team games
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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.


2021 ◽  
Vol 9 (3) ◽  
pp. 217-225
Author(s):  
Nadila Husnah ◽  
◽  
Kartika Manalu ◽  
Khairuddin khairuddin

This reserch aims to determine the effect of TGT (Team Games Tounament) learning with the explosion box media on the human excretion system material on student learning outcomes of class XI MA Al-Mukhlishin Batu Bara. This type of research is quasi-experimental or quasi-experimental. The instrument in this study was in the form of an objective test or multiple choice of 20 questions. Data analysis in this study was a paired simple t-test with the help of Statistical Product and Service Solutions (SPSS) software version 22. By looking at the significance value, namely if Sig (2-tailed) <0.05. as for the results found is the sig value. 2-tailed 0.00 <0.05 with a value of t-count> t-table, namely 23.38> 2.01, which means that H0 is rejected, and Ha is accepted. This shows that there is an effect of TGT (team games tournaments) learning with the media explosion box on the human excretion system material on the learning outcomes of students of class XI IPA Ma Al-Mukhlishin Batu Bara.


2021 ◽  
Vol 2 (2) ◽  
pp. 192
Author(s):  
Enri Yana Putri Enos ◽  
Tri Supartini ◽  
Sarce Rien Hana ◽  
Hengki Wijaya

The problem in this study is the lack of student motivation in following Christian Religious Education subjects. For this reason, the purpose of this study was to determine the extent of the effect of the cooperative learning model of the team games tournamnet type on the motivation to learn Christian Religious Education in seventh grade students of SMP Negeri 1 Simbuang Tana Toraja. The author uses the method of distributing questionnaires to 20 students in the form of open statements and open interviews to 10 students. The purpose of conducting interviews is to strengthen the results of the questionnaires distributed and direct observations. From the correlation results of data analysis using SPSS, it shows that the team games tournament type cooperative learning model has an effect on students' intrinsic motivation with a significant result, namely 0.671 which is in a strong/high relationship, while the Teams Games Tournament on extrinsic motivation gets a significant result, namely 0.479 which is at moderate/moderate relationship. Students' learning motivation increases both intrinsic motivation and extrinsic motivation. Thus, it can be concluded that the team games tournament type cooperative learning model has an effect on students' learning motivation. AbstrakPermasalahan dalam penelitian ini adalah kurangnya motivasi belajar siswa dalam mengikuti mata pelajaran Pendidikan Agama Kristen. Untuk itu, tujuan Penelitian ini adalah untuk mengetahui sejauhmana pengaruh model pembelajaran kooperatif tipe teams games tournamnet terhadap motivasi belajar Pendidikan Agama Kristen siswa kelas VII SMP Negeri 1 Simbuang Tana Toraja. Penulis menggunakan metode pembagian angket kepada 20 siswa dalam bentuk pernyataan yang bersifat terbuka dan wawancara terbuka kepada 10 siswa, Tujuan dilakukan wawancara untuk memperkuat hasil dari angket yang dibagikan dan observasi yang dilakukan secara langsung. Dari Hasil korelasi analisa data menggunakan SPSS menunjukkan bahwa model pembelajaran kooperatif tipe Teams Games Tournament berpengaruh terhadap motivasi intrinsik siswa dengan hasil signifikan yaitu 0,671 yang berada pada hubungan kuat/tinggi, sedangkan Teams Games Tournament terhadap motivasi ekstrinsik mendapatkan hasil yang signifikan yaitu 0,479 yang berada pada hubungan cukup/sedang. Motivasi belajar siswa meningkat baik motivasi intrinsik maupun motivasi ekstrinsik. Dengan demikian dapat disimpulkan bahwa model pembelajaran kooperatif tipe Teams Games Tournament berpengaruh terhadap motivasi belajar siswa.


2021 ◽  
Vol 5 (2) ◽  
pp. 140-147
Author(s):  
Mohammad Umar
Keyword(s):  

Permasalahan penelitian adalah apakah model pembelajaran Team Game Tournament (TGT) dapat meningkatkan hasil belajar Bahasa Inggris siswa kelas XI IPS-3 semester gasal MAN 1 Kudus Tahun Pelajaran 2018/2019. Tujuan penelitian ini untuk mengetahui penerapan model pembelajaran Team Games Tournament dalam meningkatkan hasil belajar Bahasa Inggris siswa kelas XI IPS 3 MAN 1 Kudus pada  semester gasal tahun pelajaran 2018/2019. Hasil penelitian ini menunjukkan bahwa terdapat peningkatan hasil belajar Bahasa Inggris siswa kelas XI IPS-3, yang ditunjukkan dengan: (1) rata-rata hasil belajar pada siklus I 7,14; siklus II 7,44; dan 8,84 pada siklus III; (2) ketuntasan belajar pada siklus I adalah sebesar 47,22% dari seluruh siswa dan yang tidak tuntas 52,78%; pada siklus II siswa yang telah tuntas 72,22% dan tidak tuntas 27,78%; sedangkan pada siklus III, siswa telah tuntas 100%; (3) ketuntasan belajar klasikal siklus I adalah 47,22%, siklus II mencapai 72,22; dan siklus III mencapai 100%.


