning motivation improved to 5.97% from cycle I of 72.41% increased to 78.13% in cycle II. Improvement of Accounting Learning Achievement calculated from the average score increase of 23.78% in first cycle and increased of 19.61% in the second cycle.Keywords: Cooperative Learning, Team Game Tournament, Learning Motivation, Learning Achievement


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 7 (4.9) ◽  
pp. 258
Author(s):  
Yetty Morelent ◽  
Hendra Hidayat ◽  
Susi Herawati ◽  
Marsis . ◽  
Riche Karnilla

The purpose of this study is to analyze language skills competencies using the intrinsic element of the short stories and its impact on students’ learning motivation using discovery learning method in senior high school. The research was Quasi-Experiment with a 2x2 factorial design. Data collection was conducted through two instruments items; non-test (questionnaire) for the learning motivation and test (essay) for the ability to identify intrinsic elements of short stories. The results of the research indicated that firstly, the ability to identify intrinsic elements of short stories of the students who were taught by using discovery learning method is better than students ability who were taughtconventionally. Secondly, it means that the ability to identify the intrinsic elements of short stories of the highly motivated students who were taught by using discovery learning method was higher than highly motivated students who are taught by using conventional method.. Thirdly, the ability to identify intrinsic elements of theshort story of students who have low learning motivation taught by using discovery learning method is higher than the students have low learning motivation taught by using conventional methods. Finally, there is no interaction between discovery learning method and learning motivation on the ability to identify the intrinsic elements of the short stories.From the result, it can be concluded that discovery learning methods can be used in learning ability to identify the intrinsic element of short stories. 


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