Implementation of team games tournament learning model to improve student learning outcomes on animalia material

Hesty Widyastuti, Ruqiah Ganda Putri Panjaitan, Ary Kusmawati
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Abstract

This research is motivated by the fact that many students still obtained cognitive learning outcomes below the minimum completeness criteria (KKM). This study aims to improve student learning outcomes and to find out the learning process using the team games tournament learning model on Animalia material in class X IPA 5 SMA Negeri 3 Pontianak. The research method used class action research conducted in two cycles, each cycle consisted of four stages, namely planning, action implementation, observation, and reflection. The research instruments used include observation sheets of the learning implementation process, as well as learning outcomes test questions. The data analysis technique used descriptive statistics. The results showed an increase in the implementation of the learning process, namely in cycle I at 79.16% and cycle II at 95.83%. Student learning outcomes in cycle I amounted to 78.13% and increased in cycle II by 81.25%. It can be concluded that the application of the Team Games Tournament learning model can improve student learning outcomes.
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实施团队游戏比赛学习模式,提高学生对动物学材料的学习成果
许多学生的认知学习成果仍然低于最低完整标准(KKM),这一事实激发了本研究。本研究旨在提高学生的学习成绩,并在坤甸SMA Negeri 3 Pontianak分校X IPA 5班的动物学教材中采用团队游戏竞赛学习模式来了解学生的学习过程。研究方法采用班级行动研究,分两个周期进行,每个周期包括四个阶段,即计划、行动实施、观察和反思。使用的研究工具包括学习实施过程观察表和学习成果测试题。数据分析采用了描述性统计方法。结果显示,学习过程的实施率有所提高,第一周期为 79.16%,第二周期为 95.83%。学生的学习成果在第一周期为 78.13%,在第二周期增加了 81.25%。由此可以得出结论,团队游戏比赛学习模式的应用可以提高学生的学习成绩。
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