2021 ◽  
Vol 12 ◽  
Author(s):  
Karl M. Newell ◽  
Inez Rovegno

In this paper we examine the role of instructional strategies as constraints within a discovery learning framework for the teaching of open skill team ball games to elementary school-aged children. The cohesive and adaptive integration of constraints (individual, environment, and task) by practitioners of movement and physical activity (instructor, teacher, coach) is proposed as the pathway to exploiting the effectiveness of guided discovery learning. The qualitative analysis of the practical instantiations of this framework by expert teachers is examined with respect to the learning of open skill team invasion games (e.g., basketball, soccer). The primary constraints to action in this learning-teaching developmental framework are coordinated so as to keep the self-organization of skill development (movement pattern and tactics) continually evolving, while preserving the child’s motivation and enjoyment for the expanding repertoire and performance capacity of his/her perceptual-motor skills. In this open skill and elementary school age-related context, generality and specificity are both necessary and complementary in the expression of task, skill and practice influences on motor learning and performance.


2021 ◽  
Vol 2 (2) ◽  
pp. 205-212
Author(s):  
Dian Pujianto ◽  
Bayu Insansityo ◽  
Syafrial
Keyword(s):  

Penelitian ini bertujuan untuk mengetahui sejauh mana efektivitas model pembelajaran kooperatif tipe team games tournament dalam meningkatkan hasil belajar passing bawah bola voli. Jenis penelitian yang digunakan adalah penelitian tindakan kelas. Subyek penelitian ini adalah mahasiswa pendidikan jasmani semester 3 yang mengikuti perkuliahan bola voli dan dosen pengampu mata kuliah bola voli. Hasil penelitian menunjukkan data pada pra siklus  mahasiswa yang memperoleh nilai 70 ke atas ada 15,9% mahasiswa dan yang memperoleh nilai di bawah 70 ada 84,1% mahasiswa. Pada akhir siklus 1 mahasiswa yang memperoleh nilai di atas 70 ada 29,5% dan yang memperoleh nilai di bawah 70 ada 70,5%. Pada akhir siklus 2 mahasiswa yang memperoleh nilai di atas 70 telah tercapai 100%. Sehingga dapat disimpulkan bahwa model pembelajaran Kooperatif Tipe Team Games Tournament dapat meningkatkan hasil belajar passing bawah bola voli mahasiswa. 


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.


2021 ◽  
Vol 20 (3) ◽  
pp. 0035
Author(s):  
Malath Haider Ahmed ◽  
أ.د. نجلاء عباس الزهيري

The game of volleyball is one of the competitive team games that took the lead in terms of its spread in the world, and the game of volleyball relies on basic skills as an important base on which this game is built to advance in the level of performance Performance and among these skills the skill of spiking and blocking wall, the research aims to identify the extent of the relationship of decision-making to the performance of spiking and blocking in volleyball for junior players. The sample was chosen from volleyball players for the Junior Specialized School of Sulaikh Sports Club / Baghdad Governorate for the season 2020 The researcher used the descriptive approach, and the research community was composed of (101) players. The two researchers prepared a decision-making scale consisting of 22 items. Percentages were calculated, the arithmetic average and hypothesis were calculated. The reliability coefficient was found using the half-segmentation method and Alpha Cronbach to know the test stability and correlation coefficient. Pearson Validity Discrimination of Paragraphs and the t-test In light of the results of the research, conclusions were reached, where the critical thinking of the players was found to have a positive relationship in the skills of hitting and crushing wall. The researcher also recommends conducting more research on decision-making skills in other variables in the game of volleyball.


