Upaya Peningkatan Motivasi dan Hasil Belajar Teknik Dasar Bola Basket Menggunakan Model Cooperatif Learning Type TGT (Team Game Tournament)

2021 ◽  
Vol 2 (11) ◽  
pp. 1477-1491
Author(s):  
Mr. Paryanto
Keyword(s):  

Penelitian tindakan kelas ini bertujuan untuk meningkatkan motivasi belajar Penjasorkes dan peningkatan hasil belajar teknik dasar bola basket menggunakan model cooperatif learning type TGT (team game tournament) bagi siswa kelas 7C SMP Negeri 1 Poncowarno Kabupaten Kebumen. Penelitian ini merupakan penelitian tindakan kelas yang dilakukan dalam tiga siklus, yang setiap siklusnya meliputi perencanaan, pelaksanaan, observasi, dan refleksi. Instrumen yang digunakan adalah tes ketrampilan belajar, angket penilaian, dan lembar observasi. Subjek penelitian adalah siswa Kelas 7C SMP Negeri 1 Poncowarno Kabupaten Kebumen yang berjumlah 28 siswa. Teknik validasi data menggunakan triangulasi, Sedangkan teknik analisis data yang digunakan adalah analisis deskriptif. Hasil penelitian menunjukkan bahwa pembelajaran menggunakan model cooperatif learning type TGT (team game tournament) di kondisi awal yang mampu menguasai gerakan dengan benar hanya 13,10%. pada siklus pertama menjadi 46,43% pada siklus ke dua meningkat menjadi 71,43% dan di siklus ke tiga menjadi 85,71%, dengan rata – rata nilai untuk 3 teknik dasar baik dribble, passing dan shooting adalah pada kondisi awal 56,67, di siklus pertama menjadi 72,26 , di siklus kedua meningkat menjadi 76,94 dan pada siklus ketiga meningkat menjadi 79,71. Sedangkan pada penilaian motivasi belajar siswa terjadi peningkatan dari 64,4 di siklus 1, meningkat menjadi 74 di siklus 2, meningkat menjadi 80 di siklus 2 dan menjadi 87 di siklus 3.

2010 ◽  
Vol 32 (2) ◽  
pp. 267-271 ◽  
Author(s):  
Hui-bin Feng ◽  
Shun-yi Zhang ◽  
Chao Liu ◽  
Jue-fu Liu

Author(s):  
Nathan Sepich ◽  
Michael C. Dorneich ◽  
Stephen Gilbert

This research details the development of a human-agent team (HAT) analysis framework specifically aimed at video games. The framework identifies different dimensions of interest related to humans and software agents working together. Video games have a variety of user-tested interaction paradigms that may offer useful insights into HAT dynamics, but it can be difficult for researchers to know which games are relevant to their research without a systematic method of characterizing HAT relationships. The framework was developed based on previous literature and gameplay analysis. This paper offers three case studies, applying the framework to the games Madden 21, Call to Arms, and Civilization V. Possible trends related to agent intelligence, team structures, and interdependence are discussed.


2019 ◽  
Vol 6 (2) ◽  
Author(s):  
Cucu Hidayat ◽  
Defri Mulyana ◽  
Juhrodin Juhrodin

Abstrak: Penelitian ini bertujuan untuk memperoleh data mengenai dampak Model Pembelajaran Cooperative Tipe Team Game Tournament (TGT)  dan Model Pembelajaran Konvensional dalam pembelajaran pendidikan jasmani  terhadap kebugaran jasmani dan perkembangan sosial  Metode penelitian yang digunakan adalah eksperimen. Sampel penelitian siswa kelas VI SDN Sindanglaya 2 dan SDN Sindanglaya 1  Kecamatan Sukamantri Kabupaten Ciamis berjumlah 60 orang, 30 orang untuk Model Pembelajaran Cooperative Tipe Team Game Tournament (TGT)   dan 30 orang untuk kelompok kontrol yang diambil dengan menggunakan Simple Random Sampling. Instrument yang digunakan adalah tes kebugaran jasmani  dan tes perkembangan sosial melalui pemberian angket. Analisis data dalam penelitian dengan alat uji yang digunakan: uji normalitas , uji homogenitas. Uji signifikansi dan Uji t . Hasil penelitian menunjukkan bahwa 1) Terdapat pengaruh yang signifikan  dari Model Pembelajaran Cooperative Tipe Team Game Tournament (TGT)  terhadap kebugaran jasmani  dengan   t hitung berada di luar batas interval ttabel, yakni t hitung > t 0.95 (58) = 7,87 > 2,000. Dengan demikian terdapat pengaruh yang signifikan dari Model Pembelajaran Cooperative Tipe Team Game Tournament (TGT) terhadap perkembangan sosial dengan tot = 3,6337  saran bagi guru pendidikan jasmani dalam  pemilihan materi untuk proses pembelajaran disesuaikan dengan prinsip DAP(Development approach practice) dan intructionally appropriate karena akan memberikan manfaat yang sangat baik khususnya dalam pola berpikir anak yaitu meningkatnya kesenangan, partisipasi, dan motivasi sehingga berdampak pada peningkatan jumlah waktu aktif berlatih atau intensitas belajar apakah di sekolah maupun di luar sekolah sehingga tujuan pembelajaran yang diharapkan akan tercapai apakah secara jasmani, rohani, dan sosialKata Kunci: Model Pembelajaran Cooperative Tipe Team Game Tournament (TGT), Kebugaran Jasmani dan Perkembangan Sosial


