scholarly journals Upaya Meningkatkan Hasil Belajar Peserta Didik Kelas VII-3 SMP Negeri 5 Sabang Materi Pecahan Melalui Penerapan Model Pembelajaran Kooperatif TGT

Author(s):  
Ady Safwan

This study aims to improve the learning result of grade VII.3 students of SMP Negeri 5 Sabang on fraction topic by applying TGT (Team Games Tournament) cooperative learning model. This is a type of classroom action research consisting of two cycles. The data collection was carried out on August to October 2018, while subject of the study is grade VII.3 students. Data collection technique applied in this study is tests and observations. Quiz tests are carried out to determine the students’ learning result individually while observations are conducted to find out the teacher's activities during implementing TGT cooperative learning model. Descriptive analysis was chosen as the technique of data analysis. Score analysis was carried out by analysing the standard achievement of minimum satndard score 70. The average score of students in the first cycle was 25.89, the highest score was 57. Meanwhile, the average score of the second cycle decreased to 7.46 with the highest score 33. The research result indicates that there has not been an increase in students’ learning result in fraction topic by applying TGT cooperative learning model. In conclusion, it can be stated that that the application of the TGT cooperative learning model in learning fractions in class of VII-3 SMP Negeri 5 Sabang cannot help teachers to improve students’ learning result.

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 9 (1) ◽  
pp. 45
Author(s):  
Miskawati Miskawati

This study aims to improve children's creativity in learning dance through learning strategies while playing in Sa'adatul Khidmah Islamic Kindergarten in Jambi City. This study is a classroom action research. The design of this study refers to the Kemmis and Mc Taggart models, covering planning, implementation, observation, and reflection. The subjects of this study were children in group B, Islamic Kindergarten Sa'adatul Khidmah Kota Jambi, which amounted to 16 children, consisting of 8 boys and 8 girls. The collaborator of this research is the Sa'adatul Khidmah Islamic Kindergarten Dance Teacher in Jambi City. The data collection technique used is observation. The research instruments are observation sheets and diaries. The data analysis technique used is descriptive analysis both quantitative and qualitative. The results of the study show that children's creativity can be improved after being given action through play-learning strategies that are applied to dance learning. The results of the observation before the action showed that the average score of creativity obtained by the child was 57.9. There are two aspects of undeveloped creativity, namely originality and elaboration. In the first cycle the average score of creativity increased to 85.83 and all aspects of creativity have developed but there are two aspects whose development has not been optimal, namely flexibility and elaboration. In the second cycle the score of creativity increased to 96.66 on average and all aspects of creativity had grown optimally. The implication of this study is that the teacher will implement a learning strategy while playing to improve children's creativity in dance learning.


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):  
Santri Prabowo Utomo ◽  
Sukarno Sukarno ◽  
Muhammad Ismail Sriyanto

<em>The purpose of this research is to improve concepts comprehension two dimentional figure character through the implementation of cooperative learning model type Make a Match. The source of the data comes from teachers, students, and researches. The data collection technique is by test, interview, observation, and documentation. The validity of the data used content validity and data triangulation. The data analysis used interactive data analysis by Miles and Huberman (2014) which consist of data reduction, data presentation, and conclusion. The results of this research is the average scores that students classical mastery cycle I and cycle II increased. The average scores is 87,5 in cycle II with students classical mastery 88,89% or 16 students of 18 students is completed. The conclusion of this research is through the implementation of cooperative learning model type Make a Match can improve concepts comprehension mathematics leaning about two dimentional figure character.</em>


