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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.


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%.


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


2021 ◽  
Author(s):  
Jurnal Julak
Keyword(s):  

PENGGUNAAN KOMBINASI MODEL PEMBELAJARAN INQUIRY LEARNING (IL), SOMATIC, AUDITORY, VISUALIZATION, INTELECTUALLY (SAVI) DAN TEAM GAME TOURNAMENT (TGT) DALAM MENINGKATKAN HASIL BELAJAR TEMA SELAMATKAN MAKHLUK HIDUP PADA SISWA KELAS VI SDN PEMURUS DALAM 3 BANJARMASIN


2021 ◽  
pp. 019372352110436
Author(s):  
Daniel N. Hawkins ◽  
Andrew M. Lindner ◽  
Douglas Hartmann ◽  
Brianna Cochran

While there is a long tradition of activism within sport, a popular criticism of athlete protest is that it is a “distraction” that hinders on-field performance. The widespread demonstrations against racial injustice in 2017 among players in the National Football League (NFL) provided an opportunity to test this “distraction hypothesis.” Using data drawn from multiple sources, we first explored which factors predicted player protest, finding that Black players and those playing for underdogs were more likely to protest. Then, using a series of analyses at the player-game level ( n = 19,051) and the team-game level ( n = 512), we tested the assertion that protest is detrimental to individual or team performance, finding no evidence for a distraction effect. The results of this study allow us to better understand social factors that may affect athletic performance or constrain athlete activism.


2021 ◽  
Vol 5 (2) ◽  
pp. 98
Author(s):  
Chinthia Adinti ◽  
Dwijowati Asih Saputri ◽  
Rizki Wahyu Yunian Putra

1, 2, 3Universitas Islam Negeri Raden Intan, Lampung123e-mail:  ABSTRAKPenelitian ini bertujuan untuk meningkatkan pemahaman matematis siswa dengan mengaplikasikan model pembelajaran Team Game Tournament (TGT) berbasis bahan ajar gamifikasi. Peneliti menggunakan metode penelitian eksperimen dengan mengadopsi Quasy Experiment Design. Peneliti juga menggunakan cluster random sampling sehingga didapat kelas VIII A sebagai kelas eksperiment yang menggunakan model pembelajaran Teams Games Tournament (TGT), kelas VIII B kelas eksperiment yang menerapkan bahan ajar gamifikasi menggunakan model Teams Games Tournament (TGT), sedangkan kelas VIII C sebagai kelas kontrol yang pembelajarannya menggunkan metode tradisional. Hasil penelitian meunjukan bahwasanya terdapat pengaruh penerapan model pembelajaran teams games tournament (TGT) menggunakan bahan ajar gamifikasi dalam meningkatkan penalaran matematis siswa. Peningkatan penalaran matematis siswa pada kelas  dengan perlakuan model pembelajaran Teams Games Tournament (TGT) menggunakan bahan ajar gamifikasi lebih baik dibandingkan dengan model pembelajaran konvensional. Kata kunci : Teams Game Tournament; Bahan Ajar Gamifiasi; Pemahaman Matematis  ABSTRACTThis research aims to improve students’mathematical understanding by applying the Team Game Tournament (TGT) learning model based on gamification teaching materials. Researchers used experimental research methods by adopting the Quasy Experiment Design. Researchers also used cluster random sampling so that class VIII A was obtained as an experimental class using the Teams Games Tournament (TGT) learning model, class VIII B was an experimental class that applied gamification teaching materials using the Teams Games Tournament (TGT) model, while class VIII C was a class. control learning using traditional methods. The results show that there is an effect of the application of the Teams Games Tournament (TGT) learning model using gamification teaching materials in improving students' mathematical reasoning. The improvement of students' mathematical reasoning in the class with the Teams Games Tournament (TGT) learning model treatment using gamification teaching materials is better than the conventional learning model. Keywords : Teams Game Tournament; Gamification Teaching Materials; Mathematical Understanding