Author(s):  
Dyan Novi Rezki Situmorang ◽  
Wanapri Pangaribuan

AbstrakJenis penelitian ini adalah penelitian quasi eksperimen. Populasi dalam penelitian ini adalah seluruh siswa kelas X semester genap SMK Swasta Imelda Medan Tahun Ajaran 2019/2020. Pengambilan sampel dilakukan dengan mengambil 2 kelas, yaitu kelas X TITL 1 sebagai kelas eksperimen dan kelas X TITL 2 sebagai kelas kontrol, yang masing-masing kelas berjumlah 28 orang siswa. Instrument yang digunakan untuk mengetahui hasil belajar siswa adalah tes hasil belajar dalam bentuk pilihan berganda dengan jumlah soal 30 butir. Hasil pengujian pretest sebelum diberi perlakuan yang berbeda, yaitu skor rata-rata di kelas eksperimen  (47) dengan standar deviasi 8,50 dan skor rata-rata di kelas kontrol (44,45) dengan standar deviasi 7,75. Pada pengujian data pretest kedua kelas diperoleh bahwa data kedua kelas berdistribusi normal dan homogen yang berarti memiliki kemampuan awal yang sama. Kemudian diberi perlakuan yaitu kelas eksperimen diajarkan dengan pembelajaran menggunakan model kooperatif tipe Team Game Tournament (TGT) dan kelas kontrol diajar dengan pembelajaran menggunakan model ekspositori. Setelah pembelajaran selesai diberikan posttest, diperoleh nilai posttest dengan hasil rata-rata kelas eksperimen (88,78) dengan standar deviasi 4,06 dan kelas kontrol (81,55) dengan standar deviasi 4,17. Dari hasil pengolahan data posttest diperoleh bahwa thitung=  6,40 dan ttabel = 1,67. Sehingga thitung > ttabel.Sehingga Ha diterima yaitu Model Pembelajaran Kooperatif Tipe Team Game Tournament (TGT)memberikan hasil belajar pada pelajaran dasar dan pengukuran listrik yang lebih tinggi daripada pembelajaran menggunakan model ekspositori pada siswa kelas X TITL SMK Swasta Imelda Medan.Kata Kunci: Pembelajaran Tipe Team Game Tournament, Model Pembelajaran Kooperatif AbstractEnglish translation. This type of research is quasi experimental research. The population in this study is all students of class X even semester of Imelda Medan Private Vocational School Year 2019/2020. Sampling is done by taking 2 classes, namely class X TITL 1 as an experimental class and class X TITL 2 as a control class, each of which totals 28 students. The instrument used to find out student learning outcomes is a test of learning results in the form of multiple choices with the number of questions 30 points. Pretest test results before being given different treatments, namely the average score in the experimental class (47) with a standard deviation of 8.50 and the average score in the control class (44.45) with a standard deviation of 7.75. In the pretest data test both classes it was obtained that the data of both classes are normal and homogeneous distribution which means it has the same initial capabilities. Then given the treatment that experimental classes are taught by learning using a cooperative model type Team Game Tournament (TGT) and control classes are taught by learning using an expository model. After the learning was completed, posttest scores were obtained with the average results of experimental classes (88.78) with a standard deviation of 4.06 and control classes (81.55) with a standard deviation of 4.17. From the results of posttest data processing obtained that thitung = 6.40 and ttabel = 1.67. So thitung > ttabel. So ha accepted, namely the Cooperative Learning Model Type Team Game Tournament (TGT) provides learning outcomes on basic lessons and higher electrical measurements than learning using the expository model in students of class X TITL SMK Swasta Imelda Medan.  Keywords: Team Game Tournament Type Learning, Cooperative Learning Model


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


2019 ◽  
Vol 2 (3) ◽  
pp. 394
Author(s):  
Ayu Parmawati ◽  
Fine Reffiane ◽  
Husnul Hadi
Keyword(s):  