2020 ◽  
Vol 8 (1) ◽  
pp. 42
Author(s):  
Yasni Yasni

 The quality of learning in the classroom is stated to be good if the learning objectives are achieved which is marked by increased student activity and learning outcomes. For that, we need alternative learning strategies that are more effective and efficient, one of which is to use the cooperative learning model type Numbered Heads Together (NHT). This study aims to improve the activity and learning outcomes of physics on wave material through the application of the NHT learning model. The research subjects were students of class XI MIPA3 of SMA Negeri 2 Tembilahan. This research is a classroom action research conducted in 2 cycles. Data collection instruments used were activity observation sheets and written tests of learning outcomes in the form of daily tests with data collection techniques in the form of observations and giving the test. The data analysis technique used is descriptive analysis to determine the extent of increased student activity and learning outcomes by applying the NHT learning model. The results of data analysis obtained an increase in student learning activities in the first cycle from 29.60% increased to 66.40% in the second cycle with a very good category. Improved learning outcomes from 12 students completed with a percentage of 48.00% in the first cycle, to 19 students who completed the second cycle with a percentage of 76.00%. Thus it can be concluded that the use of the NHT learning model can improve the activities and physics learning outcomes of students of class XI MIPA3 in SMA Negeri 2 Tembilahan on wave material.


2019 ◽  
Vol 4 (2) ◽  
pp. 23
Author(s):  
I Gede Pasek Artana

<p>This study aims to improve the learning outcomes of Hindu and Budi Pekerti education subjects on Wariga for students of class X MIPA-7 SMA Negeri 1 Kuta Selatan through the implementation of cooperative learning model Teams Games Tournaments (TGT) held in the first semester of the academic year 2016 / 2017, which starts from September until October 2016 with the subject of research is the students of class X MIPA-7 SMA Negeri 1 Kuta Selatan 2016/2017 lesson year as many as 29 students who are Hindu. Basic Competency presented to the students is Explaining the essence of Padewasan (wariga) in the life of Hindus. This research was conducted in 2 cycles with planning, implementation, observation, and reflection on each cycle. Data collection techniques used are with the test results and observation sheet. Data analysis using comparative descriptive analysis technique by comparing the learning outcomes at initial conditions with the results achieved in each cycle, and qualitative descriptive analysis by comparing the results of observation and reflection on the cycle I and cycle II. The result of data analysis shows that there is improvement of learning quality both process and learning result. It can be seen that in the first cycle there has been an increase in the average score of 11.38 students, ie from the average score of the students at the initial conditions 66.21 to 77.59 and an increase in the average score of students 7.41 on cycle II of Average grade grade 77.59 to 85.00. While the completion of classical learning at the end of the first cycle, there was an increase of 27.59%, from the initial condition that has been completed only 51.72% to 79.31%, and there is an increase in learning mastery by 13, 79 from 79.31 % To 93.10% in cycle II. It is based on the results of observations during the learning process and the results of the assessment of knowledge about wariga after the learning process takes place. So it is suggested to the teacher especially the subject teacher of Hindu and Budi Pekerti Education to use cooperative learning model Teams Games Tournaments (TGT) in an effort to improve the learning result of Hindu Religion and Budi Pekerti.</p><p>Keywords: Learning outcomes, cooperative learning, Teams Games Tournaments.</p>