2021 ◽  
Vol 1 (3) ◽  
pp. 127-132
Author(s):  
IDA NURAIDA

  The implementation of cooperative learning model type Teams Games Tournament grade X IIS 3 SMA Negeri 1 Telagasari. The research aims to improve the learning result of activity through. The research is research conducted a class act as much as two cycles. the subject of this research is the students of class X IIS 3 SMA Negeri 1 Telagasari with number of 41 students. Data about student learning activities and outcomes are collected using the methods of observation and test methods. all data were analyzed using descriptive qualitative techniques. The research on student learning activities shows an improvement of the cycle I70,10% which is quite active on the criteria being 81,67% in cycle II, who is on the active criteria. Whereas the results of the study on cycle I73,04% that is on the criteria 80.00% currently in cycle II is on high and with criteria of classical78,04%. from the analysis of the research data it can be concluded that the application of the cooperative learning model, this type of Teams Games Tournament can boost the activity and results of learning geography grade X IIS 3 SMA Negeri 1 Telagasari ABSTRAKPenerapan model pembelajaran kooperatif tipe Teams Games Tournament bertujuan untuk meningkatkan aktivitas dan hasil siswa kelas X IIS 3 SMA Negeri 1 Telagasari. Penelitian ini adalah penelitian tindakan kelas dilaksanakan sebanyak dua siklus. subjek dari penelitian ini adalah siswa kelas X IIS 3 SMA Negeri 1 Telagasari dengan jumlah 41 orang siswa. Data tentang aktivitas dan hasil belajar siswa dikumpulkan dengan menggunakan metode observasi dan metode test.semua data dianalisis menggunakan teknik deskriptif kualitatif. Hasil penelitian pada aktivitas belajar siswa menunjukkan peningkatan dari siklus I 70,10% yang berada pada kriteria cukup aktif menjadi 81,67% pada siklus II yang berada pada kriteria aktif. Sedangkan pada hasil belajar pada siklus I 73,04% yang berada pada kriteria sedang menjadi 80,00% pada siklus II berada pada kriteria tinggi dan ketuntasan klasikal 78,04% .dari analisis data penelitian dapat disimpulkan bahwa, penerapan model pembelajaran kooperatif tipe Team Game Tournament dapat meningkatkan aktivitas dan hasil belajar geografi siswa kelas X IIS 3 SMA Negeri 1 Telagasari


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.


2021 ◽  
Vol 13 (2) ◽  
pp. 1287-1294
Author(s):  
Ayatullah Muhammadin Al Fath

This study aimed to determine the effectiveness of learning in fifth-grade students at SD Negeri I Wonodadi Wetan through the Teams Games Tournament (TGT) type of cooperative learning model. The use of the Teams Games Tournament (TGT) cooperative learning model with the help of Tic Tac Toe media was chosen because the model was considered capable of growing students' enthusiasm and interest in learning effectiveness. This study uses qualitative research where this study uses analytical techniques consisting of data collection, data collection, and conclusions. Using the TGT model makes students learn from each other, causing students to work together. As for the effect of using the Teams Games Tournament (TGT) type cooperative learning model, there is an interaction between learning methods with high and low learning curiosity on the effectiveness of student learning. Cooperative Learning Method Team Game Tournament can improve learning effectiveness or performance, such as connection ability, activity, learning motivation, and student understanding.


2021 ◽  
Vol 6 (2) ◽  
pp. 137
Author(s):  
Ayu Wulandari ◽  
Relsas Yogica ◽  
Ganda Hijrah Selaras ◽  
Ristiono Ristiono

This research is an experimental research which aims to see the influence of Teams Game Tournament (TGT) learning model on the motivation of students on immune system material at SMA Pembangunan Laboratorium UNP academic year 2018/2019. The implementation of this study does not allow researchers to control variables as a whole so that this study belongs to the quasi-experimental category with the design of control group posttest only design. Sampling in this study used saturation sampling technique. The technique of data analysis used statistical tests, namely the t test. The results of statistical tests showed that in a significant term (α = 0.05) the value of tcount> t tableis obtained, which is 3.28 > 1.67, then H0 is rejected and H1 is accepted. It can be concluded that the motivation of students using the Teams Game Tournament (TGT) learning model is higher than the motivation of students who use conventional learning. It can be interpreted that there is an influence of the Teams Game Tournament (TGT) learning model on the motivation of students on immune system material at SMA Pembangunan Laboratorium UNP.


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