Penelitian ini bertujuan mengetahui pengaruh model pembelajaran kooperatif tipe team game tournament berbantu media ledusa terhadap hasil belajar, kepanjangan ledusa adalah lempar dadu raksasa. Populasi pada penelitian ini adalah seluruh siswa kelas IV SDN Kembangsari 01 Semarang, Karena pada penelitian ini jumlah populasinya kurang dari 100 siswa, maka jumlah sampel sama dengan jumlah populasi sebanyak 24 siswa. Penelitian ini hanya menggunakan satu kelas saja dimana penelitian ini dapat menguji pengaruh model kooperatif tipe TGT berbantu media ledusa, dengan membandingkan hasil siswa sebelum diberi perlakuan dan sesudah diberi perlakuan. Sebelum diberi perlakuan rata-rata nilai siswa dengan uji normalitas adalah 71,67, setelah diber perlakuan nilai rata-rata siswa menjadi 81,87. Model pembelajaran kooperatif tipe TGT memperoleh tanggapan positif yaitu siswa merasa senang dan tidak membosankan dengan pembelajaran team game tournament berbantu media ledusa dan dapat meningkatkan pemahaman pada tema 3 peduli terhadap makhluk hidup kelas VI. Simpulan dari penelitian ini yaitu model pembelajaran kooperatif tipe team game tournament berbantu media ledusa kelas VI SDN Kembangsari 01 Semarang berpengaruh signifikan terhadap hasil belajar pada tema 3 peduli terhadap makhluk hidup kelas VI dan mendapat tanggapan positif dari siswa. Parmawati, A. 2019. Pengaruh Model Kooperatif Tipe Team game tournament berbantu media ledusa kelas VI SDN Kembangsari 01 Semarang.  Kata Kunci: Model team game tournament, media ledusa, hasil belajar tema 3 


Author(s):  
Fuzi Fauziyah ◽  
Siti Gina Meilani ◽  
Salsabila Salsabila

The rapid development of information has the potential to spread negative content such as hoax news, hate speech, or issues of radicalism and intolerance. In this case, critical reading skills are needed. By reading critically, readers can become more objective, able to sort and not easily swayed. However, the learning implementation of critical reading is not easy, especially coupled with the students' low reading interest and ability, especially towards English reading texts. This narrative review aims to examine cooperative learning strategies in critical reading of English texts through Team Game Tournament (TGT) and Jenga. The method used is literature study by examining various sources from journal articles in various databases, proceedings, and official websites on critical reading, cooperative learning, TGT, and Jenga games. The selected data is then reduced, classified, analyzed, and concluded. The results of literature search show that in critical reading students not only understand the content of the text but also analyze and evaluate the text they read. In this case, cooperative learning facilitates students to critically exchange ideas about the insights, ideas, and points of view they get from the text. TGT, as a form of cooperative technique, has advantages of making students work together to try to improve critical reading scores quickly and accurately in groups. In practice, Jenga which is believed to have the superiority of cooperative, communicative, and effective aspects can be used by modifying and adding questions related to critical reading so that students try to understand and analyze the text accurately. Seeing the advantages of TGT as a cooperative learning strategy and the benefits of the Jenga in critical reading, the integration between the two can facilitate three important aspects, namely critical, fast and accurate so that it has the potential to develop students' critical reading skill in reading English text.Keywords: critical reading, cooperative learning, team game tournament (TGT), jenga 


Author(s):  
Ruslan Verejan ◽  

This article provides information on the experimental effectiveness of the training process to 12-13 year-old handball players in their formed team-game specialization. Currently, the competition calendar has radically changed, it has become more dense and intense for teams of different levels and ages with high demands on the results of the competition. And this, in turn, creates difficulties in the training process of athletes, allowing an excessive intensification of training sessions, with all the ensuing consequences. We believe that in this situation, in order to improve the sports training of handball players, at the present stage, it is necessary to use other possible reserves, which suggest, against the background of general training processes, the restructuring of the existing ways of organizing game capabilities, including an earlier age-related team-game specialization of athletes, in which their role, as an individual sports and technical characteristic, will be especially effective in competitive manifestations.


1989 ◽  
Vol 9 (1) ◽  
pp. 39-48 ◽  
Author(s):  
Geraldine Madden ◽  
Carl McGown

This study compared the effect of the Gallwey inner game method with the progressive method, as presented in the U.S. Volleyball Association Level 1 Technical Manual, on the learning of volleyball skills. The interaction of the methods with hemispheric dominance was also investigated. Hemisphericity was assessed using the Herrmann Participant Survey Form (HPSF). Volleyball skill was evaluated with a modification of the Barbarich (1980) Forearm Pass Test (BFPT) and a team game called cooperation. Undergraduate volunteers were divided into four groups. Two groups were taught by the inner game method and the other two groups were taught by the progressive method. Analysis of variance on the gain scores of the BFPT revealed no significant differences between the methods for forearm pass. There were also no differences on the team scores for cooperation, nor was there any significant interaction between brain dominance and either method. Thus, the prediction that right hemisphere dominant students would profit more if taught by the inner game method and that left hemisphere dominant students would profit more through the progressive method was not realized.


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