Author(s):  
Nasrul Nasrul

Penelitian ini dilakukan berdasarkan fakta bahwa aktivitas dan pencapaian siswa pada ilmu-ilmu sosial yang masih rendah. Fakta ini disebabkan oleh, misalnya, penggunaan metode pengajaran yang konvensional oleh guru. Melalui tindakan penelitian menggunakan model pembelajaran kooperatif jenis STAD, ingin posisi siswa di tengah panggung. Hal ini disebut sebagai siswa pusat pembelajaran. Tujuan dari studi adalah untuk menggambarkan peningkatan kegiatan dan prestasi siswa pada ilmu-ilmu sosial yang menggunakan pembelajaran kooperatif jenis STAD. Hasil analisa data menunjukkan bahwa, sebagai hasil penelitian, ada kegiatan peningkatan dari 52,8% (siklus pertama) ke dalam 82% (kedua siklus) di sisi guru. Angirovement dibuat dari 68% (siklus saya) ke 93% (siklus II), di samping siswa, peningkatan dari 61% (siklus saya) menjadi 86% (siklus II). Peningkatan prestasi dibuat dari 67,57% (siklus saya) into74, 5% (siklus II). Dapat disimpulkan bahwa belajar ilmu-ilmu sosial melalui pembelajaran kooperatif jenis STAD bisa meningkatkan siswa aktivitas dan prestasi di kelas tiga SD N 16 Tanjung Aur, Padang.Kata kunci: Aktivitas pembelajaran kooperatif, STAD USAGE OF COOPERATIVE LEARNING MODEL TYPE STUDENT TEAM ACHIEVEMENT DIVISION TO INCREASE ACTIVITY AND STUDENT LEARNING RESULTS OF IPS LEARNING IN CLASS III ELEMENTARY SCHOOL AbstractThis research was conducted based on the faet that the students’ activity and achievement on social studies were still low. The faet was caused by, for example, the use of conventional teaching method by the teacher.Through action  research of using cooperative learning model of STAD type, the asited wanted to position the students in the center stage. It’s called as students center learning. The purpose of the study was to describe the improvement of the students’ activity and achievement on social studies using cooperative learning of STAD type. The Result of data analysis showed that, as the research result, there was activity improvement from 52,8% (first cycle) into 82% (second cycle) on the side of teacher. The angirovement was from 68% (Cycle I) into 93% (cycle II), on the side of students, the improvement was from 61%(cycle I) into 86% (cycle II). The achievement improvement was from  67,57% (cycle I) into74,5% (cyle II). It can be concluded that the learning of social studies through the use of cooperative learning of  STAD type could improve the students’ activity and achievement at third SD N 16 Tanjung Aur, Padang.Keywords: Cooperative Learning, STAD, Activity


2020 ◽  
Vol 4 (3) ◽  
pp. 283
Author(s):  
Andi Nurfaisah ◽  
Muh Anis

The research objective was to describe the improvement in social studies learning outcomes of grade V SD Inpres 12/79 Macope students after using the Think Pair Share type cooperative learning model. The approach used is a qualitative approach that is descriptive, this type of research is a classroom action research conducted in two cycles. The focus of research is the social studies learning outcomes of grade V students and the Think Pair Share type of cooperative learning model. The research setting was class V SD Inpres 12/79 Macope. The data analysis technique is descriptive analysis which is carried out by reducing data, presenting data, drawing conclusions, and verification. The results of data analysis indicate that learning using the Think Pair Share type of cooperative learning model can improve social studies results for fifth grade students of SD Inpres 12/79 Macope.


2021 ◽  
Vol 13 (3) ◽  
pp. 1995-2002
Author(s):  
Siti Irawahyuni ◽  
Pratiwi Pujiastuti ◽  
Aninditya Sri Nugraheni

Snowball Throwing-style cooperative learning has been shown to impact primary school students' academic performance positively. This type of research is quasi-experimental. Documentation and testing methods are used to collect data. Before hypothesis testing using t-tests, the data analysis technique used descriptive analysis and prerequisite analysis tests such as initial ability, normality and homogeneity of variance tests. According to the findings, Indonesian subjects taught using the cooperative learning model of the snowball throwing type had an average score of 19,750, and those taught using the expository learning model had an average score of 17,578. The t-test yielded tcount = 3.114 and ttable = 2.026 as the final results. This means that Indonesian primary school students learn differently in classes taught using the snowball-throwing cooperative learning model and classes taught using expository learning models, according to the t-test results. Snowball Throwing type cooperative learning is more influential than expository learning on Indonesian for elementary school subject learning outcomes according to the results of t-tests.


Author(s):  
Rusmartini Rusmartini

The aims of this research were to increase the activities and the result of study by implementation of cooperative learning model type jigsaw with picture media. The method of the research was Classroom Action Reserach. The instrument of data collection used observation sheet and test. Technique of data analysis used qualitative and quantitative analysis. The result showed that the student activity in cycle I 62,58% (active) and cycle II 81,50%(activeenough). The result study of the cognitivie in cycle I 71,31%(good) and cycle II80,42%(good).Keywords:  activity,  jigsaw,  picture media,  result study


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