2021 ◽  
Vol 4 (2) ◽  
pp. 120-128
Author(s):  
Alhadi Erpan ◽  
Fadilah Fajria Nanda ◽  
Millanie Chintya Augustini ◽  
Desnita Desnita

ABSTRAK Penelitian ini adalah penelitian meta-analisis yang bertujuan merangkup hasil penelitian tentang pengaruh model pembelajran kooperatif terhadap hasil belajar siswa sehingga dapat diketahui : besar dari effect size (ES) rata-rata, tipe model pembelajaran koperatif yang memiliki effect size paling besar dan pada jenjang pendidikan dan materi apa tipe model pembelajaran kooperatif lebih berpengaruh terhadap hasil belajar siswa. Penelitian ini dilakukan dengan mengumpulkan 20 hasil penelitian berupa artikel jurnal. Hasil dari penelitian menunjukkan bahwa ES rata-rata sebesar 0,98 yang berarti berpengaruh tinggi. Tipe model pembelajaran kooperatif yang paling berpengaruh adalah tipe Team Games Tournament (TGT) dengan rata-rata ES sebesar 1,26. Model pembelajaran kooperatif lebih berpengaruh pada jenjang pendidikan SMA dengan rata-rata ES sebesar 1,06 serta pada materi suhu dan kalor dengan ES sebesar 1,46 yang masuk kategori sangat tinggi.ABSTRACT This research is a Meta-Analysis research which aims to summarize the result of research on the effect of cooperative learning models on student learning outcomes so that it can be seen : the size of the averange effect size (ES), the type of cooperative learning model that has the greatest effect size and at the level of education. And what type of material the cooperative learning model has more influence on student learning outcomes. This research was conducted by collecting 20 research results in the form of journal articles. The results of the study indicate that the ES on average is 0.98 which means that it has a high effect. The type of cooperative learning model that has the most influence is the type of Team Games Tournament (TGT) with an average ES of 1.26. the cooperative learning model has more influence on the high school education level with an average ES of 1.06 and on temperature and heat material with an ES of 1.46 which is in the very hight category


2021 ◽  
Vol 1 (2) ◽  
pp. 176-189
Author(s):  
IDA INAYAHWATI

This study aims to improve student achievement in Aqidah Akhlak subjects, especially KD Understanding Sufism. The assessment of this Sufism material is not only in the realm of knowledge (cognitive) but includes the entire domain of attitude (there is a change in attitude) and skills (application of religious understanding) for each student. That's why researchers formulate strategies that can generate student achievement, where in this learning activity, apart from being able to achieve all the aspects that are expected, students are also able to instill social traits in each of them. The learning strategy offered is cooperative learning (Cooperative Learning Strategy), namely by using the Team Games Tournament (TGT) type. Conducted in class XI IPS1 MAN 1 Jombang. This research was conducted in two cycles, each consisting of two face-to-face meetings. Before carrying out the research action, the researcher conducted a pre-test in the class being studied (before the implementation of cooperative learning strategies, in this pret test the results obtained by students on this material with an average of 79. Furthermore, after the cooperative learning model through the TGT type (Teams Games Tournaments) then in the second cycle obtained an average learning completeness of 84, and in the third cycle the increase in the average score became 95, very significant. ABSTRAKPenelitian ini bertujuan untuk meningkatkan prestasi belajar siswa pada mata pelajaran Aqidah Akhlak khususnya KD Memahami Tasawuf. Penilaian pada materi tasawuf ini bukan hanya padah ranah pengetahuan (kognitif) melainkan mencakup seluruh ranah sikap (ada perubahan sikap) dan Ketrampilan (penerapan pemahaman religi) pada setiap siswa. Karena itulah peneliti merumuskan strategi yang dapat membangkitkan prestasi belajar siswa, dimana dalam kegiatan pembelajaran ini selain mampu mencapai seluruh aspek yang diharapkan siswa juga mampu menanamkan sifat social dalam diri mereka masing-masing. Strategi pembelajaran yang ditawarkan adalah pembelajaran kooperatif (Cooperative Learning Strategy), yaitu dengan menggunakan tipe Teams Games Tournament (TGT). Dilakukan pada kelas XI IPS1 MAN 1 Jombang. Penelitian dengan menggunakan model pembelajaran cooperative learning melalui tipe TGT (Teams Games Tournaments) ini dilakukan dalam dua kali siklus, masing-masing terdiri dari dua kali pertemuan tatap muka. Sebelum melakukan tindakan penelitian, peneliti melakukan pre test terlebih dahulu pada kelas yang diteliti (sebelum diterapkannya strategi pembelajaran kooperatif, pada pret test ini didapatkan hasil nilai yang didapat siswa pada materi ini dengan rata-rata 79. Selanjutnya setelah model pembelajaran cooperative learning melalui tipe TGT (Teams Games Tournaments) maka pada siklus kedua diperoleh rata-rata ketruntasan belajar 84, dan pada siklus ke tiga peningkatan nilai rata-rata mejadi 95, sangat signifikan.


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